glow effect
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_RENDER_C
6 #define WORLD_RENDER_C
7
8 #include "world.h"
9 #include "world_render.h"
10
11 static int ccmd_set_time( int argc, const char *argv[] ){
12 if( argc == 1 ){
13 world_instance *world = world_current_instance();
14 world->time = atof( argv[0] );
15 }
16 else {
17 vg_error( "Usage set_time <0-1.0>\n" );
18 }
19 return 0;
20 }
21
22 VG_STATIC void async_world_render_init( void *payload, u32 size )
23 {
24 vg_info( "Allocate uniform buffers\n" );
25 for( int i=0; i<4; i++ ){
26 world_instance *world = &world_static.worlds[i];
27 world->ubo_bind_point = i;
28
29 glGenBuffers( 1, &world->ubo_lighting );
30 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
31 glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
32 NULL, GL_DYNAMIC_DRAW );
33
34 glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
35 VG_CHECK_GL_ERR();
36 }
37
38 vg_info( "Allocate frame buffers\n" );
39 for( int i=0; i<4; i++ ){
40 world_instance *world = &world_static.worlds[i];
41 struct framebuffer *fb = &world->heightmap;
42
43 fb->display_name = NULL;
44 fb->link = NULL;
45 fb->fixed_w = 1024;
46 fb->fixed_h = 1024;
47 fb->resolution_div = 0;
48
49 fb->attachments[0].display_name = NULL;
50 fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
51 fb->attachments[0].internalformat = GL_RG16F;
52 fb->attachments[0].format = GL_RG;
53 fb->attachments[0].type = GL_FLOAT;
54 fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0;
55
56 fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
57 fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
58 fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
59 fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
60
61 render_fb_allocate( fb );
62 }
63 }
64
65 VG_STATIC void world_render_init(void)
66 {
67 VG_VAR_F32( k_day_length );
68 VG_VAR_I32( k_debug_light_indices );
69 VG_VAR_I32( k_debug_light_complexity );
70 VG_VAR_I32( k_light_preview );
71 vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
72
73 world_render.sky_rate = 1.0;
74 world_render.sky_target_rate = 1.0;
75
76 shader_scene_standard_register();
77 shader_scene_standard_alphatest_register();
78 shader_scene_fxglow_register();
79 shader_scene_vertex_blend_register();
80 shader_scene_terrain_register();
81 shader_scene_depth_register();
82 shader_scene_position_register();
83 shader_model_sky_register();
84
85 vg_info( "Loading world resources\n" );
86 vg_linear_clear( vg_mem.scratch );
87
88 mdl_context msky;
89 mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
90 mdl_load_metadata_block( &msky, vg_mem.scratch );
91 mdl_async_load_glmesh( &msky, &world_render.skydome );
92 mdl_close( &msky );
93
94 vg_info( "Loading default world textures\n" );
95 vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
96 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
97 &world_render.tex_terrain_noise );
98
99 vg_async_call( async_world_render_init, NULL, 0 );
100 }
101
102 VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
103 {
104 GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
105 glUniformBlockBinding( shader, idx, world->ubo_bind_point );
106 }
107
108 VG_STATIC void world_bind_position_texture( world_instance *world,
109 GLuint shader, GLuint location,
110 int slot )
111 {
112 render_fb_bind_texture( &world->heightmap, 0, slot );
113 glUniform1i( location, slot );
114 }
115
116 VG_STATIC void world_bind_light_array( world_instance *world,
117 GLuint shader, GLuint location,
118 int slot )
119 {
120 glActiveTexture( GL_TEXTURE0 + slot );
121 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
122 glUniform1i( location, slot );
123 }
124
