X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=ae9399bf8e02d711484159672c0384bd8aaabc9b;hb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;hp=d2e615d2b754d9813b7d97e3846a8e8bd4e1e457;hpb=bdac014448b6ec968fe645f1581f321144f07dba;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index d2e615d..ae9399b 100644 --- a/world_render.h +++ b/world_render.h @@ -7,28 +7,16 @@ #include "world.h" -vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; - vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", .flags = VG_TEXTURE_NEAREST }; -vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi", - .flags = VG_TEXTURE_NEAREST }; - -vg_tex2d tex_graffiti = { .path = "textures/graffitibox.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_colours, - &tex_terrain_noise, - &tex_alphatest, - &tex_graffiti }, 4 ); + vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 ); } vg_release_thread_sync(); } @@ -39,10 +27,51 @@ VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera ); * Rendering */ -VG_STATIC void bind_terrain_textures(void) +VG_STATIC void bind_terrain_noise(void) { vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); +} + +VG_STATIC void world_render_if( enum mdl_shader shader, + enum geo_type geo_type, + void (*bind_point)(struct world_material *mat)) +{ + + for( int i=0; iinfo.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( mat ); + mdl_draw_submesh( sm ); + } + } +} + +VG_STATIC void world_render_both_stages( enum mdl_shader shader, + void (*bind_point)(struct world_material *mat)) +{ + mesh_bind( &world.mesh_geo ); + world_render_if( shader, k_geo_type_solid, bind_point ); + mesh_bind( &world.mesh_no_collide ); + world_render_if( shader, k_geo_type_nonsolid, bind_point ); +} + +VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat ) +{ + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] ); } VG_STATIC void render_world_vb( m4x4f projection, v3f camera ) @@ -54,14 +83,33 @@ VG_STATIC void render_world_vb( m4x4f projection, v3f camera ) shader_vblend_uTexGarbage(0); shader_vblend_uTexGradients(1); shader_link_standard_ub( _shader_vblend.id, 2 ); - bind_terrain_textures(); + vg_tex2d_bind( &tex_terrain_noise, 0 ); shader_vblend_uPv( projection ); shader_vblend_uMdl( identity_matrix ); shader_vblend_uCamera( camera ); - mesh_bind( &world.mesh_geo ); - mdl_draw_submesh( &world.sm_geo_vb ); + world_render_both_stages( k_shader_standard_vertex_blend, + bindpoint_diffuse_texture1 ); +} + +VG_STATIC void render_world_standard( m4x4f projection, v3f camera ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + + shader_standard_use(); + shader_standard_uTexGarbage(0); + shader_standard_uTexMain(1); + shader_link_standard_ub( _shader_standard.id, 2 ); + bind_terrain_noise(); + + shader_standard_uPv( projection ); + shader_standard_uMdl( identity_matrix ); + shader_standard_uCamera( camera ); + + world_render_both_stages( k_shader_standard, + bindpoint_diffuse_texture1 ); } VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera ) @@ -73,24 +121,29 @@ VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera ) shader_alphatest_uTexGarbage(0); shader_alphatest_uTexMain(1); shader_link_standard_ub( _shader_alphatest.id, 2 ); - - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_alphatest, 1 ); + bind_terrain_noise(); shader_alphatest_uPv( projection ); shader_alphatest_uMdl( identity_matrix ); shader_alphatest_uCamera( camera ); glDisable(GL_CULL_FACE); - mesh_bind( &world.mesh_no_collide ); - mdl_draw_submesh( &world.sm_foliage_alphatest ); - - vg_tex2d_bind( &tex_graffiti, 1 ); - mdl_draw_submesh( &world.sm_graffiti ); + + world_render_both_stages( k_shader_standard_cutout, + bindpoint_diffuse_texture1 ); glEnable(GL_CULL_FACE); } +VG_STATIC void bindpoint_terrain( struct world_material *mat ) +{ + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] ); + + shader_terrain_uSandColour( mat->info.colour ); + shader_terrain_uBlendOffset( mat->info.colour1 ); +} + VG_STATIC void render_terrain( m4x4f projection, v3f camera ) { m4x3f identity_matrix; @@ -100,23 +153,14 @@ VG_STATIC void render_terrain( m4x4f projection, v3f camera ) shader_terrain_uTexGarbage(0); shader_terrain_uTexGradients(1); shader_link_standard_ub( _shader_terrain.id, 2 ); - bind_terrain_textures(); + + vg_tex2d_bind( &tex_terrain_noise, 0 ); shader_terrain_uPv( projection ); shader_terrain_uMdl( identity_matrix ); shader_terrain_uCamera( camera ); - mesh_bind( &world.mesh_geo ); - mdl_draw_submesh( &world.sm_terrain ); - mdl_draw_submesh( &world.sm_geo_std_oob ); - mdl_draw_submesh( &world.sm_geo_std ); - mdl_draw_submesh( &world.sm_subworld ); - - /* TODO: Dont draw in reflection */ - glDisable( GL_CULL_FACE ); - mesh_bind( &world.mesh_no_collide ); - mdl_draw_submesh( &world.sm_foliage_main ); - glEnable( GL_CULL_FACE ); + world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); } VG_STATIC void render_lowerdome( m4x3f camera ) @@ -205,6 +249,7 @@ VG_STATIC void render_world( m4x4f projection, m4x3f camera ) { render_sky( camera ); render_world_routes( projection, camera[3] ); + render_world_standard( projection, camera[3] ); render_world_vb( projection, camera[3] ); render_world_alphatest( projection, camera[3] ); render_terrain( projection, camera[3] );