2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
9 #include "world_render.h"
14 static int ccmd_set_time( int argc
, const char *argv
[] ){
15 world_instance
*world
= world_current_instance();
17 world
->time
= atof( argv
[0] );
19 vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world
->time
);
23 static void async_world_render_init( void *payload
, u32 size
)
25 vg_info( "Allocate uniform buffers\n" );
26 for( int i
=0; i
<k_world_max
; i
++ ){
27 world_instance
*world
= &world_static
.instances
[i
];
28 world
->ubo_bind_point
= i
;
30 glGenBuffers( 1, &world
->ubo_lighting
);
31 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
32 glBufferData( GL_UNIFORM_BUFFER
, sizeof(struct ub_world_lighting
),
33 NULL
, GL_DYNAMIC_DRAW
);
35 glBindBufferBase( GL_UNIFORM_BUFFER
, i
, world
->ubo_lighting
);
39 vg_info( "Allocate frame buffers\n" );
40 for( int i
=0; i
<k_world_max
; i
++ ){
41 world_instance
*world
= &world_static
.instances
[i
];
42 struct framebuffer
*fb
= &world
->heightmap
;
44 fb
->display_name
= NULL
;
48 fb
->resolution_div
= 0;
50 fb
->attachments
[0].display_name
= NULL
;
51 fb
->attachments
[0].purpose
= k_framebuffer_attachment_type_texture
;
52 fb
->attachments
[0].internalformat
= GL_RG16F
;
53 fb
->attachments
[0].format
= GL_RG
;
54 fb
->attachments
[0].type
= GL_FLOAT
;
55 fb
->attachments
[0].attachment
= GL_COLOR_ATTACHMENT0
;
57 fb
->attachments
[1].purpose
= k_framebuffer_attachment_type_none
;
58 fb
->attachments
[2].purpose
= k_framebuffer_attachment_type_none
;
59 fb
->attachments
[3].purpose
= k_framebuffer_attachment_type_none
;
60 fb
->attachments
[4].purpose
= k_framebuffer_attachment_type_none
;
62 render_fb_allocate( fb
);
66 static void world_render_init(void)
68 VG_VAR_F32( k_day_length
);
69 VG_VAR_I32( k_debug_light_indices
);
70 VG_VAR_I32( k_debug_light_complexity
);
71 VG_VAR_I32( k_light_preview
);
72 vg_console_reg_cmd( "set_time", ccmd_set_time
, NULL
);
74 world_render
.sky_rate
= 1.0;
75 world_render
.sky_target_rate
= 1.0;
77 shader_scene_standard_register();
78 shader_scene_standard_alphatest_register();
79 shader_scene_override_register();
80 shader_scene_cubemapped_register();
81 shader_scene_fxglow_register();
82 shader_scene_vertex_blend_register();
83 shader_scene_terrain_register();
84 shader_scene_depth_register();
85 shader_scene_position_register();
86 shader_model_sky_register();
88 vg_info( "Loading world resources\n" );
89 vg_linear_clear( vg_mem
.scratch
);
92 mdl_open( &msky
, "models/rs_skydome.mdl", vg_mem
.scratch
);
93 mdl_load_metadata_block( &msky
, vg_mem
.scratch
);
94 mdl_async_load_glmesh( &msky
, &world_render
.skydome
);
97 vg_info( "Loading default world textures\n" );
98 vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
99 VG_TEX2D_NEAREST
|VG_TEX2D_REPEAT
,
100 &world_render
.tex_terrain_noise
);
102 vg_async_call( async_world_render_init
, NULL
, 0 );
105 static void world_link_lighting_ub( world_instance
*world
, GLuint shader
){
106 GLuint idx
= glGetUniformBlockIndex( shader
, "ub_world_lighting" );
107 glUniformBlockBinding( shader
, idx
, world
->ubo_bind_point
);
110 static void world_bind_position_texture( world_instance
*world
,
111 GLuint shader
, GLuint location
,
113 render_fb_bind_texture( &world
->heightmap
, 0, slot
);
114 glUniform1i( location
, slot
);
117 static void world_bind_light_array( world_instance
*world
,
118 GLuint shader
, GLuint location
,
120 glActiveTexture( GL_TEXTURE0
+ slot
);
121 glBindTexture( GL_TEXTURE_BUFFER
, world
->tex_light_entities
);
122 glUniform1i( location
, slot
);
125 static void world_bind_light_index( world_instance
*world
,
