2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
9 #include "world_render.h"
12 #include "world_map.h"
13 #include "ent_miniworld.h"
14 #include "player_remote.h"
15 #include "ent_skateshop.h"
17 static int ccmd_set_time( int argc
, const char *argv
[] ){
18 world_instance
*world
= world_current_instance();
20 world
->time
= atof( argv
[0] );
22 vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world
->time
);
26 static void async_world_render_init( void *payload
, u32 size
){
27 vg_info( "Allocate uniform buffers\n" );
28 for( int i
=0; i
<k_world_max
; i
++ ){
29 world_instance
*world
= &world_static
.instances
[i
];
30 world
->ubo_bind_point
= i
;
32 glGenBuffers( 1, &world
->ubo_lighting
);
33 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
34 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
35 NULL
, GL_DYNAMIC_DRAW
);
37 glBindBufferBase( GL_UNIFORM_BUFFER
, i
, world
->ubo_lighting
);
41 vg_info( "Allocate frame buffers\n" );
42 for( int i
=0; i
<k_world_max
; i
++ ){
43 world_instance
*world
= &world_static
.instances
[i
];
44 struct framebuffer
*fb
= &world
->heightmap
;
46 fb
->display_name
= NULL
;
50 fb
->resolution_div
= 0;
52 fb
->attachments
[0].display_name
= NULL
;
53 fb
->attachments
[0].purpose
= k_framebuffer_attachment_type_texture
;
54 fb
->attachments
[0].internalformat
= GL_RG16F
;
55 fb
->attachments
[0].format
= GL_RG
;
56 fb
->attachments
[0].type
= GL_FLOAT
;
57 fb
->attachments
[0].attachment
= GL_COLOR_ATTACHMENT0
;
59 fb
->attachments
[1].purpose
= k_framebuffer_attachment_type_none
;
60 fb
->attachments
[2].purpose
= k_framebuffer_attachment_type_none
;
61 fb
->attachments
[3].purpose
= k_framebuffer_attachment_type_none
;
62 fb
->attachments
[4].purpose
= k_framebuffer_attachment_type_none
;
64 render_fb_allocate( fb
);
68 static void world_render_init(void){
69 VG_VAR_F32( k_day_length
);
70 VG_VAR_I32( k_debug_light_indices
);
71 VG_VAR_I32( k_debug_light_complexity
);
72 VG_VAR_I32( k_light_preview
);
73 VG_VAR_I32( k_light_editor
);
74 vg_console_reg_cmd( "set_time", ccmd_set_time
, NULL
);
76 world_render
.sky_rate
= 1.0;
77 world_render
.sky_target_rate
= 1.0;
79 shader_scene_standard_register();
80 shader_scene_standard_alphatest_register();
81 shader_scene_foliage_register();
82 shader_scene_override_register();
83 shader_scene_cubemapped_register();
84 shader_scene_fxglow_register();
85 shader_scene_vertex_blend_register();
86 shader_scene_terrain_register();
87 shader_scene_depth_register();
88 shader_scene_position_register();
89 shader_model_sky_register();
90 shader_model_sky_space_register();
92 vg_info( "Loading world resources\n" );
93 vg_linear_clear( vg_mem
.scratch
);
96 mdl_open( &msky
, "models/rs_skydome.mdl", vg_mem
.scratch
);
97 mdl_load_metadata_block( &msky
, vg_mem
.scratch
);
98 mdl_async_load_glmesh( &msky
, &world_render
.skydome
, NULL
);
101 vg_info( "Loading default world textures\n" );
102 vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
103 VG_TEX2D_NEAREST
|VG_TEX2D_REPEAT
,
104 &world_render
.tex_terrain_noise
);
106 vg_async_call( async_world_render_init
, NULL
, 0 );
110 * standard uniform bindings
111 * ----------------------------------------------------------------------------
113 static void world_link_lighting_ub( world_instance
*world
, GLuint shader
){
114 GLuint idx
= glGetUniformBlockIndex( shader
, "ub_world_lighting" );
115 glUniformBlockBinding( shader
, idx
, world
->ubo_bind_point
);
118 static void world_bind_position_texture( world_instance
*world
,
119 GLuint shader
, GLuint location
,
121 render_fb_bind_texture( &world
->heightmap
, 0, slot
);
122 glUniform1i( location
, slot
);
125 static void world_bind_light_array( world_instance
*world
,
126 GLuint shader
, GLuint location
,
128 glActiveTexture( GL_TEXTURE0
+ slot
);
129 glBindTexture( GL_TEXTURE_BUFFER
, world
->tex_light_entities
);
130 glUniform1i( location
, slot
);
133 static void world_bind_light_index( world_instance
*world
,
134 GLuint shader
, GLuint location
,
136 glActiveTexture( GL_TEXTURE0
+ slot
);
137 glBindTexture( GL_TEXTURE_3D
, world
->tex_light_cubes
);
138 glUniform1i( location
, slot
);
141 static void bind_terrain_noise(void){
142 glActiveTexture( GL_TEXTURE0
);
143 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
147 * Get OpenGL texture name from texture ID.
