X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=e1c17c828ee9824e4408b3869a470459bc8d36c0;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=3662bb19f1447f0333ea23e52a1bee56040f7d57;hpb=86dbcd5796ed674ca9433cce1ace8bef322cd121;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 3662bb1..e1c17c8 100644 --- a/world_render.h +++ b/world_render.h @@ -1,46 +1,85 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #ifndef WORLD_RENDER_H #define WORLD_RENDER_H +#include "camera.h" #include "world.h" -vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP|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) +{ + vg_info( "Loading default world textures\n" ); -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; + vg_acquire_thread_sync(); + { + vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 ); + } + vg_release_thread_sync(); +} -vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi", - .flags = VG_TEXTURE_NEAREST }; +VG_STATIC void render_world_depth( camera *cam ); -vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi", - .flags = VG_TEXTURE_NEAREST }; +/* + * Rendering + */ -static void world_render_init(void) +VG_STATIC void bind_terrain_noise(void) { - vg_tex2d_init( (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 ); + } + } +} +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 ); -/* - * Rendering - */ + glDisable( GL_CULL_FACE ); + mesh_bind( &world.mesh_no_collide ); + world_render_if( shader, k_geo_type_nonsolid, bind_point ); + glEnable( GL_CULL_FACE ); +} -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( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -49,27 +88,42 @@ 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_uPv( cam->mtx.pv ); + shader_vblend_uPvmPrev( cam->mtx_prev.pv ); shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( camera ); + shader_vblend_uCamera( cam->transform[3] ); + shader_vblend_uBoard0( TEMP_BOARD_0 ); + shader_vblend_uBoard1( TEMP_BOARD_1 ); - 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( camera *cam ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); -#if 0 - for( int i=0; imtx.pv ); + shader_standard_uPvmPrev( cam->mtx_prev.pv ); + shader_link_standard_ub( _shader_standard.id, 2 ); + bind_terrain_noise(); + + shader_standard_uMdl( identity_matrix ); + shader_standard_uCamera( cam->transform[3] ); + shader_standard_uBoard0( TEMP_BOARD_0 ); + shader_standard_uBoard1( TEMP_BOARD_1 ); + + world_render_both_stages( k_shader_standard, + bindpoint_diffuse_texture1 ); } -static void render_world_alphatest( m4x4f projection, v3f camera ) +VG_STATIC void render_world_alphatest( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -77,26 +131,34 @@ static void render_world_alphatest( m4x4f projection, v3f camera ) 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 ); + bind_terrain_noise(); - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_alphatest, 1 ); - - shader_alphatest_uPv( projection ); shader_alphatest_uMdl( identity_matrix ); - shader_alphatest_uCamera( camera ); + shader_alphatest_uCamera( cam->transform[3] ); + shader_alphatest_uBoard0( TEMP_BOARD_0 ); + shader_alphatest_uBoard1( TEMP_BOARD_1 ); glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - 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); } -static void render_terrain( m4x4f projection, v3f camera ) +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( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -105,67 +167,55 @@ 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(); - - 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); -} + vg_tex2d_bind( &tex_terrain_noise, 0 ); -static void render_lowerdome( m4x3f camera ) -{ - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + shader_terrain_uPv( cam->mtx.pv ); + shader_terrain_uPvmPrev( cam->mtx_prev.pv ); - m4x3f inverse; - m3x3_transpose( camera, inverse ); - v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]); - m4x3_expand( inverse, full ); - m4x4_mul( projection, full, full ); + shader_terrain_uMdl( identity_matrix ); + shader_terrain_uCamera( cam->transform[3] ); + shader_terrain_uBoard0( TEMP_BOARD_0 ); + shader_terrain_uBoard1( TEMP_BOARD_1 ); - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_planeinf_use(); - shader_planeinf_uMdl(identity_matrix); - shader_planeinf_uPv(full); - shader_planeinf_uCamera(camera[3]); - shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f,0.0f} ); - - mdl_draw_submesh( &world.dome_lower ); + world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); } -static void render_sky(m4x3f camera) +VG_STATIC void render_sky( camera *cam ) { - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); - - m4x3f inverse; - m3x3_transpose( camera, inverse ); - v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]); - m4x3_expand( inverse, full ); - m4x4_mul( projection, full, full ); + /* + * 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_sky_use(); - shader_sky_uMdl(identity_matrix); - shader_sky_uPv(full); + shader_sky_uMdl( identity_matrix ); + shader_sky_uPv( pv ); + shader_sky_uPvmPrev( pv_prev ); shader_sky_uTexGarbage(0); - shader_sky_uTime( vg_time ); + shader_sky_uTime( world.sky_time ); vg_tex2d_bind( &tex_terrain_noise, 0 ); @@ -179,15 +229,18 @@ 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( camera *cam ) { + if( !world.gate_count ) + return; + float closest = INFINITY; int id = 0; - for( int i=0; igate.co[0], camera[3] ); + struct route_gate *rg = &world.gates[i]; + float dist = v3_dist2( rg->gate.co[0], cam->transform[3] ); if( dist < closest ) { @@ -196,28 +249,33 @@ 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, cam ); 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( camera *cam ) { - render_sky( camera ); - render_world_routes( projection, camera[3] ); - render_world_vb( projection, camera[3] ); - render_world_alphatest( projection, camera[3] ); - render_terrain( projection, camera[3] ); + render_sky( cam ); + + render_world_routes( cam ); + render_world_standard( cam ); + render_world_vb( cam ); + render_world_alphatest( cam ); + render_terrain( cam ); + /* Render SFD's */ int closest = 0; float min_dist = INFINITY; - for( int i=0; ipos); if( dist < min_dist ) { @@ -226,22 +284,22 @@ static void render_world( m4x4f projection, m4x3f camera ) } } - sfd_render( &world.sfd.tester, projection, camera[3], - world.routes.routes[closest].scoreboard_transform ); + sfd_render( cam, world.routes[closest].scoreboard_transform ); } -static void render_world_depth( m4x4f projection, m4x3f camera ) +VG_STATIC void render_world_depth( camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); shader_gpos_use(); - shader_gpos_uCamera( camera[3] ); - shader_gpos_uPv( projection ); + shader_gpos_uCamera( cam->transform[3] ); + shader_gpos_uPv( cam->mtx.pv ); + shader_gpos_uPvmPrev( cam->mtx_prev.pv ); shader_gpos_uMdl( identity_matrix ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + mesh_bind( &world.mesh_geo ); + mesh_draw( &world.mesh_geo ); #if 0 glDisable(GL_CULL_FACE);