126 GLuint shader
, GLuint location
,
128 glActiveTexture( GL_TEXTURE0
+ slot
);
129 glBindTexture( GL_TEXTURE_3D
, world
->tex_light_cubes
);
130 glUniform1i( location
, slot
);
133 static void render_world_depth( world_instance
*world
, camera
*cam
);
139 static void bind_terrain_noise(void){
140 glActiveTexture( GL_TEXTURE0
);
141 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
146 enum mdl_shader shader
;
147 enum world_geo_type geo_type
;
149 void (*fn_bind_textures
)( world_instance
*world
,
150 struct world_surface
*mat
);
151 void (*fn_set_mdl
)( m4x3f mdl
);
152 void (*fn_set_uPvmPrev
)( m4x4f pvm
);
153 void (*fn_set_uNormalMtx
)( m3x3f mnorm
);
157 void world_render_traffic( world_instance
*world
, u32 material_id
,
158 struct world_pass
*pass
){
159 if( !mdl_arrcount( &world
->ent_traffic
) ) return;
161 /* HACK: use the first material for every traffic entity */
162 ent_traffic
*first
= mdl_arritm( &world
->ent_traffic
, 0 );
163 if( !first
->submesh_count
) return;
165 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
, first
->submesh_start
);
166 if( sm
->material_id
!= material_id
) return;
168 struct world_surface
*mat
= &world
->surfaces
[ material_id
];
169 pass
->fn_bind_textures( world
, mat
);
171 for( u32 j
=0; j
<mdl_arrcount( &world
->ent_traffic
); j
++ ){
172 ent_traffic
*traffic
= mdl_arritm( &world
->ent_traffic
, j
);
174 for( u32 k
=0; k
<traffic
->submesh_count
; k
++ ){
175 sm
= mdl_arritm( &world
->meta
.submeshs
,
176 traffic
->submesh_start
+k
);
179 q_m3x3( traffic
->transform
.q
, mmdl
);
180 v3_copy( traffic
->transform
.co
, mmdl
[3] );
183 m4x3_expand( mmdl
, m4mdl
);
184 m4x4_mul( pass
->cam
->mtx_prev
.pv
, m4mdl
, m4mdl
);
186 pass
->fn_set_mdl( mmdl
);
187 pass
->fn_set_uPvmPrev( m4mdl
);
189 mdl_draw_submesh( sm
);
195 void world_render_pass( world_instance
*world
, struct world_pass
*pass
){
196 for( int i
=0; i
<world
->surface_count
; i
++ ){
197 struct world_surface
*mat
= &world
->surfaces
[i
];
199 if( mat
->info
.shader
== pass
->shader
){
202 if( pass
->geo_type
== k_world_geo_type_solid
){
206 world_render_traffic( world
, i
, pass
);
207 sm
= &mat
->sm_no_collide
;
210 if( !sm
->indice_count
)
214 m4x3_identity( mmdl
);
215 pass
->fn_set_mdl( mmdl
);
216 pass
->fn_set_uPvmPrev( pass
->cam
->mtx_prev
.pv
);
218 pass
->fn_bind_textures( world
, mat
);
219 mdl_draw_submesh( sm
);
225 void world_render_both_stages( world_instance
*world
, struct world_pass
*pass
)
227 mesh_bind( &world
->mesh_geo
);
228 pass
->geo_type
= k_world_geo_type_solid
;
229 world_render_pass( world
, pass
);
231 glDisable( GL_CULL_FACE
);
232 mesh_bind( &world
->mesh_no_collide
);
233 pass
->geo_type
= k_world_geo_type_nonsolid
;
234 world_render_pass( world
, pass
);
235 glEnable( GL_CULL_FACE
);
238 static void bindpoint_diffuse_texture1( world_instance
*world
,
239 struct world_surface
*mat
)
242 glActiveTexture( GL_TEXTURE1
);
243 glBindTexture( GL_TEXTURE_2D
, world
->textures
[ mat
->info
.tex_diffuse
] );
246 static void bindpoint_diffuse1_and_cubemap10( world_instance
*world
,
247 struct world_surface
*mat
){
248 glActiveTexture( GL_TEXTURE1
);
249 glBindTexture( GL_TEXTURE_2D
, world
->textures
[ mat
->info
.tex_diffuse
] );
251 u32 cubemap_id
= mat
->info
.tex_none0
,
254 if( mdl_entity_id_type( cubemap_id
) == k_ent_cubemap
){
255 cubemap_index
= mdl_entity_id_id( cubemap_id
);
258 ent_cubemap
*cm
= mdl_arritm( &world
->ent_cubemap
, cubemap_index
);
259 glActiveTexture( GL_TEXTURE10
);
260 glBindTexture( GL_TEXTURE_CUBE_MAP
, cm
->texture_id
);
262 shader_scene_cubemapped_uColour( mat
->info
.colour
);
265 static void render_world_vb( world_instance
