X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=ecbd3d22ec093a78cb68dfb128df537b2a3f3340;hb=859178c6d4b2a9b9a95f8b01b113f589ce0f197f;hp=f61974e37e791f0b7384b17ef384416086c791b6;hpb=89113e9bc9544336b5ac4f53696c3de2d30698a2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index f61974e..ecbd3d2 100644 --- a/world_render.h +++ b/world_render.h @@ -1,520 +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 ); - - - 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 ); - } +#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 world_link_lighting_ub( world_instance *world, GLuint shader ) -{ - GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" ); - glUniformBlockBinding( shader, idx, world->ubo_bind_point ); + water; + + v3f render_gate_pos; + struct timer_text{ + char text[8]; + m4x3f transform; + ent_gate *gate; + ent_route *route; + } + timer_texts[4]; + u32 timer_text_count; + + struct text_particle{ + rigidbody rb; + m4x3f mlocal; + ent_glyph *glyph; + v4f colour; + m4x3f mdl; + f32 radius; + } + text_particles[6*4]; + u32 text_particle_count; } +static world_render; +static void world_render_init(void); -VG_STATIC void world_bind_position_texture( world_instance *world, +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 ) -{ - render_fb_bind_texture( &world->heightmap, 0, slot ); - glUniform1i( location, slot ); -} - -VG_STATIC void world_bind_light_array( world_instance *world, + int slot ); +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, + int slot ); +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 - */ - -VG_STATIC void bind_terrain_noise(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); -} - -struct world_pass{ - camera *cam; - enum mdl_shader shader; - enum geo_type geo_type; - - void (*fn_bind_textures)( world_instance *world, - struct world_surface *mat ); - void (*fn_set_mdl)( m4x3f mdl ); - void (*fn_set_uPvmPrev)( m4x4f pvm ); -}; - -VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass ) -{ - for( int i=0; isurface_count; i++ ){ - struct world_surface *mat = &world->surfaces[i]; - - if( mat->info.shader == pass->shader ){ - mdl_submesh *sm; - - if( pass->geo_type == k_geo_type_solid ) - sm = &mat->sm_geo; - else - sm = &mat->sm_no_collide; - - if( !sm->indice_count ) - continue; - - m4x3f mmdl; - m4x3_identity( mmdl ); - pass->fn_set_mdl( mmdl ); - pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv ); - - pass->fn_bind_textures( world, mat ); - mdl_draw_submesh( sm ); - - for( u32 j=0; jent_traffic ); j++ ){ - ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j ); - - for( u32 k=0; ksubmesh_count; k++ ){ - sm = mdl_arritm( &world->meta.submeshs, - traffic->submesh_start+k ); - - q_m3x3( traffic->transform.q, mmdl ); - v3_copy( traffic->transform.co, mmdl[3] ); - - m4x4f m4mdl; - m4x3_expand( mmdl, m4mdl ); - m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl ); - - pass->fn_set_mdl( mmdl ); - pass->fn_set_uPvmPrev( m4mdl ); - - mdl_draw_submesh( sm ); - } - } - } - } -} - -VG_STATIC -void world_render_both_stages( world_instance *world, struct world_pass *pass ) -{ - mesh_bind( &world->mesh_geo ); - pass->geo_type = k_geo_type_solid; - world_render_if( world, pass ); - - glDisable( GL_CULL_FACE ); - mesh_bind( &world->mesh_no_collide ); - pass->geo_type = k_geo_type_nonsolid; - world_render_if( world, pass ); - glEnable( GL_CULL_FACE ); -} - -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 ] ); -} - -VG_STATIC void render_world_vb( world_instance *world, camera *cam ) -{ - 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_scene_vertex_blend_uPv( cam->mtx.pv ); - shader_scene_vertex_blend_uCamera( cam->transform[3] ); - - struct world_pass pass = { - .shader = k_shader_standard_vertex_blend, - .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, - .fn_set_mdl = shader_scene_vertex_blend_uMdl, - .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); -} - -VG_STATIC void render_world_standard( world_instance *world, camera *cam ) -{ - shader_scene_standard_use(); - shader_scene_standard_uTexGarbage(0); - shader_scene_standard_uTexMain(1); - shader_scene_standard_uPv( cam->mtx.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_scene_standard_uCamera( cam->transform[3] ); - - struct world_pass pass = { - .shader = k_shader_standard, - .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, - .fn_set_mdl = shader_scene_standard_uMdl, - .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); -} - -VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) -{ - 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 ); - - 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_scene_standard_alphatest_uCamera( cam->transform[3] ); - - glDisable(GL_CULL_FACE); - - struct world_pass pass = { - .shader = k_shader_standard_cutout, - .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, - .fn_set_mdl = shader_scene_standard_alphatest_uMdl, - .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); - - glEnable(GL_CULL_FACE); -} - -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 ] ); - - shader_scene_terrain_uSandColour( mat->info.colour ); - shader_scene_terrain_uBlendOffset( mat->info.colour1 ); -} - -VG_STATIC void render_terrain( world_instance *world, camera *cam ) -{ - 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_scene_terrain_uPv( cam->mtx.pv ); - shader_scene_terrain_uCamera( cam->transform[3] ); - - struct world_pass pass = { - .shader = k_shader_terrain_blend, - .cam = cam, - .fn_bind_textures = bindpoint_terrain, - .fn_set_mdl = shader_scene_terrain_uMdl, - .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev, - }; - - world_render_both_stages( world, &pass ); -} - -VG_STATIC void render_sky( world_instance *world, 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); - 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_global.skydome ); - mesh_draw( &world_global.skydome ); - - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); -} - -VG_STATIC void render_world_gates( world_instance *world, camera *cam, - int layer_depth ) -{ - float closest = INFINITY; - - struct ent_gate *gate = NULL; - - 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; - 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; - - 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 world_prerender( world_instance *world ) -{ - 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; - - 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 */ - u32 closest = 0; - float min_dist = INFINITY; - - if( !mdl_arrcount( &world->ent_route ) ) - return; - - 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 ){ - min_dist = dist; - closest = i; - } - } - - ent_route *route = mdl_arritm( &world->ent_route, closest ); - sfd_render( world, cam, route->board_transform ); -} - -VG_STATIC void render_world_depth( world_instance *world, 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 ); - world_link_lighting_ub( world, _shader_scene_depth.id ); - - 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 ); -} + 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 */