149 static GLuint
world_get_texture( world_instance
*world
, u32 id
){
150 if( id
& 0x80000000 ) return skaterift
.rt_textures
[id
& ~0x80000000];
151 else return world
->textures
[ id
];
154 static void bindpoint_diffuse_texture1( world_instance
*world
,
155 struct world_surface
*mat
){
156 glActiveTexture( GL_TEXTURE1
);
157 glBindTexture( GL_TEXTURE_2D
,
158 world_get_texture(world
,mat
->info
.tex_diffuse
) );
163 * ----------------------------------------------------------------------------
168 enum mdl_shader shader
;
169 enum world_geo_type geo_type
;
171 void (*fn_bind_textures
)( world_instance
*world
,
172 struct world_surface
*mat
);
173 void (*fn_set_mdl
)( m4x3f mdl
);
174 void (*fn_set_uPvmPrev
)( m4x4f pvm
);
175 void (*fn_set_uNormalMtx
)( m3x3f mnorm
);
178 static void render_world_depth( world_instance
*world
, camera
*cam
);
181 * Render a run of submeshes, only of those which match material_id
183 static void world_render_submeshes( world_instance
*world
,
184 struct world_pass
*pass
,
185 mdl_transform
*transform
,
186 u32 start
, u32 count
, u32 material_id
){
187 for( u32 k
=0; k
<count
; k
++ ){
188 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
, start
+k
);
189 if( sm
->material_id
!= material_id
) continue;
192 mdl_transform_m4x3( transform
, mmdl
);
195 m4x3_expand( mmdl
, m4mdl
);
196 m4x4_mul( pass
->cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
198 pass
->fn_set_mdl( mmdl
);
199 pass
->fn_set_uPvmPrev( m4mdl
);
201 mdl_draw_submesh( sm
);
206 * Render props attached to this material
208 static void world_render_props( world_instance
*world
, u32 material_id
,
209 struct world_pass
*pass
){
210 struct world_surface
*mat
= &world
->surfaces
[ material_id
];
211 if( !(mat
->flags
& WORLD_SURFACE_HAS_PROPS
) ) return;
213 pass
->fn_bind_textures( world
, mat
);
215 for( u32 j
=0; j
<mdl_arrcount( &world
->ent_prop
); j
++ ){
216 ent_prop
*prop
= mdl_arritm( &world
->ent_prop
, j
);
217 if( prop
->flags
& 0x1 ) continue;
219 world_render_submeshes( world
, pass
, &prop
->transform
,
220 prop
->submesh_start
, prop
->submesh_count
, material_id
);
225 * Render traffic models attactched to this material
227 static void world_render_traffic( world_instance
*world
, u32 material_id
,
228 struct world_pass
*pass
){
229 struct world_surface
*mat
= &world
->surfaces
[ material_id
];
230 if( !(mat
->flags
& WORLD_SURFACE_HAS_TRAFFIC
) ) return;
232 pass
->fn_bind_textures( world
, mat
);
234 for( u32 j
=0; j
<mdl_arrcount( &world
->ent_traffic
); j
++ ){
235 ent_traffic
*traffic
= mdl_arritm( &world
->ent_traffic
, j
);
237 world_render_submeshes( world
, pass
, &traffic
->transform
,
238 traffic
->submesh_start
, traffic
->submesh_count
,
244 * Iterate and render all materials which match the passes shader and geometry
245 * type. Includes props/traffic.
247 static void world_render_pass( world_instance
*world
, struct world_pass
*pass
){
248 for( int i
=0; i
<world
->surface_count
; i
++ ){
249 struct world_surface
*mat
= &world
->surfaces
[i
];
251 if( mat
->info
.shader
== pass
->shader
){
254 if( pass
->geo_type
== k_world_geo_type_solid
){
258 world_render_traffic( world
, i
, pass
);
259 world_render_props( world
, i
, pass
);
260 sm
= &mat
->sm_no_collide
;
263 if( !sm
->indice_count
)
267 m4x3_identity( mmdl
);
268 pass
->fn_set_mdl( mmdl
);
269 pass
->fn_set_uPvmPrev( pass
->cam
->mtx_prev
.pv
);
271 pass
->fn_bind_textures( world
, mat
);
272 mdl_draw_submesh( sm
);
278 * Specific shader instructions
279 * ----------------------------------------------------------------------------
282 static void world_render_both_stages( world_instance
*world
,
283 struct world_pass
*pass
){
284 mesh_bind( &world
->mesh_geo
);
285 pass
->geo_type
= k_world_geo_type_solid
;
286 world_render_pass( world
, pass
);
288 glDisable( GL_CULL_FACE
);
289 mesh_bind( &world
->mesh_no_collide
);
290 pass
->geo_type
= k_world_geo_type_nonsolid
;
291 world_render_pass( world
, pass
);
292 glEnable( GL_CULL_FACE
);
295 static void render_world_vb( world_instance
*world
, camera
*cam
){
296 shader_scene_vertex_blend_use();
297 shader_scene_vertex_blend_uTexGarbage(0);
298 shader_scene_vertex_blend_uTexGradients(1);
299 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_vertex_blend
);
301 glActiveTexture( GL_TEXTURE0
);
302 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
304 shader_scene_vertex_blend_uPv( cam
->mtx
.pv