*world
, camera
*cam
){
266 shader_scene_vertex_blend_use();
267 shader_scene_vertex_blend_uTexGarbage(0);
268 shader_scene_vertex_blend_uTexGradients(1);
269 world_link_lighting_ub( world
, _shader_scene_vertex_blend
.id
);
270 world_bind_position_texture( world
, _shader_scene_vertex_blend
.id
,
271 _uniform_scene_vertex_blend_g_world_depth
, 2 );
272 world_bind_light_array( world
, _shader_scene_vertex_blend
.id
,
273 _uniform_scene_vertex_blend_uLightsArray
, 3 );
274 world_bind_light_index( world
, _shader_scene_vertex_blend
.id
,
275 _uniform_scene_vertex_blend_uLightsIndex
, 4 );
277 glActiveTexture( GL_TEXTURE0
);
278 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
280 shader_scene_vertex_blend_uPv( cam
->mtx
.pv
);
281 shader_scene_vertex_blend_uCamera( cam
->transform
[3] );
283 struct world_pass pass
= {
284 .shader
= k_shader_standard_vertex_blend
,
286 .fn_bind_textures
= bindpoint_diffuse_texture1
,
287 .fn_set_mdl
= shader_scene_vertex_blend_uMdl
,
288 .fn_set_uPvmPrev
= shader_scene_vertex_blend_uPvmPrev
,
291 world_render_both_stages( world
, &pass
);
294 static void world_shader_standard_bind( world_instance
*world
, camera
*cam
){
295 shader_scene_standard_use();
296 shader_scene_standard_uTexGarbage(0);
297 shader_scene_standard_uTexMain(1);
298 shader_scene_standard_uPv( cam
->mtx
.pv
);
300 world_link_lighting_ub( world
, _shader_scene_standard
.id
);
301 world_bind_position_texture( world
, _shader_scene_standard
.id
,
302 _uniform_scene_standard_g_world_depth
, 2 );
303 world_bind_light_array( world
, _shader_scene_standard
.id
,
304 _uniform_scene_standard_uLightsArray
, 3 );
305 world_bind_light_index( world
, _shader_scene_standard
.id
,
306 _uniform_scene_standard_uLightsIndex
, 4 );
308 bind_terrain_noise();
309 shader_scene_standard_uCamera( cam
->transform
[3] );
312 static void render_world_standard( world_instance
*world
, camera
*cam
){
313 world_shader_standard_bind( world
, cam
);
314 struct world_pass pass
= {
315 .shader
= k_shader_standard
,
317 .fn_bind_textures
= bindpoint_diffuse_texture1
,
318 .fn_set_mdl
= shader_scene_standard_uMdl
,
319 .fn_set_uPvmPrev
= shader_scene_standard_uPvmPrev
,
322 world_render_both_stages( world
, &pass
);
325 static void render_world_cubemapped( world_instance
*world
, camera
*cam
,
327 if( !mdl_arrcount( &world
->ent_cubemap
) )
330 if( layer_depth
== -1 ){
331 world_shader_standard_bind( world
, cam
);
333 struct world_pass pass
= {
334 .shader
= k_shader_cubemap
,
336 .fn_bind_textures
= bindpoint_diffuse_texture1
,
337 .fn_set_mdl
= shader_scene_standard_uMdl
,
338 .fn_set_uPvmPrev
= shader_scene_standard_uPvmPrev
,
341 world_render_both_stages( world
, &pass
);
344 shader_scene_cubemapped_use();
345 shader_scene_cubemapped_uTexGarbage(0);
346 shader_scene_cubemapped_uTexMain(1);
347 shader_scene_cubemapped_uTexCubemap(10);
348 shader_scene_cubemapped_uPv( cam
->mtx
.pv
);
350 world_link_lighting_ub( world
, _shader_scene_cubemapped
.id
);
351 world_bind_position_texture( world
, _shader_scene_cubemapped
.id
,
352 _uniform_scene_cubemapped_g_world_depth
, 2 );
353 world_bind_light_array( world
, _shader_scene_cubemapped
.id
,
354 _uniform_scene_cubemapped_uLightsArray
, 3 );
355 world_bind_light_index( world
, _shader_scene_cubemapped
.id
,
356 _uniform_scene_cubemapped_uLightsIndex
, 4 );
358 bind_terrain_noise();
359 shader_scene_cubemapped_uCamera( cam
->transform
[3] );
361 struct world_pass pass
= {
362 .shader
= k_shader_cubemap
,
364 .fn_bind_textures
= bindpoint_diffuse1_and_cubemap10
,
365 .fn_set_mdl
= shader_scene_cubemapped_uMdl
,
366 .fn_set_uPvmPrev
= shader_scene_cubemapped_uPvmPrev
