X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=ae9399bf8e02d711484159672c0384bd8aaabc9b;hb=777083e1f715a26d3f68be4ba5bdf2cbcaa84a05;hp=32a15baeddd6e0bdf84769f41f2c88b4ec73adc0;hpb=b93c61c54e7ac56f6808b9a563d3e4221ca8482e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 32a15ba..ae9399b 100644 --- a/world_render.h +++ b/world_render.h @@ -7,58 +7,74 @@ #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 }; - -static void world_render_init(void) +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(); } -static void world_render_free(void*_) +VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera ); + +/* + * Rendering + */ + +VG_STATIC void bind_terrain_noise(void) { - vg_tex2d_free( (vg_tex2d *[]){ &tex_terrain_colours, - &tex_terrain_noise, - &tex_alphatest, - &tex_graffiti }, 4 ); + vg_tex2d_bind( &tex_terrain_noise, 0 ); } +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; -static void render_world_depth( m4x4f projection, m4x3f camera ); - + 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 ); + } + } +} -/* - * Rendering - */ +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 ); +} -static void bind_terrain_textures(void) +VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat ) { - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] ); } -static void render_world_vb( m4x4f projection, v3f camera ) +VG_STATIC void render_world_vb( m4x4f projection, v3f camera ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -67,27 +83,36 @@ 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 ); - scene_bind( &world.geo ); - mdl_draw_submesh( &world.sm_geo_vb ); + world_render_both_stages( k_shader_standard_vertex_blend, + bindpoint_diffuse_texture1 ); +} - mesh_bind( &world.cars ); +VG_STATIC void render_world_standard( m4x4f projection, v3f camera ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); -#if 0 - for( int i=0; iinfo.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; m4x3_identity( identity_matrix ); @@ -123,26 +153,17 @@ 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 ); - scene_bind( &world.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); - scene_bind( &world.foliage ); - mdl_draw_submesh( &world.sm_foliage_main ); - glEnable(GL_CULL_FACE); + world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); } -static void render_lowerdome( m4x3f camera ) +VG_STATIC void render_lowerdome( m4x3f camera ) { m4x4f projection, full; pipeline_projection( projection, 0.4f, 1000.0f ); @@ -165,7 +186,7 @@ static void render_lowerdome( m4x3f camera ) mdl_draw_submesh( &world.dome_lower ); } -static void render_sky(m4x3f camera) +VG_STATIC void render_sky(m4x3f camera) { m4x4f projection, full; pipeline_projection( projection, 0.4f, 1000.0f ); @@ -197,14 +218,17 @@ static void render_sky(m4x3f camera) glDepthMask( GL_TRUE ); } -static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera ) +VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera ) { + if( !world.gate_count ) + return; + float closest = INFINITY; int id = 0; - for( int i=0; igate.co[0], camera[3] ); if( dist < closest ) @@ -214,17 +238,18 @@ static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera ) } } - render_gate( &world.routes.gates[id].gate, playerco, camera ); + render_gate( &world.gates[id].gate, playerco, camera ); v3_lerp( world.render_gate_pos, - world.routes.gates[id].gate.co[0], + world.gates[id].gate.co[0], 1.0f, world.render_gate_pos ); } -static void render_world( m4x4f projection, m4x3f camera ) +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] ); @@ -232,9 +257,12 @@ static void render_world( m4x4f projection, m4x3f camera ) int closest = 0; float min_dist = INFINITY; - for( int i=0; i