X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=846e2d83f7f53694147231ca09a02b2246a3caaf;hb=5fa590f62aa7e62a8b6b07e10556c2ecc54cdca6;hp=31eba64401237a5cb48b9a7a79bb9fa4a3020afa;hpb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 31eba64..846e2d8 100644 --- a/world_render.h +++ b/world_render.h @@ -1,446 +1,101 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved */ -#ifndef WORLD_RENDER_H -#define WORLD_RENDER_H +#pragma once -#include "camera.h" -#include "world.h" - -/* FIXME */ -VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; - -VG_STATIC void world_render_init(void) -{ - vg_info( "Loading default world textures\n" ); - - vg_acquire_thread_sync(); - { - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 ); - - - vg_info( "Allocate uniform buffers\n" ); - for( int i=0; i<4; i++ ) - { - world_instance *world = &world_global.worlds[i]; - world->ubo_bind_point = i; - - glGenBuffers( 1, &world->ubo_lighting ); - glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); - glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), - NULL, GL_DYNAMIC_DRAW ); - - glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting ); - VG_CHECK_GL_ERR(); - } - - vg_info( "Allocate frame buffers\n" ); - for( int i=0; i<4; i++ ) - { - world_instance *world = &world_global.worlds[i]; - struct framebuffer *fb = &world->heightmap; - - fb->display_name = NULL; - fb->link = NULL; - fb->fixed_w = 1024; - fb->fixed_h = 1024; - fb->resolution_div = 0; - - /* TODO: We could get away with this being R16u, and just have it be - * a normed value between min and max of the bounding box Y */ - - fb->attachments[0].display_name = NULL; - fb->attachments[0].purpose = k_framebuffer_attachment_type_colour; - fb->attachments[0].internalformat = GL_RG16F; - fb->attachments[0].format = GL_RG; - fb->attachments[0].type = GL_FLOAT; - fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0; - - fb->attachments[1].purpose = k_framebuffer_attachment_type_none; - fb->attachments[2].purpose = k_framebuffer_attachment_type_none; - fb->attachments[3].purpose = k_framebuffer_attachment_type_none; - fb->attachments[4].purpose = k_framebuffer_attachment_type_none; - - render_fb_allocate( fb ); - } - } - vg_release_thread_sync(); -} - -VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader ) -{ - GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" ); - glUniformBlockBinding( shader, idx, world->ubo_bind_point ); -} - -VG_STATIC void world_bind_position_texture( world_instance *world, - GLuint shader, GLuint location, - int slot ) -{ - render_fb_bind_texture( &world->heightmap, 0, slot ); - glUniform1i( location, slot ); -} - -VG_STATIC void world_bind_light_array( world_instance *world, - GLuint shader, GLuint location, - int slot ) -{ - glActiveTexture( GL_TEXTURE0 + slot ); - glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities ); - glUniform1i( location, slot ); -} - -VG_STATIC void world_bind_light_index( world_instance *world, - GLuint shader, GLuint location, - int slot ) -{ - glActiveTexture( GL_TEXTURE0 + slot ); - glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes ); - glUniform1i( location, slot ); -} - -VG_STATIC void render_world_depth( world_instance *world, camera *cam ); - -/* - * Rendering - */ - -VG_STATIC void bind_terrain_noise(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); -} - -typedef void (*func_bind_point)( world_instance *world, - struct world_surface *mat ); - -VG_STATIC void world_render_if( world_instance *world, - enum mdl_shader shader, - enum geo_type geo_type, - func_bind_point bind_point ) -{ - - for( int i=0; isurface_count; i++ ) - { - struct world_surface *mat = &world->surfaces[i]; - - if( mat->info.shader == shader ) - { - mdl_submesh *sm; - - if( geo_type == k_geo_type_solid ) - sm = &mat->sm_geo; - else - sm = &mat->sm_no_collide; - - if( !sm->indice_count ) - continue; - - bind_point( world, mat ); - mdl_draw_submesh( sm ); - } - } -} - -VG_STATIC -void world_render_both_stages( world_instance *world, - enum mdl_shader shader, - func_bind_point bind_point ) -{ - mesh_bind( &world->mesh_geo ); - world_render_if( world, shader, k_geo_type_solid, bind_point ); - - glDisable( GL_CULL_FACE ); - mesh_bind( &world->mesh_no_collide ); - world_render_if( world, shader, k_geo_type_nonsolid, bind_point ); - glEnable( GL_CULL_FACE ); -} - -VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, - struct world_surface *mat ) -{ - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); -} - -VG_STATIC void render_world_vb( world_instance *world, camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_vertex_blend_use(); - shader_scene_vertex_blend_uTexGarbage(0); - shader_scene_vertex_blend_uTexGradients(1); - world_link_lighting_ub( world, _shader_scene_vertex_blend.id ); - world_bind_position_texture( world, _shader_scene_vertex_blend.id, - _uniform_scene_vertex_blend_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_vertex_blend.id, - _uniform_scene_vertex_blend_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_vertex_blend.id, - _uniform_scene_vertex_blend_uLightsIndex, 4 ); - - vg_tex2d_bind( &tex_terrain_noise, 0 ); - - shader_scene_vertex_blend_uPv( cam->mtx.pv ); - shader_scene_vertex_blend_uPvmPrev( cam->mtx_prev.pv ); - shader_scene_vertex_blend_uMdl( identity_matrix ); - shader_scene_vertex_blend_uCamera( cam->transform[3] ); - shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 ); - shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 ); - - world_render_both_stages( world, k_shader_standard_vertex_blend, - bindpoint_diffuse_texture1 ); -} - -VG_STATIC void render_world_standard( world_instance *world, camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_standard_use(); - shader_scene_standard_uTexGarbage(0); - shader_scene_standard_uTexMain(1); - shader_scene_standard_uPv( cam->mtx.pv ); - shader_scene_standard_uPvmPrev( cam->mtx_prev.pv ); - - world_link_lighting_ub( world, _shader_scene_standard.id ); - world_bind_position_texture( world, _shader_scene_standard.id, - _uniform_scene_standard_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_standard.id, - _uniform_scene_standard_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_standard.id, - _uniform_scene_standard_uLightsIndex, 4 ); - - bind_terrain_noise(); +#define WORLD_CUBEMAP_RES 32 - shader_scene_standard_uMdl( identity_matrix ); - shader_scene_standard_uCamera( cam->transform[3] ); - shader_scene_standard_uBoard0( TEMP_BOARD_0 ); - shader_scene_standard_uBoard1( TEMP_BOARD_1 ); - - world_render_both_stages( world, k_shader_standard, - bindpoint_diffuse_texture1 ); -} - -VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_standard_alphatest_use(); - shader_scene_standard_alphatest_uTexGarbage(0); - shader_scene_standard_alphatest_uTexMain(1); - shader_scene_standard_alphatest_uPv( cam->mtx.pv ); - shader_scene_standard_alphatest_uPvmPrev( cam->mtx_prev.pv ); - - world_link_lighting_ub( world, _shader_scene_standard_alphatest.id ); - world_bind_position_texture( world, _shader_scene_standard_alphatest.id, - _uniform_scene_standard_alphatest_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_standard_alphatest.id, - _uniform_scene_standard_alphatest_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_standard_alphatest.id, - _uniform_scene_standard_alphatest_uLightsIndex, 4 ); - - - bind_terrain_noise(); - - shader_scene_standard_alphatest_uMdl( identity_matrix ); - shader_scene_standard_alphatest_uCamera( cam->transform[3] ); - shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 ); - shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 ); - - glDisable(GL_CULL_FACE); - - world_render_both_stages( world, k_shader_standard_cutout, - bindpoint_diffuse_texture1 ); - - glEnable(GL_CULL_FACE); -} - -VG_STATIC void bindpoint_terrain( world_instance *world, - struct world_surface *mat ) -{ - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); - - shader_scene_terrain_uSandColour( mat->info.colour ); - shader_scene_terrain_uBlendOffset( mat->info.colour1 ); -} - -VG_STATIC void render_terrain( world_instance *world, camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_terrain_use(); - shader_scene_terrain_uTexGarbage(0); - shader_scene_terrain_uTexGradients(1); - - world_link_lighting_ub( world, _shader_scene_terrain.id ); - world_bind_position_texture( world, _shader_scene_terrain.id, - _uniform_scene_terrain_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_terrain.id, - _uniform_scene_terrain_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_terrain.id, - _uniform_scene_terrain_uLightsIndex, 4 ); - - vg_tex2d_bind( &tex_terrain_noise, 0 ); - - shader_scene_terrain_uPv( cam->mtx.pv ); - shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv ); - - shader_scene_terrain_uMdl( identity_matrix ); - shader_scene_terrain_uCamera( cam->transform[3] ); - shader_scene_terrain_uBoard0( TEMP_BOARD_0 ); - shader_scene_terrain_uBoard1( TEMP_BOARD_1 ); - - world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain ); -} - -VG_STATIC void render_sky( world_instance *world, camera *cam ) -{ - /* - * Modify matrix to remove clipping and view translation - */ - m4x4f v, - v_prev, - pv, - pv_prev; - - m4x4_copy( cam->mtx.v, v ); - m4x4_copy( cam->mtx_prev.v, v_prev ); - v3_zero( v[3] ); - v3_zero( v_prev[3] ); - - m4x4_copy( cam->mtx.p, pv ); - m4x4_copy( cam->mtx_prev.p, pv_prev ); - m4x4_reset_clipping( pv, cam->farz, cam->nearz ); - m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz ); - - m4x4_mul( pv, v, pv ); - m4x4_mul( pv_prev, v_prev, pv_prev ); - - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - /* - * Draw - */ - shader_model_sky_use(); - shader_model_sky_uMdl( identity_matrix ); - shader_model_sky_uPv( pv ); - shader_model_sky_uPvmPrev( pv_prev ); - shader_model_sky_uTexGarbage(0); - world_link_lighting_ub( world, _shader_model_sky.id ); - - vg_tex2d_bind( &tex_terrain_noise, 0 ); - - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); - - mesh_bind( &world_global.skydome ); - mesh_draw( &world_global.skydome ); - - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); -} - -VG_STATIC void render_world_gates( world_instance *world, camera *cam ) -{ - float closest = INFINITY; - - struct ent_gate *gate = NULL; - - for( u32 i=0; ient_gate); i++ ){ - ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - - if( gi->type == k_gate_type_unlinked ) - continue; - - float dist = v3_dist2( gi->co[0], cam->transform[3] ); - - vg_line_pt3( gi->co[0], 0.25f, VG__BLUE ); - - if( dist < closest ){ - closest = dist; - gate = gi; - } +#include "vg/vg_camera.h" +#include "world.h" +#include "shaders/scene_standard.h" +#include "shaders/scene_standard_alphatest.h" +#include "shaders/scene_foliage.h" +#include "shaders/scene_override.h" +#include "shaders/scene_cubemapped.h" +#include "shaders/scene_vertex_blend.h" +#include "shaders/scene_terrain.h" +#include "shaders/scene_fxglow.h" +#include "shaders/scene_depth.h" +#include "shaders/scene_position.h" +#include "shaders/scene_font.h" +#include "shaders/model_sky.h" +#include "shaders/model_sky_space.h" + +static const float k_world_light_cube_size = 8.0f; + +struct world_render +{ + GLuint tex_terrain_noise; + + /* rendering */ + glmesh skydome; + + double sky_time, sky_rate, sky_target_rate; + + /* water