X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=b1972ba546cf7cafd4774294559c7a39eaabbfc2;hb=8c376ed2e4021a18b0a6c6e800109d67ad09d198;hp=68c0ceb91a88efe8cd22635d158fc7d00a6118c3;hpb=f7db507815e2822d971031c30f25e02b45e9c914;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 68c0ceb..b1972ba 100644 --- a/world_render.h +++ b/world_render.h @@ -8,8 +8,9 @@ #include "camera.h" #include "world.h" -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; +/* FIXME */ +VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", + .flags = VG_TEXTURE_NEAREST }; VG_STATIC void world_render_init(void) { @@ -18,11 +19,86 @@ VG_STATIC void world_render_init(void) 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; + + fb->attachments[0].display_name = NULL; + fb->attachments[0].purpose = k_framebuffer_attachment_type_texture; + 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 render_world_depth( camera *cam ); +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 @@ -33,14 +109,18 @@ VG_STATIC void bind_terrain_noise(void) vg_tex2d_bind( &tex_terrain_noise, 0 ); } -VG_STATIC void world_render_if( enum mdl_shader shader, +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, - void (*bind_point)(struct world_material *mat)) + func_bind_point bind_point ) { - for( int i=0; isurface_count; i++ ) { - struct world_material *mat = &world.materials[i]; + struct world_surface *mat = &world->surfaces[i]; if( mat->info.shader == shader ) { @@ -54,122 +134,160 @@ VG_STATIC void world_render_if( enum mdl_shader shader, if( !sm->indice_count ) continue; - bind_point( mat ); + bind_point( world, mat ); mdl_draw_submesh( sm ); } } } -VG_STATIC void world_render_both_stages( enum mdl_shader shader, - void (*bind_point)(struct world_material *mat)) +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( shader, k_geo_type_solid, bind_point ); - mesh_bind( &world.mesh_no_collide ); - world_render_if( shader, k_geo_type_nonsolid, 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( struct world_material *mat ) +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 ] ); + glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); } -VG_STATIC void render_world_vb( camera *cam ) +VG_STATIC void render_world_vb( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); + 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_vblend_uPv( cam->mtx.pv ); - shader_vblend_uPvmPrev( cam->mtx_prev.pv ); - shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( cam->transform[3] ); + 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] ); - world_render_both_stages( k_shader_standard_vertex_blend, + world_render_both_stages( world, k_shader_standard_vertex_blend, bindpoint_diffuse_texture1 ); } -VG_STATIC void render_world_standard( camera *cam ) +VG_STATIC void render_world_standard( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_standard_use(); - shader_standard_uTexGarbage(0); - shader_standard_uTexMain(1); - shader_standard_uPv( cam->mtx.pv ); - shader_standard_uPvmPrev( cam->mtx_prev.pv ); - shader_link_standard_ub( _shader_standard.id, 2 ); + 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(); - shader_standard_uMdl( identity_matrix ); - shader_standard_uCamera( cam->transform[3] ); + shader_scene_standard_uMdl( identity_matrix ); + shader_scene_standard_uCamera( cam->transform[3] ); - world_render_both_stages( k_shader_standard, + world_render_both_stages( world, k_shader_standard, bindpoint_diffuse_texture1 ); } -VG_STATIC void render_world_alphatest( camera *cam ) +VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_alphatest_use(); - shader_alphatest_uTexGarbage(0); - shader_alphatest_uTexMain(1); - shader_alphatest_uPv( cam->mtx.pv ); - shader_alphatest_uPvmPrev( cam->mtx_prev.pv ); - shader_link_standard_ub( _shader_alphatest.id, 2 ); + 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_alphatest_uMdl( identity_matrix ); - shader_alphatest_uCamera( cam->transform[3] ); + shader_scene_standard_alphatest_uMdl( identity_matrix ); + shader_scene_standard_alphatest_uCamera( cam->transform[3] ); glDisable(GL_CULL_FACE); - world_render_both_stages( k_shader_standard_cutout, + world_render_both_stages( world, k_shader_standard_cutout, bindpoint_diffuse_texture1 ); glEnable(GL_CULL_FACE); } -VG_STATIC void bindpoint_terrain( struct world_material *mat ) +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 ] ); + glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); - shader_terrain_uSandColour( mat->info.colour ); - shader_terrain_uBlendOffset( mat->info.colour1 ); + shader_scene_terrain_uSandColour( mat->info.colour ); + shader_scene_terrain_uBlendOffset( mat->info.colour1 ); } -VG_STATIC void render_terrain( camera *cam ) +VG_STATIC void render_terrain( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_terrain_use(); - shader_terrain_uTexGarbage(0); - shader_terrain_uTexGradients(1); - shader_link_standard_ub( _shader_terrain.id, 2 ); + 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_terrain_uPv( cam->mtx.pv ); - shader_terrain_uPvmPrev( cam->mtx_prev.pv ); + shader_scene_terrain_uPv( cam->mtx.pv ); + shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv ); - shader_terrain_uMdl( identity_matrix ); - shader_terrain_uCamera( cam->transform[3] ); + shader_scene_terrain_uMdl( identity_matrix ); + shader_scene_terrain_uCamera( cam->transform[3] ); - world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); + world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain ); } -VG_STATIC void render_sky( camera *cam ) +VG_STATIC void render_sky( world_instance *world, camera *cam ) { /* * Modify matrix to remove clipping and view translation @@ -198,103 +316,169 @@ VG_STATIC void render_sky( camera *cam ) /* * Draw */ - shader_sky_use(); - shader_sky_uMdl( identity_matrix ); - shader_sky_uPv( pv ); - shader_sky_uPvmPrev( pv_prev ); - shader_sky_uTexGarbage(0); - shader_sky_uTime( world.sky_time ); + 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.skydome ); - mdl_draw_submesh( &world.dome_upper ); + mesh_bind( &world_global.skydome ); + mesh_draw( &world_global.skydome ); glEnable( GL_DEPTH_TEST ); glDepthMask( GL_TRUE ); } -VG_STATIC void render_world_gates( camera *cam ) +VG_STATIC void render_world_gates( world_instance *world, camera *cam, + int layer_depth ) { - if( !world.gate_count ) - return; - float closest = INFINITY; - int id = 0; - for( int i=0; igate.co[0], cam->transform[3] ); + struct ent_gate *gate = NULL; - if( dist < closest ) - { + 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; - id = i; + gate = gi; } } + + if( gate ){ + /* should really be set in fixed update since its used in the physics + * of most systems. too bad! */ + world->rendering_gate = gate; - render_gate( &world.gates[id].gate, cam ); - v3_lerp( world.render_gate_pos, - world.gates[id].gate.co[0], - 1.0f, - world.render_gate_pos ); + if( gate->type == k_gate_type_teleport ){ + render_gate( world, gate, cam, layer_depth ); + } + else if( gate->type == k_gate_type_nonlocel ){ + world_instance *dest_world = &world_global.worlds[ gate->target ]; + render_gate( dest_world, gate, cam, layer_depth ); + } + else + world->rendering_gate = NULL; + } } -VG_STATIC void render_world( camera *cam ) +VG_STATIC void world_prerender( world_instance *world ) { - render_sky( cam ); + static double g_time = 0.0; + g_time += vg.time_delta * (1.0/(k_day_length*60.0)); + + struct ub_world_lighting *state = &world->ub_lighting; - render_world_routes( cam ); - render_world_standard( cam ); - render_world_vb( cam ); - render_world_alphatest( cam ); - render_terrain( cam ); + state->g_time = g_time; + state->g_realtime = vg.time; + state->g_debug_indices = k_debug_light_indices; + state->g_light_preview = k_light_preview; + state->g_debug_complexity = k_debug_light_complexity; + + state->g_time_of_day = vg_fractf( g_time ); + state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f ); + state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf ); + + state->g_day_phase = state->g_day_phase * 0.5f + 0.5f; + state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f ); + + float a = state->g_time_of_day * VG_PIf * 2.0f; + state->g_sun_dir[0] = sinf( a ); + state->g_sun_dir[1] = cosf( a ); + state->g_sun_dir[2] = 0.2f; + v3_normalize( state->g_sun_dir ); + + + world->probabilities[ k_probability_curve_constant ] = 1.0f; + + float dp = state->g_day_phase; + + world->probabilities[ k_probability_curve_wildlife_day ] = + (dp*dp*0.8f+state->g_sunset_phase)*0.8f; + world->probabilities[ k_probability_curve_wildlife_night ] = + 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f); + + + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); +} + +VG_STATIC void render_world( world_instance *world, camera *cam, + int layer_depth ) +{ + render_sky( world, cam ); + + render_world_routes( world, cam, layer_depth ); + render_world_standard( world, cam ); + render_world_vb( world, cam ); + render_world_alphatest( world, cam ); + render_terrain( world, cam ); /* Render SFD's */ - int closest = 0; + u32 closest = 0; float min_dist = INFINITY; - if( !world.route_count ) + if( !mdl_arrcount( &world->ent_route ) ) return; - for( int i=0; ipos); + for( u32 i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + float dist = v3_dist2( route->board_transform[3], cam->pos ); - if( dist < min_dist ) - { + if( dist < min_dist ){ min_dist = dist; closest = i; } } - sfd_render( cam, world.routes[closest].scoreboard_transform ); + ent_route *route = mdl_arritm( &world->ent_route, closest ); + sfd_render( world, cam, route->board_transform ); } -VG_STATIC void render_world_depth( camera *cam ) +VG_STATIC void render_world_depth( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_gpos_use(); - shader_gpos_uCamera( cam->transform[3] ); - shader_gpos_uPv( cam->mtx.pv ); - shader_gpos_uPvmPrev( cam->mtx_prev.pv ); - shader_gpos_uMdl( identity_matrix ); - - mesh_bind( &world.mesh_geo ); - mesh_draw( &world.mesh_geo ); + 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 ); -#if 0 - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -#endif + 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 */