125 VG_STATIC void world_bind_light_index( world_instance *world,
126 GLuint shader, GLuint location,
127 int slot )
128 {
129 glActiveTexture( GL_TEXTURE0 + slot );
130 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
131 glUniform1i( location, slot );
132 }
133
134 VG_STATIC void render_world_depth( world_instance *world, camera *cam );
135
136 /*
137 * Rendering
138 */
139
140 VG_STATIC void bind_terrain_noise(void)
141 {
142 glActiveTexture( GL_TEXTURE0 );
143 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
144 }
145
146 struct world_pass{
147 camera *cam;
148 enum mdl_shader shader;
149 enum world_geo_type geo_type;
150
151 void (*fn_bind_textures)( world_instance *world,
152 struct world_surface *mat );
153 void (*fn_set_mdl)( m4x3f mdl );
154 void (*fn_set_uPvmPrev)( m4x4f pvm );
155 };
156
157 VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
158 {
159 for( int i=0; i<world->surface_count; i++ ){
160 struct world_surface *mat = &world->surfaces[i];
161
162 if( mat->info.shader == pass->shader ){
163 mdl_submesh *sm;
164
165 if( pass->geo_type == k_world_geo_type_solid )
166 sm = &mat->sm_geo;
167 else
168 sm = &mat->sm_no_collide;
169
170 if( !sm->indice_count )
171 continue;
172
173 m4x3f mmdl;
174 m4x3_identity( mmdl );
175 pass->fn_set_mdl( mmdl );
176 pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
177
178 pass->fn_bind_textures( world, mat );
179 mdl_draw_submesh( sm );
180
181 for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
182 ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
183
184 for( u32 k=0; k<traffic->submesh_count; k++ ){
185 sm = mdl_arritm( &world->meta.submeshs,
186 traffic->submesh_start+k );
187
188 q_m3x3( traffic->transform.q, mmdl );
189 v3_copy( traffic->transform.co, mmdl[3] );
190
191 m4x4f m4mdl;
192 m4x3_expand( mmdl, m4mdl );
193 m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
194
195 pass->fn_set_mdl( mmdl );
196 pass->fn_set_uPvmPrev( m4mdl );
197
198 mdl_draw_submesh( sm );
199 }
200 }
201 }
202 }
203 }
204
205 VG_STATIC
206 void world_render_both_stages( world_instance *world, struct world_pass *pass )
207 {
208 mesh_bind( &world->mesh_geo );
209 pass->geo_type = k_world_geo_type_solid;
210 world_render_if( world, pass );
211
212 glDisable( GL_CULL_FACE );
213 mesh_bind( &world->mesh_no_collide );
214 pass->geo_type = k_world_geo_type_nonsolid;
215 world_render_if( world, pass );
216 glEnable( GL_CULL_FACE );
217 }
218
219 VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
220 struct world_surface *mat )
221
222 {
223 glActiveTexture( GL_TEXTURE1 );
224 glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
225 }
226
227 VG_STATIC void render_world_vb( world_instance *world, camera *cam )
228 {
229 shader_scene_vertex_blend_use();
230 shader_scene_vertex_blend_uTexGarbage(0);
231 shader_scene_vertex_blend_uTexGradients(1);
232 world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
233 world_bind_position_texture( world, _shader_scene_vertex_blend.id,
234 _uniform_scene_vertex_blend_g_world_depth, 2 );
235 world_bind_light_array( world, _shader_scene_vertex_blend.id,
236 _uniform_scene_vertex_blend_uLightsArray, 3 );
237 world_bind_light_index( world, _shader_scene_vertex_blend.id,
238 _uniform_scene_vertex_blend_uLightsIndex, 4 );
239
240 glActiveTexture( GL_TEXTURE0 );
241 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
242
243 shader_scene_vertex_blend_uPv( cam->mtx.pv );
244 shader_scene_vertex_blend_uCamera( cam->transform[3] );
245
246 struct world_pass pass = {
247 .shader = k_shader_standard_vertex_blend,
248 .cam = cam,
249 .fn_bind_textures = bindpoint_diffuse_texture1,
250 .fn_set_mdl = shader_scene_vertex_blend_uMdl,