);
305 shader_scene_vertex_blend_uCamera( cam
->transform
[3] );
307 struct world_pass pass
= {
308 .shader
= k_shader_standard_vertex_blend
,
310 .fn_bind_textures
= bindpoint_diffuse_texture1
,
311 .fn_set_mdl
= shader_scene_vertex_blend_uMdl
,
312 .fn_set_uPvmPrev
= shader_scene_vertex_blend_uPvmPrev
,
315 world_render_both_stages( world
, &pass
);
318 static void world_shader_standard_bind( world_instance
*world
, camera
*cam
){
319 shader_scene_standard_use();
320 shader_scene_standard_uTexGarbage(0);
321 shader_scene_standard_uTexMain(1);
322 shader_scene_standard_uPv( cam
->mtx
.pv
);
323 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_standard
);
325 bind_terrain_noise();
326 shader_scene_standard_uCamera( cam
->transform
[3] );
329 static void render_world_standard( world_instance
*world
, camera
*cam
){
330 world_shader_standard_bind( world
, cam
);
331 struct world_pass pass
= {
332 .shader
= k_shader_standard
,
334 .fn_bind_textures
= bindpoint_diffuse_texture1
,
335 .fn_set_mdl
= shader_scene_standard_uMdl
,
336 .fn_set_uPvmPrev
= shader_scene_standard_uPvmPrev
,
339 world_render_both_stages( world
, &pass
);
342 static void bindpoint_diffuse1_and_cubemap10( world_instance
*world
,
343 struct world_surface
*mat
){
344 glActiveTexture( GL_TEXTURE1
);
345 glBindTexture( GL_TEXTURE_2D
,
346 world_get_texture(world
,mat
->info
.tex_diffuse
) );
348 u32 cubemap_id
= mat
->info
.tex_none0
,
351 if( mdl_entity_id_type( cubemap_id
) == k_ent_cubemap
){
352 cubemap_index
= mdl_entity_id_id( cubemap_id
);
355 ent_cubemap
*cm
= mdl_arritm( &world
->ent_cubemap
, cubemap_index
);
356 glActiveTexture( GL_TEXTURE10
);
357 glBindTexture( GL_TEXTURE_CUBE_MAP
, cm
->texture_id
);
359 shader_scene_cubemapped_uColour( mat
->info
.colour
);
362 static void render_world_cubemapped( world_instance
*world
, camera
*cam
,
364 if( !mdl_arrcount( &world
->ent_cubemap
) )
368 world_shader_standard_bind( world
, cam
);
370 struct world_pass pass
= {
371 .shader
= k_shader_cubemap
,
373 .fn_bind_textures
= bindpoint_diffuse_texture1
,
374 .fn_set_mdl
= shader_scene_standard_uMdl
,
375 .fn_set_uPvmPrev
= shader_scene_standard_uPvmPrev
,
378 world_render_both_stages( world
, &pass
);
381 shader_scene_cubemapped_use();
382 shader_scene_cubemapped_uTexGarbage(0);
383 shader_scene_cubemapped_uTexMain(1);
384 shader_scene_cubemapped_uTexCubemap(10);
385 shader_scene_cubemapped_uPv( cam
->mtx
.pv
);
387 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_cubemapped
);
389 bind_terrain_noise();
390 shader_scene_cubemapped_uCamera( cam
->transform
[3] );
392 struct world_pass pass
= {
393 .shader
= k_shader_cubemap
,
395 .fn_bind_textures
= bindpoint_diffuse1_and_cubemap10
,
396 .fn_set_mdl
= shader_scene_cubemapped_uMdl
,
397 .fn_set_uPvmPrev
= shader_scene_cubemapped_uPvmPrev
,
400 world_render_both_stages( world
, &pass
);
404 static void render_world_alphatest( world_instance
*world
, camera
*cam
){
405 shader_scene_standard_alphatest_use();
406 shader_scene_standard_alphatest_uTexGarbage(0);
407 shader_scene_standard_alphatest_uTexMain(1);
408 shader_scene_standard_alphatest_uPv( cam
->mtx
.pv
);
410 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_standard_alphatest
);
412 bind_terrain_noise();
413 shader_scene_standard_alphatest_uCamera( cam
->transform
[3] );
414 glDisable(GL_CULL_FACE
);
416 struct world_pass pass
= {
417 .shader
= k_shader_standard_cutout
,
419 .fn_bind_textures
= bindpoint_diffuse_texture1
,
420 .fn_set_mdl
= shader_scene_standard_alphatest_uMdl
,
421 .fn_set_uPvmPrev
= shader_scene_standard_alphatest_uPvmPrev
,
424 world_render_both_stages( world
, &pass
);
425 glEnable(GL_CULL_FACE
);
428 static void render_world_foliage( world_instance
*world
, camera
*cam
){
429 shader_scene_foliage_use();
430 shader_scene_foliage_uTexGarbage(0);
431 shader_scene_foliage_uTexMain(1);
432 shader_scene_foliage_uPv( cam
->mtx
.pv
);
433 shader_scene_foliage_uTime( vg
.time
);
435 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_foliage
);
436 bind_terrain_noise();
438 shader_scene_foliage_uCamera( cam
->transform
[3] );
439 glDisable(GL_CULL_FACE
);
440 struct world_pass pass
= {
441 .shader
= k_shader_foliage
,
443 .fn_bind_textures
= bindpoint_diffuse_texture1
,
444 .fn_set_mdl
= shader_scene_foliage_uMdl
,
445 .fn_set_uPvmPrev
= shader_scene_foliage_uPvmPrev
,
447 world_render_both_stages( world
, &pass
);
448 glEnable(GL_CULL_FACE