,
369 world_render_both_stages( world
, &pass
);
373 static void render_world_alphatest( world_instance
*world
, camera
*cam
){
374 shader_scene_standard_alphatest_use();
375 shader_scene_standard_alphatest_uTexGarbage(0);
376 shader_scene_standard_alphatest_uTexMain(1);
377 shader_scene_standard_alphatest_uPv( cam
->mtx
.pv
);
379 world_link_lighting_ub( world
, _shader_scene_standard_alphatest
.id
);
380 world_bind_position_texture( world
, _shader_scene_standard_alphatest
.id
,
381 _uniform_scene_standard_alphatest_g_world_depth
, 2 );
382 world_bind_light_array( world
, _shader_scene_standard_alphatest
.id
,
383 _uniform_scene_standard_alphatest_uLightsArray
, 3 );
384 world_bind_light_index( world
, _shader_scene_standard_alphatest
.id
,
385 _uniform_scene_standard_alphatest_uLightsIndex
, 4 );
388 bind_terrain_noise();
391 shader_scene_standard_alphatest_uCamera( cam
->transform
[3] );
393 glDisable(GL_CULL_FACE
);
395 struct world_pass pass
= {
396 .shader
= k_shader_standard_cutout
,
398 .fn_bind_textures
= bindpoint_diffuse_texture1
,
399 .fn_set_mdl
= shader_scene_standard_alphatest_uMdl
,
400 .fn_set_uPvmPrev
= shader_scene_standard_alphatest_uPvmPrev
,
403 world_render_both_stages( world
, &pass
);
405 glEnable(GL_CULL_FACE
);
409 void world_render_challenges( world_instance
*world
, struct world_pass
*pass
,
410 v3f pos
, int layer_depth
){
412 if( skaterift
.activity
== k_skaterift_replay
) return;
413 if( world
!= world_current_instance() ) return;
418 u32 objective_list
[ 32 ],
419 challenge_list
[ 16 ];
421 v2f objective_uv_offsets
[ 32 ];
423 u32 objective_count
= 0,
426 ent_challenge
*active_challenge
= NULL
;
428 if( mdl_entity_id_type( world_static
.focused_entity
) == k_ent_challenge
){
429 if( (skaterift
.activity
== k_skaterift_default
) &&
430 world_static
.challenge_target
){
434 if( !((skaterift
.activity
!= k_skaterift_ent_focus
) &&
435 !world_static
.challenge_target
) ){
436 world_instance
*challenge_world
= world_current_instance();
437 u32 index
= mdl_entity_id_id( world_static
.focused_entity
);
438 active_challenge
= mdl_arritm(&challenge_world
->ent_challenge
, index
);
442 if( active_challenge
){
443 shader_scene_fxglow_uUvOffset( (v2f
){ 8.0f
/256.0f
, 0.0f
} );
444 challenge_list
[ challenge_count
++ ] = world_static
.focused_entity
;
446 u32 next
= active_challenge
->first
;
447 while( mdl_entity_id_type(next
) == k_ent_objective
){
448 u32 index
= mdl_entity_id_id( next
);
449 objective_list
[ objective_count
++ ] = index
;
451 ent_objective
*objective
= mdl_arritm( &world
->ent_objective
, index
);
452 next
= objective
->id_next
;
458 shader_scene_fxglow_uUvOffset( (v2f
){ 0.0f
, 0.0f
} );
460 bh_iter_init_range( 0, &it
, pos
, radius
+10.0f
);
462 while( bh_next( world
->entity_bh
, &it
, &idx
) ){
463 u32 id
= world
->entity_list
[ idx
],
464 type
= mdl_entity_id_type( id
),
465 index
= mdl_entity_id_id( id
);
467 if( type
== k_ent_objective
) {
468 if( objective_count
< vg_list_size(objective_list
) )
469 objective_list
[ objective_count
++ ] = index
;
471 else if( type
== k_ent_challenge
){
472 if( challenge_count
< vg_list_size(challenge_list
) )
473 challenge_list
[ challenge_count
++ ] = index
;
478 /* render objectives */
479 glDisable( GL_CULL_FACE
);
480 mesh_bind( &world
->mesh_no_collide
);
481 u32 last_material
= 0;
482 for( u32 i
=0; i
<objective_count
; i
++ ){
483 u32 index
= objective_list
[ i
];
484 ent_objective
*objective
= mdl_arritm( &world
->ent_objective
, index
);
485 if( (objective
->flags
& k_ent_objective_hidden
) &&
486 !active_challenge
) continue;
491 u32 passed
= objective
->flags