251 .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
252 };
253
254 world_render_both_stages( world, &pass );
255 }
256
257 VG_STATIC void render_world_standard( world_instance *world, camera *cam )
258 {
259 shader_scene_standard_use();
260 shader_scene_standard_uTexGarbage(0);
261 shader_scene_standard_uTexMain(1);
262 shader_scene_standard_uPv( cam->mtx.pv );
263
264 world_link_lighting_ub( world, _shader_scene_standard.id );
265 world_bind_position_texture( world, _shader_scene_standard.id,
266 _uniform_scene_standard_g_world_depth, 2 );
267 world_bind_light_array( world, _shader_scene_standard.id,
268 _uniform_scene_standard_uLightsArray, 3 );
269 world_bind_light_index( world, _shader_scene_standard.id,
270 _uniform_scene_standard_uLightsIndex, 4 );
271
272 bind_terrain_noise();
273 shader_scene_standard_uCamera( cam->transform[3] );
274
275 struct world_pass pass = {
276 .shader = k_shader_standard,
277 .cam = cam,
278 .fn_bind_textures = bindpoint_diffuse_texture1,
279 .fn_set_mdl = shader_scene_standard_uMdl,
280 .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
281 };
282
283 world_render_both_stages( world, &pass );
284 }
285
286 VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
287 {
288 shader_scene_standard_alphatest_use();
289 shader_scene_standard_alphatest_uTexGarbage(0);
290 shader_scene_standard_alphatest_uTexMain(1);
291 shader_scene_standard_alphatest_uPv( cam->mtx.pv );
292
293 world_link_lighting_ub( world, _shader_scene_standard_alphatest.id );
294 world_bind_position_texture( world, _shader_scene_standard_alphatest.id,
295 _uniform_scene_standard_alphatest_g_world_depth, 2 );
296 world_bind_light_array( world, _shader_scene_standard_alphatest.id,
297 _uniform_scene_standard_alphatest_uLightsArray, 3 );
298 world_bind_light_index( world, _shader_scene_standard_alphatest.id,
299 _uniform_scene_standard_alphatest_uLightsIndex, 4 );
300
301
302 bind_terrain_noise();
303
304
305 shader_scene_standard_alphatest_uCamera( cam->transform[3] );
306
307 glDisable(GL_CULL_FACE);
308
309 struct world_pass pass = {
310 .shader = k_shader_standard_cutout,
311 .cam = cam,
312 .fn_bind_textures = bindpoint_diffuse_texture1,
313 .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
314 .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
315 };
316
317 world_render_both_stages( world, &pass );
318
319 glEnable(GL_CULL_FACE);
320 }
321
322 VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
323 glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
324
325 shader_scene_fxglow_use();
326 shader_scene_fxglow_uTexMain(1);
327 shader_scene_fxglow_uPv( cam->mtx.pv );
328
329 world_link_lighting_ub( world, _shader_scene_fxglow.id );
330 world_bind_position_texture( world, _shader_scene_fxglow.id,
331 _uniform_scene_fxglow_g_world_depth, 2 );
332 world_bind_light_array( world, _shader_scene_fxglow.id,
333 _uniform_scene_fxglow_uLightsArray, 3 );
334 world_bind_light_index( world, _shader_scene_fxglow.id,
335 _uniform_scene_fxglow_uLightsIndex, 4 );
336
337 shader_scene_fxglow_uCamera( cam->transform[3] );
338 glDisable(GL_CULL_FACE);
339
340 struct world_pass pass = {
341 .shader = k_shader_fxglow,
342 .cam = cam,
343 .fn_bind_textures = bindpoint_diffuse_texture1,
344 .fn_set_mdl = shader_scene_fxglow_uMdl,
345 .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
346 };
347
348 world_render_both_stages( world, &pass );
349
350 glEnable(GL_CULL_FACE);
351 glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
352 }
353
354 VG_STATIC void bindpoint_terrain( world_instance *world,
355 struct world_surface *mat )
356 {
357 glActiveTexture( GL_TEXTURE1 );