);
451 static void world_render_challenges( world_instance
*world
,
452 struct world_pass
*pass
, v3f pos
){
454 if( skaterift
.activity
== k_skaterift_replay
) return;
455 if( world
!= world_current_instance() ) return;
460 u32 objective_list
[ 32 ],
461 challenge_list
[ 16 ];
463 v2f objective_uv_offsets
[ 32 ];
465 u32 objective_count
= 0,
468 ent_challenge
*active_challenge
= NULL
;
470 if( mdl_entity_id_type( world_static
.focused_entity
) == k_ent_challenge
){
471 if( (skaterift
.activity
== k_skaterift_default
) &&
472 world_static
.challenge_target
){
476 if( !((skaterift
.activity
!= k_skaterift_ent_focus
) &&
477 !world_static
.challenge_target
) ){
478 world_instance
*challenge_world
= world_current_instance();
479 u32 index
= mdl_entity_id_id( world_static
.focused_entity
);
480 active_challenge
= mdl_arritm(&challenge_world
->ent_challenge
, index
);
484 if( active_challenge
){
485 shader_scene_fxglow_uUvOffset( (v2f
){ 8.0f
/256.0f
, 0.0f
} );
486 challenge_list
[ challenge_count
++ ] = world_static
.focused_entity
;
488 u32 next
= active_challenge
->first
;
489 while( mdl_entity_id_type(next
) == k_ent_objective
){
490 u32 index
= mdl_entity_id_id( next
);
491 objective_list
[ objective_count
++ ] = index
;
493 ent_objective
*objective
= mdl_arritm( &world
->ent_objective
, index
);
494 next
= objective
->id_next
;
500 shader_scene_fxglow_uUvOffset( (v2f
){ 0.0f
, 0.0f
} );
502 bh_iter_init_range( 0, &it
, pos
, radius
+10.0f
);
504 while( bh_next( world
->entity_bh
, &it
, &idx
) ){
505 u32 id
= world
->entity_list
[ idx
],
506 type
= mdl_entity_id_type( id
),
507 index
= mdl_entity_id_id( id
);
509 if( type
== k_ent_objective
) {
510 if( objective_count
< vg_list_size(objective_list
) )
511 objective_list
[ objective_count
++ ] = index
;
513 else if( type
== k_ent_challenge
){
514 if( challenge_count
< vg_list_size(challenge_list
) )
515 challenge_list
[ challenge_count
++ ] = index
;
520 /* render objectives */
521 glDisable( GL_CULL_FACE
);
522 mesh_bind( &world
->mesh_no_collide
);
523 u32 last_material
= 0;
524 for( u32 i
=0; i
<objective_count
; i
++ ){
525 u32 index
= objective_list
[ i
];
526 ent_objective
*objective
= mdl_arritm( &world
->ent_objective
, index
);
527 if( (objective
->flags
& k_ent_objective_hidden
) &&
528 !active_challenge
) continue;
533 u32 passed
= objective
->flags
& k_ent_objective_passed
;
534 f32 target
= passed
? 0.0f
: 1.0f
;
535 vg_slewf(&objective
->transform
.s
[0], target
, vg
.time_frame_delta
*4.0f
);
536 scale
= vg_smoothstepf( objective
->transform
.s
[0] );
538 if( (objective
== world_static
.challenge_target
) || passed
)
539 shader_scene_fxglow_uUvOffset( (v2f
){ 16.0f
/256.0f
, 0.0f
} );
541 shader_scene_fxglow_uUvOffset( (v2f
){ 8.0f
/256.0f
, 0.0f
} );
544 f32 dist
= v3_dist( objective
->transform
.co
, pos
) * (1.0f
/radius
);
545 scale
= vg_smoothstepf( vg_clampf( 5.0f
-dist
*5.0f
, 0.0f
,1.0f
) );
549 q_m3x3( objective
->transform
.q
, mmdl
);
550 m3x3_scalef( mmdl
, scale
);
551 v3_copy( objective
->transform
.co
, mmdl
[3] );
552 shader_scene_fxglow_uMdl( mmdl
);
554 for( u32 j
=0; j
<objective
->submesh_count
; j
++ ){
555 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
556 objective
->submesh_start
+ j
);
558 if( sm
->material_id
!= last_material
){
559 last_material
= sm
->material_id
;
560 pass
->fn_bind_textures( world
, &world
->surfaces
[sm
->material_id
] );
562 mdl_draw_submesh( sm
);
567 font3d_bind( &gui
.font
, k_font_shader_world
, 0, world
, &skaterift
.cam
);
571 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_challenge
); i
++ )
573 ent_challenge
*challenge
= mdl_arritm( &world
->ent_challenge
, i
);
574 if( challenge
->status
) count
++;
579 vg_strnull( &str
, buf
, sizeof(buf
) );
580 vg_strcati32( &str
, count
);
581 vg_strcatch( &str
, '/' );
582 vg_strcati32( &str
, mdl_arrcount(&world
->ent_challenge
) );
584 f32 w
= font3d_string_width( 1, buf
);
586 m3x3_identity( mlocal
);
587 mlocal
[3][0] = -w
*0.5f
;
591 for( u32 i
=0; i
<challenge_count
; i
++ )
593 u32 index
= challenge_list
[ i
];
594 ent_challenge
*challenge
= mdl_arritm( &world
->ent_challenge
, index
);
596 mdl_transform_m4x3( &challenge
->transform
, mmdl
);
597 m4x3_mul( mmdl
, mlocal
, mmdl
);
599 vg_line_point( challenge
->transform
.co
, 0.25f
, VG__RED
);
601 f32 dist
= v3_dist( challenge
->transform
.co
, pos
) * (1.0f
/radius
),
602 scale
= vg_smoothstepf( vg_clampf( 10.0f