& k_ent_objective_passed
;
492 f32 target
= passed
? 0.0f
: 1.0f
;
493 vg_slewf(&objective
->transform
.s
[0], target
, vg
.time_frame_delta
*4.0f
);
494 scale
= vg_smoothstepf( objective
->transform
.s
[0] );
496 if( (objective
== world_static
.challenge_target
) || passed
)
497 shader_scene_fxglow_uUvOffset( (v2f
){ 16.0f
/256.0f
, 0.0f
} );
499 shader_scene_fxglow_uUvOffset( (v2f
){ 8.0f
/256.0f
, 0.0f
} );
502 f32 dist
= v3_dist( objective
->transform
.co
, pos
) * (1.0f
/radius
);
503 scale
= vg_smoothstepf( vg_clampf( 5.0f
-dist
*5.0f
, 0.0f
,1.0f
) );
507 q_m3x3( objective
->transform
.q
, mmdl
);
508 m3x3_scalef( mmdl
, scale
);
509 v3_copy( objective
->transform
.co
, mmdl
[3] );
510 shader_scene_fxglow_uMdl( mmdl
);
512 for( u32 j
=0; j
<objective
->submesh_count
; j
++ ){
513 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
514 objective
->submesh_start
+ j
);
516 if( sm
->material_id
!= last_material
){
517 last_material
= sm
->material_id
;
518 pass
->fn_bind_textures( world
, &world
->surfaces
[sm
->material_id
] );
520 mdl_draw_submesh( sm
);
525 font3d_bind( &gui
.font
, k_font_shader_world
, 0, world
, &skaterift
.cam
);
530 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_challenge
); i
++ ){
531 ent_challenge
*challenge
= mdl_arritm( &world
->ent_challenge
, i
);
532 if( challenge
->status
) count
++;
536 c
+=highscore_intl( buf
+c
, count
, 3 );
538 c
+=highscore_intl( buf
+c
, mdl_arrcount(&world
->ent_challenge
), 3 );
541 f32 w
= font3d_string_width( 1, buf
);
543 m3x3_identity( mlocal
);
544 mlocal
[3][0] = -w
*0.5f
;
548 for( u32 i
=0; i
<challenge_count
; i
++ ){
549 u32 index
= challenge_list
[ i
];
550 ent_challenge
*challenge
= mdl_arritm( &world
->ent_challenge
, index
);
552 mdl_transform_m4x3( &challenge
->transform
, mmdl
);
553 m4x3_mul( mmdl
, mlocal
, mmdl
);
555 vg_line_point( challenge
->transform
.co
, 0.25f
, VG__RED
);
557 f32 dist
= v3_dist( challenge
->transform
.co
, pos
) * (1.0f
/radius
),
558 scale
= vg_smoothstepf( vg_clampf( 10.0f
-dist
*10.0f
, 0.0f
,1.0f
) ),
561 if( challenge
->status
)
564 shader_scene_font_uOpacity( scale
);
565 shader_scene_font_uColourize( colour
);
566 font3d_simple_draw( 1, buf
, &skaterift
.cam
, mmdl
);
570 static void render_world_fxglow( world_instance
*world
, camera
*cam
,
572 shader_scene_fxglow_use();
573 shader_scene_fxglow_uUvOffset( (v2f
){ 0.0f
, 0.0f
} );
574 shader_scene_fxglow_uTexMain(1);
575 shader_scene_fxglow_uPv( cam
->mtx
.pv
);
577 world_link_lighting_ub( world
, _shader_scene_fxglow
.id
);
578 world_bind_position_texture( world
, _shader_scene_fxglow
.id
,
579 _uniform_scene_fxglow_g_world_depth
, 2 );
580 world_bind_light_array( world
, _shader_scene_fxglow
.id
,
581 _uniform_scene_fxglow_uLightsArray
, 3 );
582 world_bind_light_index( world
, _shader_scene_fxglow
.id
,
583 _uniform_scene_fxglow_uLightsIndex
, 4 );
585 shader_scene_fxglow_uCamera( cam
->transform
[3] );
586 glDisable(GL_CULL_FACE
);
588 struct world_pass pass
= {
589 .shader
= k_shader_fxglow
,
591 .fn_bind_textures
= bindpoint_diffuse_texture1
,
592 .fn_set_mdl
= shader_scene_fxglow_uMdl
,
593 .fn_set_uPvmPrev
= shader_scene_fxglow_uPvmPrev
,
596 world_render_both_stages( world
, &pass
);
597 world_render_challenges( world
, &pass
, cam
->pos
, layer_depth
);
599 glEnable(GL_CULL_FACE
);
602 static void bindpoint_terrain( world_instance
*world
,
603 struct world_surface
*mat
)
605 glActiveTexture( GL_TEXTURE1
);
606 glBindTexture( GL_TEXTURE_2D
, world
->textures
[ mat
->info
.tex_diffuse
] );
608 shader_scene_terrain_uSandColour( mat
->info
.colour
);
609 shader_scene_terrain_uBlendOffset( mat
->info
.colour1
);
