X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=ecbd3d22ec093a78cb68dfb128df537b2a3f3340;hb=859178c6d4b2a9b9a95f8b01b113f589ce0f197f;hp=a73998a778888c9a573dedf582f89195783059b2;hpb=47941822dae18a018c985847b052e70214a3ccc6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index a73998a..ecbd3d2 100644 --- a/world_render.h +++ b/world_render.h @@ -1,249 +1,99 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved */ #ifndef WORLD_RENDER_H #define WORLD_RENDER_H -#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 }; +#define WORLD_CUBEMAP_RES 32 -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" ); +#include "camera.h" +#include "world.h" - vg_acquire_thread_sync(); - { - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, - &tex_terrain_noise, - &tex_alphatest, - &tex_graffiti }, 4 ); +#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; } - vg_release_thread_sync(); -} - -VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera ); - -/* - * Rendering - */ - -VG_STATIC void bind_terrain_textures(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); -} - -VG_STATIC void render_world_vb( m4x4f projection, v3f camera ) -{ - 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 ); - bind_terrain_textures(); - - 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 ); -} - -VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_alphatest_use(); - 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 ); - - 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 ); - - glEnable(GL_CULL_FACE); -} - -VG_STATIC void render_terrain( m4x4f projection, v3f camera ) -{ - 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 ); - bind_terrain_textures(); - - 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 ); -} - -VG_STATIC void render_lowerdome( m4x3f camera ) -{ - 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 ); - - 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 ); -} - -VG_STATIC void render_sky(m4x3f camera) -{ - 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 ); - - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_sky_use(); - shader_sky_uMdl(identity_matrix); - shader_sky_uPv(full); - shader_sky_uTexGarbage(0); - shader_sky_uTime( world.sky_time ); - - vg_tex2d_bind( &tex_terrain_noise, 0 ); - - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); - - mesh_bind( &world.skydome ); - mdl_draw_submesh( &world.dome_upper ); - - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); -} - -VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera ) -{ - float closest = INFINITY; - int id = 0; - - for( int i=0; igate.co[0], camera[3] ); - - if( dist < closest ) - { - closest = dist; - id = i; - } + water; + + v3f render_gate_pos; + struct timer_text{ + char text[8]; + m4x3f transform; + ent_gate *gate; + ent_route *route; } - - render_gate( &world.gates[id].gate, playerco, camera ); - v3_lerp( world.render_gate_pos, - world.gates[id].gate.co[0], - 1.0f, - world.render_gate_pos ); -} - -VG_STATIC void render_world( m4x4f projection, m4x3f camera ) -{ - 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] ); - - int closest = 0; - float min_dist = INFINITY; - - for( int i=0; i