rendering */ + struct{ + struct framebuffer fbreflect, fbdepth; } - - if( gate ){ -#if 0 - world_instance *dest_world = &world_global.worlds[ gate->world_index ]; - render_gate( dest_world, gate, cam ); -#else - render_gate( world, gate, cam ); -#endif + water; + + v3f render_gate_pos; + struct timer_text{ + char text[8]; + m4x3f transform; + ent_gate *gate; + ent_route *route; } -} - -VG_STATIC void render_world( world_instance *world, camera *cam ) -{ - render_sky( world, cam ); - - render_world_routes( world, cam ); - render_world_standard( world, cam ); - render_world_vb( world, cam ); - render_world_alphatest( world, cam ); - render_terrain( world, cam ); - - /* Render SFD's */ -#if 0 - int closest = 0; - float min_dist = INFINITY; - - if( !world->route_count ) - return; - - for( int i=0; iroute_count; i++ ) - { - float dist = v3_dist2(world->routes[i].scoreboard_transform[3], cam->pos); - - if( dist < min_dist ) - { - min_dist = dist; - closest = i; - } + timer_texts[4]; + u32 timer_text_count; + + struct text_particle{ + rigidbody rb; + m4x3f mlocal; + ent_glyph *glyph; + v4f colour; + m4x3f mdl; + f32 radius; } + text_particles[6*4]; + u32 text_particle_count; +} +extern world_render; + +void world_render_init(void); + +void world_prerender( world_instance *world ); +void world_link_lighting_ub( world_instance *world, GLuint shader ); +void world_bind_position_texture( world_instance *world, + GLuint shader, GLuint location, + int slot ); +void world_bind_light_array( world_instance *world, + GLuint shader, GLuint location, + int slot ); +void world_bind_light_index( world_instance *world, + GLuint shader, GLuint location, + int slot ); +void render_world_position( world_instance *world, vg_camera *cam ); +void render_world_depth( world_instance *world, vg_camera *cam ); +void render_world( world_instance *world, vg_camera *cam, + int stenciled, int viewing_from_gate, + int with_water, int with_cubemaps ); +void render_world_cubemaps( world_instance *world ); +void bind_terrain_noise(void); +void render_world_override( world_instance *world, + world_instance *lighting_source, + m4x3f mmdl, + vg_camera *cam, + ent_spawn *dest_spawn, v4f map_info ); +void render_world_gates( world_instance *world, vg_camera *cam ); +void imgui_world_light_edit( world_instance *world ); + +#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \ + world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \ + world_bind_position_texture( WORLD, _shader_##SHADER.id, \ + _uniform_##SHADER##_g_world_depth, 2 ); \ + world_bind_light_array( WORLD, _shader_##SHADER.id, \ + _uniform_##SHADER##_uLightsArray, 3 ); \ + world_bind_light_index( WORLD, _shader_##SHADER.id, \ + _uniform_##SHADER##_uLightsIndex, 4 ); - sfd_render( cam, world->routes[closest].scoreboard_transform ); -#endif -} - -VG_STATIC void render_world_depth( world_instance *world, camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_depth_use(); - shader_scene_depth_uCamera( cam->transform[3] ); - shader_scene_depth_uPv( cam->mtx.pv ); - shader_scene_depth_uPvmPrev( cam->mtx_prev.pv ); - shader_scene_depth_uMdl( identity_matrix ); - world_link_lighting_ub( world, _shader_scene_depth.id ); - - mesh_bind( &world->mesh_geo ); - mesh_draw( &world->mesh_geo ); -} - -VG_STATIC void render_world_position( world_instance *world, camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_position_use(); - shader_scene_position_uCamera( cam->transform[3] ); - shader_scene_position_uPv( cam->mtx.pv ); - shader_scene_position_uPvmPrev( cam->mtx_prev.pv ); - shader_scene_position_uMdl( identity_matrix ); - world_link_lighting_ub( world, _shader_scene_position.id ); - - mesh_bind( &world->mesh_geo ); - mesh_draw( &world->mesh_geo ); -} - -#endif /* WORLD_RENDER_H */