612 static void bindpoint_override( world_instance
*world
,
613 struct world_surface
*mat
){
614 if( mat
->info
.flags
& k_material_flag_collision
){
615 shader_scene_override_uAlphatest(0);
618 glActiveTexture( GL_TEXTURE1
);
619 glBindTexture( GL_TEXTURE_2D
, world
->textures
[ mat
->info
.tex_diffuse
] );
620 shader_scene_override_uAlphatest(1);
624 static void render_terrain( world_instance
*world
, camera
*cam
){
625 shader_scene_terrain_use();
626 shader_scene_terrain_uTexGarbage(0);
627 shader_scene_terrain_uTexGradients(1);
629 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_terrain
);
630 glActiveTexture( GL_TEXTURE0
);
631 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
633 shader_scene_terrain_uPv( cam
->mtx
.pv
);
634 shader_scene_terrain_uCamera( cam
->transform
[3] );
636 struct world_pass pass
= {
637 .shader
= k_shader_terrain_blend
,
639 .fn_bind_textures
= bindpoint_terrain
,
640 .fn_set_mdl
= shader_scene_terrain_uMdl
,
641 .fn_set_uPvmPrev
= shader_scene_terrain_uPvmPrev
,
644 world_render_both_stages( world
, &pass
);
647 static void render_sky( world_instance
*world
, camera
*cam
)
650 * Modify matrix to remove clipping and view translation
657 m4x4_copy( cam
->mtx
.v
, v
);
658 m4x4_copy( cam
->mtx_prev
.v
, v_prev
);
660 v3_zero( v_prev
[3] );
662 m4x4_copy( cam
->mtx
.p
, pv
);
663 m4x4_copy( cam
->mtx_prev
.p
, pv_prev
);
664 m4x4_reset_clipping( pv
, cam
->farz
, cam
->nearz
);
665 m4x4_reset_clipping( pv_prev
, cam
->farz
, cam
->nearz
);
667 m4x4_mul( pv
, v
, pv
);
668 m4x4_mul( pv_prev
, v_prev
, pv_prev
);
670 m4x3f identity_matrix
;
671 m4x3_identity( identity_matrix
);
676 shader_model_sky_use();
677 shader_model_sky_uMdl( identity_matrix
);
678 shader_model_sky_uPv( pv
);
679 shader_model_sky_uPvmPrev( pv_prev
);
680 shader_model_sky_uTexGarbage(0);
681 world_link_lighting_ub( world
, _shader_model_sky
.id
);
683 glActiveTexture( GL_TEXTURE0
);
684 glBindTexture( GL_TEXTURE_2D
, world_render
.tex_terrain_noise
);
686 glDepthMask( GL_FALSE
);
687 glDisable( GL_DEPTH_TEST
);
689 mesh_bind( &world_render
.skydome
);
690 mesh_draw( &world_render
.skydome
);
692 glEnable( GL_DEPTH_TEST
);
693 glDepthMask( GL_TRUE
);
696 static void render_world_gates( world_instance
*world
, camera
*cam
,
699 float closest
= INFINITY
;
700 struct ent_gate
*gate
= NULL
;
702 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
703 ent_gate
*gi
= mdl_arritm( &world
->ent_gate
, i
);
705 if( !(gi
->flags
& (k_ent_gate_linked
|k_ent_gate_nonlocal_DELETED
|
706 k_ent_gate_locked
)) )
709 float dist
= v3_dist2( gi
->co
[0], cam
->transform
[3] );
711 vg_line_point( gi
->co
[0], 0.25f
, VG__BLUE
);
713 if( dist
< closest
){
719 world
->rendering_gate
= gate
;
721 render_gate( world
, world
, gate
, cam
, layer_depth
);
724 static void world_prerender( world_instance
*world
){
725 if( mdl_arrcount( &world
->ent_light
) ){
726 f32 rate
= vg_maxf(0.1f
, fabsf(k_day_length
)) * vg_signf(k_day_length
);
727 world
->time
+= vg
.time_frame_delta
* (1.0/(rate
*60.0));
733 struct ub_world_lighting
*state
= &world
->ub_lighting
;
735 state
->g_time
= world
->time
;
736 state
->g_realtime
= vg
.time_real
;
737 state
->g_debug_indices
= k_debug_light_indices
;
738 state
->g_light_preview
= k_light_preview
;
739 state
->g_debug_complexity
= k_debug_light_complexity
;
741 if( skaterift
.activity
== k_skaterift_respawning
)
742 state
->g_time_of_day
= 0.1f
;
744 state
->g_time_of_day
= vg_fractf( world
->time
);
746 state
->g_day_phase
= cosf( state
->g_time_of_day
* VG_PIf
* 2.0f
);
747 state
->g_sunset_phase
= cosf( state
->g_time_of_day
* VG_PIf
* 4.0f
+ VG_PIf
);
749 state