-dist
*10.0f
, 0.0f
,1.0f
) ),
605 if( challenge
->status
)
608 shader_scene_font_uOpacity( scale
);
609 shader_scene_font_uColourize( colour
);
610 font3d_simple_draw( 1, buf
, &skaterift
.cam
, mmdl
);
614 static void render_world_fxglow( world_instance
*host_world
,
615 world_instance
*world
, camera
*cam
,
617 int generic
, int challenges
, int regions
){
618 shader_scene_fxglow_use();
619 shader_scene_fxglow_uUvOffset( (v2f
){ 0.0f
, 0.0f
} );
620 shader_scene_fxglow_uTexMain(1);
621 shader_scene_fxglow_uPv( cam
->mtx
.pv
);
622 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_fxglow
);
624 shader_scene_fxglow_uCamera( cam
->transform
[3] );
625 glDisable(GL_CULL_FACE
);
627 struct world_pass pass
= {
628 .shader
= k_shader_fxglow
,
630 .fn_bind_textures
= bindpoint_diffuse_texture1
,
631 .fn_set_mdl
= shader_scene_fxglow_uMdl
,
632 .fn_set_uPvmPrev
= shader_scene_fxglow_uPvmPrev
,
636 world_render_both_stages( world
, &pass
);
639 mesh_bind( &world
->mesh_no_collide
);
641 u32 last_material
= 0;
642 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_region
); i
++ ){
643 shader_scene_fxglow_uUvOffset( (v2f
){ 0.0f
, 0.0f
} );
644 ent_region
*region
= mdl_arritm( &world
->ent_region
, i
);
647 if( region
->flags
& k_ent_route_flag_achieve_gold
)
649 else if( region
->flags
& k_ent_route_flag_achieve_silver
)
652 shader_scene_fxglow_uUvOffset( (v2f
){ (8.0f
/256.0f
)*offset
, 0.0f
} );
655 mdl_transform_m4x3( ®ion
->transform
, mmdl
);
656 m4x3_mul( world_mmdl
, mmdl
, mmdl
);
657 shader_scene_fxglow_uMdl( mmdl
);
659 for( u32 j
=0; j
<region
->submesh_count
; j
++ ){
660 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
661 region
->submesh_start
+ j
);
663 if( sm
->material_id
!= last_material
){
664 last_material
= sm
->material_id
;
665 pass
.fn_bind_textures(world
,&world
->surfaces
[sm
->material_id
]);
667 mdl_draw_submesh( sm
);
673 world_render_challenges( world
, &pass
, cam
->pos
);
675 glEnable(GL_CULL_FACE
);
678 static void bindpoint_terrain( world_instance
*world
,
679 struct world_surface
*mat
)
681 glActiveTexture( GL_TEXTURE1
);
682 glBindTexture( GL_TEXTURE_2D
,
683 world_get_texture(world
,mat
->info
.tex_diffuse
) );
685 shader_scene_terrain_uSandColour( mat
->info
.colour
);
686 shader_scene_terrain_uBlendOffset( mat
->info
.colour1
);
689 static void bindpoint_override( world_instance
*world
,
690 struct world_surface
*mat
){
691 if( mat
->info
.flags
& k_material_flag_collision
){
692 shader_scene_override_uAlphatest(0);
695 glActiveTexture( GL_TEXTURE1
);
696 glBindTexture( GL_TEXTURE_2D
,
697 world_get_texture(world
,mat
->info
.tex_diffuse
) );
698 shader_scene_override_uAlphatest(1);
702 static void render_terrain( world_instance
*world
, camera
*cam
){
703 shader_scene_terrain_use();
704 shader_scene_terrain_uTexGarbage(0);
705 shader_scene_terrain_uTexGradients(1);
707 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_terrain
);
708 glActiveTexture( GL_TEXTURE0
);
709 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
711 shader_scene_terrain_uPv( cam
->mtx
.pv
);
712 shader_scene_terrain_uCamera( cam
->transform
[3] );
714 struct world_pass pass
= {
715 .shader
= k_shader_terrain_blend
,
717 .fn_bind_textures
= bindpoint_terrain
,
718 .fn_set_mdl
= shader_scene_terrain_uMdl
,
719 .fn_set_uPvmPrev
= shader_scene_terrain_uPvmPrev
,
722 world_render_both_stages( world
, &pass
);
725 static void render_sky( world_instance
*world
, camera
*cam
){
727 * Modify matrix to remove clipping and view translation
734 m4x4_copy( cam
->mtx
.v
, v
);
735 m4x4_copy( cam
->mtx_prev
.v
, v_prev
);
737 for( int i
=0; i
<3; i
++ ){
739 v3_normalize(v_prev
[i
]);
742 v3_zero( v_prev
[3] );
744 m4x4_copy( cam
->mtx
.p
, pv
);
745 m4x4_copy( cam
->mtx_prev
.p
, pv_prev
);
746 m4x4_reset_clipping( pv
, 100.0f
, 0.1f
);
747 m4x4_reset_clipping( pv_prev
, 100.0f
, 0.1f
);
749 m4x4_mul( pv
, v
, pv
);
750 m4x4_mul( pv_prev
, v_prev
, pv_prev
);
752 m4x3f identity_matrix
;
753 m4x3_identity( identity_matrix
);
758 if( world
->skybox
== k_skybox_default
){
759 shader_model_sky_use();
760 shader_model_sky_uMdl( identity_matrix
);
761 shader_model_sky_uPv( pv
);
762 shader_model_sky_uPvmPrev( pv_prev
);
763 shader_model_sky_uTexGarbage(0);
764 world_link_lighting_ub( world
, _shader_model_sky
.id
);
766 glActiveTexture( GL_TEXTURE0
);
767 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
769 else if( world
