X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=ecbd3d22ec093a78cb68dfb128df537b2a3f3340;hb=859178c6d4b2a9b9a95f8b01b113f589ce0f197f;hp=e738d372dd59d019011595e32f80829f85ac7146;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index e738d37..ecbd3d2 100644 --- a/world_render.h +++ b/world_render.h @@ -1,312 +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 +#define WORLD_CUBEMAP_RES 32 + #include "camera.h" #include "world.h" -/* 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_acquire_thread_sync(); - { - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 ); +#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( camera *cam ); - -/* - * Rendering - */ - -VG_STATIC void bind_terrain_noise(void) -{ - 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; - - 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 ); - } + water; + + v3f render_gate_pos; + struct timer_text{ + char text[8]; + m4x3f transform; + ent_gate *gate; + ent_route *route; } -} - -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 ); - - glDisable( GL_CULL_FACE ); - mesh_bind( &world.mesh_no_collide ); - world_render_if( shader, k_geo_type_nonsolid, bind_point ); - glEnable( GL_CULL_FACE ); -} - -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( camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_vertex_blend_use(); - shader_scene_vertex_blend_uTexGarbage(0); - shader_scene_vertex_blend_uTexGradients(1); - shader_link_standard_ub( _shader_scene_vertex_blend.id, 2 ); - vg_tex2d_bind( &tex_terrain_noise, 0 ); - - 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] ); - shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 ); - shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 ); - - world_render_both_stages( k_shader_standard_vertex_blend, - bindpoint_diffuse_texture1 ); -} - -VG_STATIC void render_world_standard( camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - 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 ); - shader_link_standard_ub( _shader_scene_standard.id, 2 ); - bind_terrain_noise(); - - shader_scene_standard_uMdl( identity_matrix ); - shader_scene_standard_uCamera( cam->transform[3] ); - shader_scene_standard_uBoard0( TEMP_BOARD_0 ); - shader_scene_standard_uBoard1( TEMP_BOARD_1 ); - - world_render_both_stages( k_shader_standard, - bindpoint_diffuse_texture1 ); -} - -VG_STATIC void render_world_alphatest( camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - 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 ); - shader_link_standard_ub( _shader_scene_standard_alphatest.id, 2 ); - bind_terrain_noise(); - - shader_scene_standard_alphatest_uMdl( identity_matrix ); - shader_scene_standard_alphatest_uCamera( cam->transform[3] ); - shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 ); - shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 ); - - glDisable(GL_CULL_FACE); - - 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_scene_terrain_uSandColour( mat->info.colour ); - shader_scene_terrain_uBlendOffset( mat->info.colour1 ); -} - -VG_STATIC void render_terrain( camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_scene_terrain_use(); - shader_scene_terrain_uTexGarbage(0); - shader_scene_terrain_uTexGradients(1); - shader_link_standard_ub( _shader_scene_terrain.id, 2 ); - - vg_tex2d_bind( &tex_terrain_noise, 0 ); - - shader_scene_terrain_uPv( cam->mtx.pv ); - shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv ); - - shader_scene_terrain_uMdl( identity_matrix ); - shader_scene_terrain_uCamera( cam->transform[3] ); - shader_scene_terrain_uBoard0( TEMP_BOARD_0 ); - shader_scene_terrain_uBoard1( TEMP_BOARD_1 ); - - world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); -} - -VG_STATIC void render_sky( camera *cam ) -{ - /* - * 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_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); - shader_model_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( camera *cam ) -{ - if( !world.gate_count ) - return; - - float closest = INFINITY; - int id = 0; - - for( int i=0; igate.co[0], cam->transform[3] ); - - if( dist < closest ) - { - closest = dist; - id = i; - } - } - - 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 ); -} - -VG_STATIC void render_world( camera *cam ) -{ - 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; - - if( !world.route_count ) - return; - - for( int i=0; ipos); - - if( dist < min_dist ) - { - min_dist = dist; - closest = i; - } + timer_texts[4]; + u32 timer_text_count; + + struct text_particle{ + rigidbody rb; + m4x3f mlocal; + ent_glyph *glyph; + v4f colour; + m4x3f mdl; + f32 radius; } - - sfd_render( cam, world.routes[closest].scoreboard_transform ); -} - -VG_STATIC void render_world_depth( camera *cam ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - 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 ); - - mesh_bind( &world.mesh_geo ); - mesh_draw( &world.mesh_geo ); - -#if 0 - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -#endif + text_particles[6*4]; + u32 text_particle_count; } +static world_render; +static void world_render_init(void); + +static void world_link_lighting_ub( world_instance *world, GLuint shader ); +static void world_bind_position_texture( world_instance *world, + GLuint shader, GLuint location, + int slot ); +static void world_bind_light_array( world_instance *world, + GLuint shader, GLuint location, + int slot ); +static void world_bind_light_index( world_instance *world, + GLuint shader, GLuint location, + int slot ); +static void render_world_position( world_instance *world, camera *cam ); +static void render_world_depth( world_instance *world, camera *cam ); +static void render_world( world_instance *world, camera *cam, + int stenciled, int viewing_from_gate, + int with_water, int with_cubemaps ); +static void render_world_cubemaps( world_instance *world ); +static void bind_terrain_noise(void); +static void render_world_override( world_instance *world, + world_instance *lighting_source, + m4x3f mmdl, + camera *cam, + ent_spawn *dest_spawn, v4f map_info ); + +#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \ + world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \ + world_bind_position_texture( WORLD, _shader_##SHADER.id, \ + _uniform_##SHADER##_g_world_depth, 2 ); \ + world_bind_light_array( WORLD, _shader_##SHADER.id, \ + _uniform_##SHADER##_uLightsArray, 3 ); \ + world_bind_light_index( WORLD, _shader_##SHADER.id, \ + _uniform_##SHADER##_uLightsIndex, 4 ); #endif /* WORLD_RENDER_H */