->g_day_phase
= state
->g_day_phase
* 0.5f
+ 0.5f
;
750 state
->g_sunset_phase
= powf( state
->g_sunset_phase
* 0.5f
+ 0.5f
, 6.0f
);
752 float a
= state
->g_time_of_day
* VG_PIf
* 2.0f
;
753 state
->g_sun_dir
[0] = sinf( a
);
754 state
->g_sun_dir
[1] = cosf( a
);
755 state
->g_sun_dir
[2] = 0.2f
;
756 v3_normalize( state
->g_sun_dir
);
758 world
->probabilities
[ k_probability_curve_constant
] = 1.0f
;
759 float dp
= state
->g_day_phase
;
761 world
->probabilities
[ k_probability_curve_wildlife_day
] =
762 (dp
*dp
*0.8f
+state
->g_sunset_phase
)*0.8f
;
763 world
->probabilities
[ k_probability_curve_wildlife_night
] =
764 1.0f
-powf(fabsf((state
->g_time_of_day
-0.5f
)*5.0f
),5.0f
);
766 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
767 glBufferSubData( GL_UNIFORM_BUFFER
, 0,
768 sizeof(struct ub_world_lighting
), &world
->ub_lighting
);
771 static void render_world( world_instance
*world
, camera
*cam
,
774 render_sky( world
, cam
);
776 render_world_routes( world
, cam
, layer_depth
);
777 render_world_standard( world
, cam
);
778 render_world_cubemapped( world
, cam
, layer_depth
);
780 render_world_vb( world
, cam
);
781 render_world_alphatest( world
, cam
);
782 render_terrain( world
, cam
);
784 if( layer_depth
== -1 ) return;
785 if( layer_depth
== 0 ){
786 world_entity_focus_render();
790 float min_dist
= INFINITY
;
792 if( mdl_arrcount( &world
->ent_route
) ){
793 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
794 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
795 float dist
= v3_dist2( route
->board_transform
[3], cam
->pos
);
797 if( dist
< min_dist
){
803 ent_route
*route
= mdl_arritm( &world
->ent_route
, closest
);
804 sfd_render( world
, cam
, route
->board_transform
);
809 if( mdl_entity_id_type(world_static
.focused_entity
) == k_ent_challenge
)
810 greyout
= world_static
.focus_strength
;
812 if( greyout
> 0.0f
){
813 glDrawBuffers( 1, (GLenum
[]){ GL_COLOR_ATTACHMENT0
} );
815 glDisable(GL_DEPTH_TEST
);
816 glDepthMask(GL_FALSE
);
817 glBlendFunc(GL_SRC_ALPHA
, GL_ONE_MINUS_SRC_ALPHA
);
818 glBlendEquation(GL_FUNC_ADD
);
820 shader_blitcolour_use();
821 shader_blitcolour_uColour( (v4f
){ 0.5f
, 0.5f
, 0.5f
, greyout
*0.56f
} );
825 glEnable(GL_DEPTH_TEST
);
826 glDepthMask(GL_TRUE
);
827 glDrawBuffers( 2, (GLenum
[]){ GL_COLOR_ATTACHMENT0
,
828 GL_COLOR_ATTACHMENT1
} );
831 render_world_fxglow( world
, cam
, layer_depth
);
835 static void render_world_override_pass( world_instance
*world
,
836 struct world_pass
*pass
,
837 m4x3f mmdl
, m3x3f mnormal
,
839 for( int i
=0; i
<world
->surface_count
; i
++ ){
840 struct world_surface
*mat
= &world
->surfaces
[i
];
842 if( mat
->info
.flags
& k_material_flag_ghosts
) continue;
845 if( pass
->geo_type
== k_world_geo_type_solid
)
848 sm
= &mat
->sm_no_collide
;
850 if( !sm
->indice_count
)
853 pass
->fn_set_mdl( mmdl
);
854 pass
->fn_set_uNormalMtx( mnormal
);
855 pass
->fn_set_uPvmPrev( mpvm_prev
);
856 pass
->fn_bind_textures( world
, mat
);
857 mdl_draw_submesh( sm
);
861 static void render_world_override( world_instance
*world
, m4x3f mmdl
){
862 struct world_pass pass
= {
863 .cam
= &skaterift
.cam
,
864 .fn_bind_textures
= bindpoint_override
,
865 .fn_set_mdl
= shader_scene_override_uMdl
,
866 .fn_set_uPvmPrev
= shader_scene_override_uPvmPrev
,
867 .fn_set_uNormalMtx
= shader_scene_override_uNormalMtx
,
868 .shader
= k_shader_override
871 shader_scene_override_use();
872 respawn_chooser_shader_uniforms();
873 shader_scene_override_uTexGarbage(0);
874 shader_scene_override_uTexMain(1);
875 shader_scene_override_uPv( pass
.cam
->mtx
.pv
);
877 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_override