->skybox
== k_skybox_space
){
770 shader_model_sky_space_use();
772 shader_model_sky_space_uMdl( identity_matrix
);
773 shader_model_sky_space_uPv( pv
);
774 shader_model_sky_space_uPvmPrev( pv_prev
);
775 shader_model_sky_space_uTexGarbage(0);
776 world_link_lighting_ub( world
, _shader_model_sky_space
.id
);
778 glActiveTexture( GL_TEXTURE0
);
779 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
785 glDepthMask( GL_FALSE
);
786 glDisable( GL_DEPTH_TEST
);
788 mesh_bind( &world_render
.skydome
);
789 mesh_draw( &world_render
.skydome
);
791 glEnable( GL_DEPTH_TEST
);
792 glDepthMask( GL_TRUE
);
795 static void render_world_gates( world_instance
*world
, camera
*cam
){
796 float closest
= INFINITY
;
797 struct ent_gate
*gate
= NULL
;
799 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
800 ent_gate
*gi
= mdl_arritm( &world
->ent_gate
, i
);
802 if( !(gi
->flags
& k_ent_gate_nonlocal
) )
803 if( !(gi
->flags
& k_ent_gate_linked
) )
806 float dist
= v3_dist2( gi
->co
[0], cam
->transform
[3] );
808 vg_line_point( gi
->co
[0], 0.25f
, VG__BLUE
);
810 if( dist
< closest
){
816 world
->rendering_gate
= gate
;
819 if( gate
->flags
& k_ent_gate_locked
){
820 world
->rendering_gate
= NULL
;
824 if( gate
->flags
& k_ent_gate_nonlocal
){
825 if( !(gate
->flags
& k_ent_gate_linked
) ||
826 (world_static
.load_state
!= k_world_loader_none
) ){
827 world
->rendering_gate
= NULL
;
828 render_gate_unlinked( world
, gate
, cam
);
832 world_instance
*dest_world
= &world_static
.instances
[ gate
->target
];
833 render_gate( world
, dest_world
, gate
, cam
);
836 render_gate( world
, world
, gate
, cam
);
840 static void world_prerender( world_instance
*world
){
841 if( mdl_arrcount( &world
->ent_light
) ){
842 f32 rate
= vg_maxf(0.1f
, fabsf(k_day_length
)) * vg_signf(k_day_length
);
843 world
->time
+= vg
.time_frame_delta
* (1.0/(rate
*60.0));
849 if( world
->info
.flags
& 0x1 ){
850 world
->time
= world
->info
.timezone
;
853 struct ub_world_lighting
*state
= &world
->ub_lighting
;
855 state
->g_time
= world
->time
;
856 state
->g_realtime
= vg
.time_real
;
857 state
->g_debug_indices
= k_debug_light_indices
;
858 state
->g_light_preview
= k_light_preview
;
859 state
->g_debug_complexity
= k_debug_light_complexity
;
860 state
->g_time_of_day
= vg_fractf( world
->time
);
862 if( vg
.quality_profile
== k_quality_profile_high
)
863 state
->g_shadow_samples
= 8;
864 else if( vg
.quality_profile
== k_quality_profile_low
)
865 state
->g_shadow_samples
= 2;
867 state
->g_shadow_samples
= 0;
869 state
->g_day_phase
= cosf( state
->g_time_of_day
* VG_PIf
* 2.0f
);
870 state
->g_sunset_phase
= cosf( state
->g_time_of_day
* VG_PIf
* 4.0f
+ VG_PIf
);
872 state
->g_day_phase
= state
->g_day_phase
* 0.5f
+ 0.5f
;
873 state
->g_sunset_phase
= powf( state
->g_sunset_phase
* 0.5f
+ 0.5f
, 6.0f
);
875 float a
= state
->g_time_of_day
* VG_PIf
* 2.0f
;
876 state
->g_sun_dir
[0] = sinf( a
);
877 state
->g_sun_dir
[1] = cosf( a
);
878 state
->g_sun_dir
[2] = 0.2f
;
879 v3_normalize( state
->g_sun_dir
);
881 world
->probabilities
[ k_probability_curve_constant
] = 1.0f
;
882 float dp
= state
->g_day_phase
;
884 world
->probabilities
[ k_probability_curve_wildlife_day
] =
885 (dp
*dp
*0.8f
+state
->g_sunset_phase
)*0.8f
;
886 world
->probabilities
[ k_probability_curve_wildlife_night
] =
887 1.0f
-powf(fabsf((state
->g_time_of_day
-0.5f
)*5.0f
),5.0f
);
889 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
890 glBufferSubData( GL_UNIFORM_BUFFER
, 0,
891 sizeof(struct ub_world_lighting
), &world
->ub_lighting
);
894 static void render_world( world_instance
*world
, camera
*cam
,
895 int stenciled
, int viewing_from_gate
,
896 int with_water
, int with_cubemaps
){
898 glClear( GL_DEPTH_BUFFER_BIT
);
899 glStencilFunc( GL_EQUAL
, 1, 0xFF );
900 glStencilMask( 0x00 );
901 glEnable( GL_CULL_FACE
);
902 glEnable( GL_STENCIL_TEST
);
905 glStencilMask( 0xFF );
906 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
907 glDisable( GL_STENCIL_TEST
);
910 render_sky( world
, cam
);
913 m4x3_identity(identity
);
914 render_world_routes( world
, world
, identity
, cam
, viewing_from_gate
, 0 );
915 render_world_standard( world
, cam
);
916 render_world_cubemapped( world
, cam
, with_cubemaps
);
918 render_world_vb( world
, cam
);
919 render_world_alphatest( world
, cam
);
920 render_world_foliage( world
, cam
);
921 render_terrain( world
, cam
);
923 if( !viewing_from_gate
){