358 glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
359
360 shader_scene_terrain_uSandColour( mat->info.colour );
361 shader_scene_terrain_uBlendOffset( mat->info.colour1 );
362 }
363
364 VG_STATIC void render_terrain( world_instance *world, camera *cam )
365 {
366 shader_scene_terrain_use();
367 shader_scene_terrain_uTexGarbage(0);
368 shader_scene_terrain_uTexGradients(1);
369
370 world_link_lighting_ub( world, _shader_scene_terrain.id );
371 world_bind_position_texture( world, _shader_scene_terrain.id,
372 _uniform_scene_terrain_g_world_depth, 2 );
373 world_bind_light_array( world, _shader_scene_terrain.id,
374 _uniform_scene_terrain_uLightsArray, 3 );
375 world_bind_light_index( world, _shader_scene_terrain.id,
376 _uniform_scene_terrain_uLightsIndex, 4 );
377
378 glActiveTexture( GL_TEXTURE0 );
379 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
380
381 shader_scene_terrain_uPv( cam->mtx.pv );
382 shader_scene_terrain_uCamera( cam->transform[3] );
383
384 struct world_pass pass = {
385 .shader = k_shader_terrain_blend,
386 .cam = cam,
387 .fn_bind_textures = bindpoint_terrain,
388 .fn_set_mdl = shader_scene_terrain_uMdl,
389 .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
390 };
391
392 world_render_both_stages( world, &pass );
393 }
394
395 VG_STATIC void render_sky( world_instance *world, camera *cam )
396 {
397 /*
398 * Modify matrix to remove clipping and view translation
399 */
400 m4x4f v,
401 v_prev,
402 pv,
403 pv_prev;
404
405 m4x4_copy( cam->mtx.v, v );
406 m4x4_copy( cam->mtx_prev.v, v_prev );
407 v3_zero( v[3] );
408 v3_zero( v_prev[3] );
409
410 m4x4_copy( cam->mtx.p, pv );
411 m4x4_copy( cam->mtx_prev.p, pv_prev );
412 m4x4_reset_clipping( pv, cam->farz, cam->nearz );
413 m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
414
415 m4x4_mul( pv, v, pv );
416 m4x4_mul( pv_prev, v_prev, pv_prev );
417
418 m4x3f identity_matrix;
419 m4x3_identity( identity_matrix );
420
421 /*
422 * Draw
423 */
424 shader_model_sky_use();
425 shader_model_sky_uMdl( identity_matrix );
426 shader_model_sky_uPv( pv );
427 shader_model_sky_uPvmPrev( pv_prev );
428 shader_model_sky_uTexGarbage(0);
429 world_link_lighting_ub( world, _shader_model_sky.id );
430
431 glActiveTexture( GL_TEXTURE0 );
432 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
433
434 glDepthMask( GL_FALSE );
435 glDisable( GL_DEPTH_TEST );
436
437 mesh_bind( &world_render.skydome );
438 mesh_draw( &world_render.skydome );
439
440 glEnable( GL_DEPTH_TEST );
441 glDepthMask( GL_TRUE );
442 }
443
444 VG_STATIC void render_world_gates( world_instance *world, camera *cam,
445 int layer_depth )
446 {
447 float closest = INFINITY;
448 struct ent_gate *gate = NULL;
449
450 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
451 ent_gate *gi = mdl_arritm( &world->ent_gate, i );
452
453 if( gi->type == k_gate_type_unlinked )
454 continue;
455
456 float dist = v3_dist2( gi->co[0], cam->transform[3] );
457
458 vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
459
460 if( dist < closest ){
461 closest = dist;
462 gate = gi;
463 }
464 }
465
466 if( gate ){
467 /* should really be set in fixed update since its used in the physics
468 * of most systems. too bad! */
469 world->rendering_gate = gate;
470
471 if( gate->type == k_gate_type_teleport ){
472 render_gate( world, gate, cam, layer_depth );
473 }
474 else if( gate->type == k_gate_type_nonlocel ){
475 if( world_loader.state != k_world_loader_none ){
476 world->rendering_gate = NULL;
477 return;
478 }
479
480 world_instance *dest_world = &world_static.worlds[ gate->target ];
481 render_gate( dest_world, gate, cam, layer_depth );
482 }
483 else
484 world->rendering_gate = NULL;
485 }
486 }
487