);
878 bind_terrain_noise();
881 m4x3_invert_full( mmdl
, mmdl_inv
);
884 m4x3_mulv( mmdl_inv
, pass
.cam
->transform
[3], cam_pos
);
885 shader_scene_override_uCamera( cam_pos
);
888 m4x3_expand( mmdl
, mpvm_prev
);
889 m4x4_mul( skaterift
.cam
.mtx_prev
.pv
, mpvm_prev
, mpvm_prev
);
892 m3x3_inv( mmdl_inv
, mnormal
);
893 m3x3_transpose( mnormal
, mnormal
);
894 v3_normalize( mnormal
[0] );
895 v3_normalize( mnormal
[1] );
896 v3_normalize( mnormal
[2] );
898 glDisable( GL_CULL_FACE
);
899 mesh_bind( &world
->mesh_geo
);
900 pass
.geo_type
= k_world_geo_type_solid
;
901 render_world_override_pass( world
, &pass
, mmdl
, mnormal
, mpvm_prev
);
902 mesh_bind( &world
->mesh_no_collide
);
903 pass
.geo_type
= k_world_geo_type_nonsolid
;
904 render_world_override_pass( world
, &pass
, mmdl
, mnormal
, mpvm_prev
);
905 glEnable( GL_CULL_FACE
);
908 static void render_cubemap_side( world_instance
*world
, ent_cubemap
*cm
,
911 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
912 GL_TEXTURE_CUBE_MAP_POSITIVE_X
+ side
, cm
->texture_id
, 0 );
913 glClear( GL_DEPTH_BUFFER_BIT
);
916 { -1.0f
, 0.0f
, 0.0f
},
917 { 1.0f
, 0.0f
, 0.0f
},
918 { 0.0f
, -1.0f
, 0.0f
},
919 { 0.0f
, 1.0f
, 0.0f
},
920 { 0.0f
, 0.0f
, -1.0f
},
924 { 0.0f
, -1.0f
, 0.0f
},
925 { 0.0f
, -1.0f
, 0.0f
},
926 { 0.0f
, 0.0f
, 1.0f
},
927 { 0.0f
, 0.0f
, -1.0f
},
928 { 0.0f
, -1.0f
, 0.0f
},
929 { 0.0f
, -1.0f
, 0.0f
}
932 v3_zero( cam
.angles
);
933 v3_copy( cm
->co
, cam
.pos
);
935 v3_copy( forward
[side
], cam
.transform
[2] );
936 v3_copy( up
[side
], cam
.transform
[1] );
937 v3_cross( up
[side
], forward
[side
], cam
.transform
[0] );
938 v3_copy( cm
->co
, cam
.transform
[3] );
939 m4x3_invert_affine( cam
.transform
, cam
.transform_inverse
);
941 camera_update_view( &cam
);
946 m4x4_copy( cam
.mtx
.p
, cam
.mtx_prev
.p
);
947 m4x4_projection( cam
.mtx
.p
, cam
.fov
, 1.0f
, cam
.nearz
, cam
.farz
);
948 camera_finalize( &cam
);
949 camera_finalize( &cam
);
951 render_world( world
, &cam
, -1 );
954 static void render_world_cubemaps( world_instance
*world
){
955 if( world
->cubemap_cooldown
)
956 world
->cubemap_cooldown
--;
958 world
->cubemap_cooldown
= 60;
960 glViewport( 0, 0, WORLD_CUBEMAP_RES
, WORLD_CUBEMAP_RES
);
961 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_cubemap
); i
++ ){
962 ent_cubemap
*cm
= mdl_arritm( &world
->ent_cubemap
, i
);
963 glBindFramebuffer( GL_FRAMEBUFFER
, cm
->framebuffer_id
);
965 world
->cubemap_side
++;
966 if( world
->cubemap_side
>= 6 )
967 world
->cubemap_side
= 0;
969 render_cubemap_side( world
, cm
, world
->cubemap_side
);
974 static void render_world_depth( world_instance
*world
, camera
*cam
){
975 m4x3f identity_matrix
;
976 m4x3_identity( identity_matrix
);
978 shader_scene_depth_use();
979 shader_scene_depth_uCamera( cam
->transform
[3] );
980 shader_scene_depth_uPv( cam
->mtx
.pv
);
981 shader_scene_depth_uPvmPrev( cam
->mtx_prev
.pv
);
982 shader_scene_depth_uMdl( identity_matrix
);
983 world_link_lighting_ub( world
, _shader_scene_depth
.id
);
985 mesh_bind( &world
->mesh_geo
);
986 mesh_draw( &world
->mesh_geo
);
989 static void render_world_position( world_instance
*world
, camera
*cam
){
990 m4x3f identity_matrix
;
991 m4x3_identity( identity_matrix
);
993 shader_scene_position_use();
994 shader_scene_position_uCamera( cam
->transform
[3] );
995 shader_scene_position_uPv( cam
->mtx
.pv
);
996 shader_scene_position_uPvmPrev( cam
->mtx_prev
.pv
);
997 shader_scene_position_uMdl( identity_matrix
);
998 world_link_lighting_ub( world
, _shader_scene_position
.id
);
1000 mesh_bind( &world
->mesh_geo
);
1001 mesh_draw( &world
->mesh_geo
);