924 world_entity_focus_render();
928 float min_dist
= INFINITY
;
930 if( mdl_arrcount( &world
->ent_route
) ){
931 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
932 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
933 float dist
= v3_dist2( route
->board_transform
[3], cam
->pos
);
935 if( dist
< min_dist
){
941 ent_route
*route
= mdl_arritm( &world
->ent_route
, closest
);
942 sfd_render( world
, cam
, route
->board_transform
);
946 if( !viewing_from_gate
){
948 if( mdl_entity_id_type(world_static
.focused_entity
) == k_ent_challenge
)
949 greyout
= world_static
.focus_strength
;
951 if( greyout
> 0.0f
){
952 glDrawBuffers( 1, (GLenum
[]){ GL_COLOR_ATTACHMENT0
} );
954 glDisable(GL_DEPTH_TEST
);
955 glDepthMask(GL_FALSE
);
956 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
957 glBlendEquation(GL_FUNC_ADD
);
959 shader_blitcolour_use();
960 shader_blitcolour_uColour( (v4f
){ 0.5f
, 0.5f
, 0.5f
, greyout
*0.56f
} );
964 glEnable(GL_DEPTH_TEST
);
965 glDepthMask(GL_TRUE
);
966 glDrawBuffers( 2, (GLenum
[]){ GL_COLOR_ATTACHMENT0
,
967 GL_COLOR_ATTACHMENT1
} );
970 render_world_fxglow( world
, world
, cam
, NULL
, 1, 1, 0 );
974 render_water_texture( world
, cam
);
975 render_fb_bind( gpipeline
.fb_main
, 1 );
979 glStencilFunc( GL_EQUAL
, 1, 0xFF );
980 glStencilMask( 0x00 );
981 glEnable( GL_CULL_FACE
);
982 glEnable( GL_STENCIL_TEST
);
986 render_water_surface( world
, cam
);
989 render_remote_players( world
, cam
);
990 ent_miniworld_render( world
, cam
);
993 glStencilMask( 0xFF );
994 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
995 glDisable( GL_STENCIL_TEST
);
1000 static void render_world_override_pass( world_instance
*world
,
1001 struct world_pass
*pass
,
1002 m4x3f mmdl
, m3x3f mnormal
,
1004 for( int i
=0; i
<world
->surface_count
; i
++ ){
1005 struct world_surface
*mat
= &world
->surfaces
[i
];
1006 if( mat
->info
.flags
& k_material_flag_ghosts
) continue;
1009 if( pass
->geo_type
== k_world_geo_type_solid
)
1012 sm
= &mat
->sm_no_collide
;
1014 if( !sm
->indice_count
)
1017 pass
->fn_set_mdl( mmdl
);
1018 pass
->fn_set_uNormalMtx( mnormal
);
1019 pass
->fn_set_uPvmPrev( mpvm_prev
);
1020 pass
->fn_bind_textures( world
, mat
);
1021 mdl_draw_submesh( sm
);
1025 static void render_world_override( world_instance
*world
,
1026 world_instance
*lighting_source
,
1029 ent_spawn
*dest_spawn
, v4f map_info
){
1030 struct world_pass pass
= {
1032 .fn_bind_textures
= bindpoint_override
,
1033 .fn_set_mdl
= shader_scene_override_uMdl
,
1034 .fn_set_uPvmPrev
= shader_scene_override_uPvmPrev
,
1035 .fn_set_uNormalMtx
= shader_scene_override_uNormalMtx
,
1036 .shader
= k_shader_override
1039 shader_scene_override_use();
1040 shader_scene_override_uTexGarbage(0);
1041 shader_scene_override_uTexMain(1);
1042 shader_scene_override_uPv( pass
.cam
->mtx
.pv
);
1043 shader_scene_override_uMapInfo( map_info
);
1045 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source
, scene_override
);
1046 bind_terrain_noise();
1048 shader_scene_override_uCamera( pass
.cam
->transform
[3] );
1051 m4x3_expand( mmdl
, mpvm_prev
);
1052 m4x4_mul( cam
->mtx_prev
.pv
, mpvm_prev
, mpvm_prev
);
1055 m3x3_inv( mmdl
, mnormal
);
1056 m3x3_transpose( mnormal
, mnormal
);
1057 v3_normalize( mnormal
[0] );
1058 v3_normalize( mnormal
[1] );
1059 v3_normalize( mnormal
[2] );
1061 v4f uPlayerPos
, uSpawnPos
;
1062 v4_zero( uPlayerPos
);
1063 v4_zero( uSpawnPos
);
1065 v3_copy( world
->player_co
, uPlayerPos
);
1067 if( dest_spawn
&& (v3_dist2(dest_spawn
->transform
.co
,uPlayerPos
) > 0.1f
) )
1068 v3_copy( dest_spawn
->transform
.co
, uSpawnPos
);
1070 v3_add( uPlayerPos
, (v3f
){0,-1,0}, uSpawnPos
);
1072 uPlayerPos
[3] = v3_dist(uPlayerPos
,uSpawnPos
);
1073 uSpawnPos
[3] = 1.0f
/uPlayerPos
[3];
1075 shader_scene_override_uPlayerPos( uPlayerPos
);
1076 shader_scene_override_uSpawnPos( uSpawnPos
);
1079 glDisable( GL_CULL_FACE
);
1080 mesh_bind( &world
->mesh_geo
);
1081 pass
.geo_type
= k_world_geo_type_solid
;
1082 render_world_override_pass( world
, &pass
, mmdl
, mnormal
, mpvm_prev
);
1083 mesh_bind( &world
->mesh_no_collide
);
1084 pass
.geo_type
= k_world_geo_type_nonsolid
;
1085 render_world_override_pass( world
, &pass
, mmdl
, mnormal
, mpvm_prev
);
1086 glEnable( GL_CULL_FACE
);
1088 render_world_fxglow( world
, world
, cam
, mmdl
, 0, 0, 1 );
1091 static void render_cubemap_side( world_instance
*world
, ent_cubemap
*cm
,