488 VG_STATIC void world_prerender( world_instance *world )
489 {
490
491 if( mdl_arrcount( &world->ent_light ) ){
492 f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
493 world->time += vg.time_delta * (1.0/(rate*60.0));
494 }
495 else{
496 world->time = 0.834;
497 }
498
499 struct ub_world_lighting *state = &world->ub_lighting;
500
501 state->g_time = world->time;
502 state->g_realtime = vg.time;
503 state->g_debug_indices = k_debug_light_indices;
504 state->g_light_preview = k_light_preview;
505 state->g_debug_complexity = k_debug_light_complexity;
506 state->g_time_of_day = vg_fractf( world->time );
507 state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
508 state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
509
510 state->g_day_phase = state->g_day_phase * 0.5f + 0.5f;
511 state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
512
513 float a = state->g_time_of_day * VG_PIf * 2.0f;
514 state->g_sun_dir[0] = sinf( a );
515 state->g_sun_dir[1] = cosf( a );
516 state->g_sun_dir[2] = 0.2f;
517 v3_normalize( state->g_sun_dir );
518
519 world->probabilities[ k_probability_curve_constant ] = 1.0f;
520 float dp = state->g_day_phase;
521
522 world->probabilities[ k_probability_curve_wildlife_day ] =
523 (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
524 world->probabilities[ k_probability_curve_wildlife_night ] =
525 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
526
527 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
528 glBufferSubData( GL_UNIFORM_BUFFER, 0,
529 sizeof(struct ub_world_lighting), &world->ub_lighting );
530 }
531
532 VG_STATIC void skateshop_render(void);
533 VG_STATIC void render_world( world_instance *world, camera *cam,
534 int layer_depth )
535 {
536 render_sky( world, cam );
537
538 render_world_routes( world, cam, layer_depth );
539 render_world_standard( world, cam );
540 render_world_vb( world, cam );
541 render_world_alphatest( world, cam );
542 render_world_fxglow( world, cam );
543 render_terrain( world, cam );
544
545 if( layer_depth == 0 ){
546 skateshop_render();
547
548 /* Render SFD's */
549 u32 closest = 0;
550 float min_dist = INFINITY;
551
552 if( !mdl_arrcount( &world->ent_route ) )
553 return;
554
555 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
556 ent_route *route = mdl_arritm( &world->ent_route, i );
557 float dist = v3_dist2( route->board_transform[3], cam->pos );
558
559 if( dist < min_dist ){
560 min_dist = dist;
561 closest = i;
562 }
563 }
564
565 ent_route *route = mdl_arritm( &world->ent_route, closest );
566 sfd_render( world, cam, route->board_transform );
567 }
568 }
569
570 VG_STATIC void render_world_depth( world_instance *world, camera *cam )
571 {
572 m4x3f identity_matrix;
573 m4x3_identity( identity_matrix );
574
575 shader_scene_depth_use();
576 shader_scene_depth_uCamera( cam->transform[3] );
577 shader_scene_depth_uPv( cam->mtx.pv );
578 shader_scene_depth_uPvmPrev( cam->mtx_prev.pv );
579 shader_scene_depth_uMdl( identity_matrix );
580 world_link_lighting_ub( world, _shader_scene_depth.id );
581
582 mesh_bind( &world->mesh_geo );
583 mesh_draw( &world->mesh_geo );
584 }
585
586 VG_STATIC void render_world_position( world_instance *world, camera *cam )
587 {
588 m4x3f identity_matrix;
589 m4x3_identity( identity_matrix );
590
591 shader_scene_position_use();
592 shader_scene_position_uCamera( cam->transform[3] );
593 shader_scene_position_uPv( cam->mtx.pv );
594 shader_scene_position_uPvmPrev( cam->mtx_prev.pv );
595 shader_scene_position_uMdl( identity_matrix );
596 world_link_lighting_ub( world, _shader_scene_position.id );
597
598 mesh_bind( &world->mesh_geo );
599 mesh_draw( &world->mesh_geo );
600 }
601
602 #endif