1094 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
1095 GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ side
, cm
->texture_id
, 0 );
1096 glClear( GL_DEPTH_BUFFER_BIT
);
1099 { -1.0f
, 0.0f
, 0.0f
},
1100 { 1.0f
, 0.0f
, 0.0f
},
1101 { 0.0f
, -1.0f
, 0.0f
},
1102 { 0.0f
, 1.0f
, 0.0f
},
1103 { 0.0f
, 0.0f
, -1.0f
},
1104 { 0.0f
, 0.0f
, 1.0f
}
1107 { 0.0f
, -1.0f
, 0.0f
},
1108 { 0.0f
, -1.0f
, 0.0f
},
1109 { 0.0f
, 0.0f
, 1.0f
},
1110 { 0.0f
, 0.0f
, -1.0f
},
1111 { 0.0f
, -1.0f
, 0.0f
},
1112 { 0.0f
, -1.0f
, 0.0f
}
1115 v3_zero( cam
.angles
);
1116 v3_copy( cm
->co
, cam
.pos
);
1118 v3_copy( forward
[side
], cam
.transform
[2] );
1119 v3_copy( up
[side
], cam
.transform
[1] );
1120 v3_cross( up
[side
], forward
[side
], cam
.transform
[0] );
1121 v3_copy( cm
->co
, cam
.transform
[3] );
1122 m4x3_invert_affine( cam
.transform
, cam
.transform_inverse
);
1124 camera_update_view( &cam
);
1129 m4x4_copy( cam
.mtx
.p
, cam
.mtx_prev
.p
);
1130 m4x4_projection( cam
.mtx
.p
, cam
.fov
, 1.0f
, cam
.nearz
, cam
.farz
);
1131 camera_finalize( &cam
);
1132 camera_finalize( &cam
);
1134 render_world( world
, &cam
, 0, 1, 1, 0 );
1137 static void render_world_cubemaps( world_instance
*world
){
1138 if( world
->cubemap_cooldown
)
1139 world
->cubemap_cooldown
--;
1141 world
->cubemap_cooldown
= 60;
1143 glViewport( 0, 0, WORLD_CUBEMAP_RES
, WORLD_CUBEMAP_RES
);
1144 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_cubemap
); i
++ ){
1145 ent_cubemap
*cm
= mdl_arritm( &world
->ent_cubemap
, i
);
1146 glBindFramebuffer( GL_FRAMEBUFFER
, cm
->framebuffer_id
);
1148 world
->cubemap_side
++;
1149 if( world
->cubemap_side
>= 6 )
1150 world
->cubemap_side
= 0;
1152 render_cubemap_side( world
, cm
, world
->cubemap_side
);
1159 * ---------------------------------------------
1162 static void render_world_depth( world_instance
*world
, camera
*cam
){
1163 m4x3f identity_matrix
;
1164 m4x3_identity( identity_matrix
);
1166 shader_scene_depth_use();
1167 shader_scene_depth_uCamera( cam
->transform
[3] );
1168 shader_scene_depth_uPv( cam
->mtx
.pv
);
1169 shader_scene_depth_uPvmPrev( cam
->mtx_prev
.pv
);
1170 shader_scene_depth_uMdl( identity_matrix
);
1171 world_link_lighting_ub( world
, _shader_scene_depth
.id
);
1173 mesh_bind( &world
->mesh_geo
);
1174 mesh_draw( &world
->mesh_geo
);
1177 static void render_world_position( world_instance
*world
, camera
*cam
){
1178 m4x3f identity_matrix
;
1179 m4x3_identity( identity_matrix
);
1181 shader_scene_position_use();
1182 shader_scene_position_uCamera( cam
->transform
[3] );
1183 shader_scene_position_uPv( cam
->mtx
.pv
);
1184 shader_scene_position_uPvmPrev( cam
->mtx_prev
.pv
);
1185 shader_scene_position_uMdl( identity_matrix
);
1186 world_link_lighting_ub( world
, _shader_scene_position
.id
);
1188 mesh_bind( &world
->mesh_geo
);
1189 mesh_draw( &world
->mesh_geo
);
1192 struct ui_enum_opt skybox_setting_options
[] = {
1193 { 0, "g_daysky_colour" },
1194 { 1, "g_nightsky_colour" },
1195 { 2, "g_sunset_colour" },
1196 { 3, "g_ambient_colour" },
1197 { 4, "g_sun_colour" },
1200 static f32
*skybox_prop_location( world_instance
*world
, i32 index
){
1202 case 0: return world
->ub_lighting
.g_daysky_colour
; break;
1203 case 1: return world
->ub_lighting
.g_nightsky_colour
; break;
1204 case 2: return world
->ub_lighting
.g_sunset_colour
; break;
1205 case 3: return world
->ub_lighting
.g_ambient_colour
; break;
1206 case 4: return world
->ub_lighting
.g_sun_colour
; break;
1207 default: return NULL
;
1211 static void imgui_world_light_edit( world_instance
*world
){
1212 ui_rect panel
= { vg
.window_x
-400, 0, 400, vg
.window_y
};
1213 ui_fill( panel
, ui_colour( k_ui_bg
+1 ) );
1214 ui_outline( panel
, 1, ui_colour( k_ui_bg
+7 ), 0 );
1215 ui_rect_pad( panel
, (ui_px
[2]){ 8, 8 } );
1216 vg_ui
.wants_mouse
= 1;
1218 static i32 option_to_edit
= 0;
1219 ui_enum( panel
, "option", skybox_setting_options
, 5, &option_to_edit
);
1220 ui_colourpicker( panel
, "colour",
1221 skybox_prop_location( world
, option_to_edit
) );
1223 if( ui_button( panel
, "save tweaker file ('/tmp/tweaker.txt')\n" ) == 1 ){
1224 FILE *fp
= fopen( "/tmp/tweaker.txt", "w" );
1226 for( i32 i
=0; i
<5; i
++ ){
1227 struct ui_enum_opt
*opt
= &skybox_setting_options
[i
];
1228 f32
*val
= skybox_prop_location( world
, i
);
1229 fprintf( fp
, "%s = {%.3ff, %.3ff, %.3ff, %.3ff},\n",
1230 opt
->alias
, val
[0], val
[1], val
[2], val
[3] );