614 lines
22 KiB
C
614 lines
22 KiB
C
//
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// @todo: remove explicit GL code from here
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static camera_t *last_camera;
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camera_t camera() {
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camera_t *old = last_camera;
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static camera_t cam = {0};
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do_once {
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cam.speed = 0.50f;
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cam.position = vec3(10,10,10);
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cam.updir = vec3(0,1,0);
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cam.fov = 45;
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cam.frustum_fov_multiplier = 1.5f;
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cam.orthographic = false;
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cam.distance = 3; // len3(cam.position);
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cam.near_clip = 0.1f;
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cam.far_clip = 1000.f;
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cam.damping = false;
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cam.move_friction = 0.09f;
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cam.move_damping = 0.96f;
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cam.look_friction = 0.30f;
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cam.look_damping = 0.96f;
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cam.last_look = vec3(0,0,0);
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cam.last_move = vec3(0,0,0);
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// update proj & view
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camera_lookat(&cam,vec3(-5,0,-5));
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// @todo: remove this hack that is used to consolidate dampings
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if( 1 ) {
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vec3 zero = {0};
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for( int i = 0; i < 1000; ++i ) {
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camera_moveby(&cam, zero);
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camera_fps(&cam,0,0);
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}
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}
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}
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last_camera = old;
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*camera_get_active() = cam;
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return cam;
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}
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camera_t *camera_get_active() {
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static camera_t defaults = {0};
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if( !last_camera ) {
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identity44(defaults.view);
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identity44(defaults.proj);
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last_camera = &defaults;
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}
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return last_camera;
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}
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void camera_moveby(camera_t *cam, vec3 inc) {
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// calculate camera damping
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if( cam->damping ) {
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float fr = cam->move_friction; fr *= fr; fr *= fr; fr *= fr;
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float sm = clampf(cam->move_damping, 0, 0.999f); sm *= sm; sm *= sm;
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cam->last_move = scale3(cam->last_move, 1 - fr);
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inc.x = cam->last_move.x = inc.x * (1 - sm) + cam->last_move.x * sm;
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inc.y = cam->last_move.y = inc.y * (1 - sm) + cam->last_move.y * sm;
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inc.z = cam->last_move.z = inc.z * (1 - sm) + cam->last_move.z * sm;
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}
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vec3 dir = norm3(cross3(cam->lookdir, cam->updir));
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cam->position = add3(cam->position, scale3(dir, inc.x)); // right
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cam->position = add3(cam->position, scale3(cam->updir, inc.y)); // up
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cam->position = add3(cam->position, scale3(cam->lookdir, inc.z)); // front
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camera_fps(cam, 0, 0);
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}
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void camera_teleport(camera_t *cam, vec3 pos) {
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bool damping = cam->damping;
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cam->damping = 0;
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cam->last_move = vec3(0,0,0);
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cam->position = pos;
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camera_fps(cam, 0, 0);
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cam->damping = damping;
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}
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void camera_lookat(camera_t *cam, vec3 target) {
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// invert expression that cam->lookdir = norm3(vec3(cos(y) * cos(p), sin(p), sin(y) * cos(p)));
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// look.y = sin p > y = asin(p)
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// look.x = cos y * cos p; -> cos p = look.x / cos y \ look.x / cos y = look.z / sin y
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// look.z = sin y * cos p; -> cos p = look.z / sin y /
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// so, sin y / cos y = look x / look z > tan y = look x / look z > y = atan(look x / look z)
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vec3 look = norm3(sub3(target, cam->position));
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const float rad2deg = 1 / 0.0174532f;
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float pitch = asin(look.y) * rad2deg;
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float yaw = atan2(look.z, look.x) * rad2deg; // coords swapped. it was (look.x, look.z) before. @todo: testme
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camera_fps(cam, yaw-cam->yaw, pitch-cam->pitch);
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}
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void camera_enable(camera_t *cam) {
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// camera_t *other = camera_get_active(); // init default camera in case there is none
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last_camera = cam;
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// trigger a dummy update -> update matrices
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camera_fps(cam, 0, 0);
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}
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frustum camera_frustum_build(camera_t *cam) {
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float aspect = window_width() / ((float)window_height()+!window_height());
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float fov = cam->fov * cam->frustum_fov_multiplier;
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mat44 proj;
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if( cam->orthographic ) {
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ortho44(proj, -fov * aspect, fov * aspect, -fov, fov, cam->near_clip, cam->far_clip);
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} else {
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perspective44(proj, fov, aspect, cam->near_clip, cam->far_clip);
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}
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mat44 projview; multiply44x2(projview, proj, cam->view);
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return frustum_build(projview);
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}
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void camera_fov(camera_t *cam, float fov) {
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last_camera = cam;
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float aspect = window_width() / ((float)window_height()+!window_height());
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cam->fov = fov;
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if( cam->orthographic ) {
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ortho44(cam->proj, -cam->fov * aspect, cam->fov * aspect, -cam->fov, cam->fov, cam->near_clip, cam->far_clip);
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// [ref] https://commons.wikimedia.org/wiki/File:Isometric_dimetric_camera_views.png
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// float pitch = cam->dimetric ? 30.000f : 35.264f; // dimetric or isometric
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// cam->pitch = -pitch; // quickly reorient towards origin
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} else {
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perspective44(cam->proj, cam->fov, aspect, cam->near_clip, cam->far_clip);
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}
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}
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void camera_fps2(camera_t *cam, float yaw, float pitch, float roll) {
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last_camera = cam;
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// camera damping
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if( cam->damping ) {
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float fr = cam->look_friction; fr *= fr; fr *= fr; fr *= fr;
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float sm = clampf(cam->look_damping, 0, 0.999f); sm *= sm; sm *= sm;
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cam->last_look = scale3(cam->last_look, 1 - fr);
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yaw = cam->last_look.y = yaw * (1 - sm) + cam->last_look.y * sm;
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pitch = cam->last_look.x = pitch * (1 - sm) + cam->last_look.x * sm;
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roll = cam->last_look.z = roll * (1 - sm) + cam->last_look.z * sm;
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}
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cam->yaw += yaw;
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cam->yaw = fmod(cam->yaw, 360);
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cam->pitch += pitch;
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cam->pitch = cam->pitch > 89 ? 89 : cam->pitch < -89 ? -89 : cam->pitch;
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cam->roll += roll;
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cam->roll += fmod(cam->roll, 360);
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const float deg2rad = 0.0174532f, y = cam->yaw * deg2rad, p = cam->pitch * deg2rad, r = cam->roll * deg2rad;
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cam->lookdir = norm3(vec3(cos(y) * cos(p), sin(p), sin(y) * cos(p)));
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vec3 up = vec3(0,1,0);
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// calculate updir
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{
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float cosfa = cosf(r);
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float sinfa = sinf(r);
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vec3 right = cross3(cam->lookdir, up);
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float th = dot3(cam->lookdir, up);
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cam->updir.x = up.x * cosfa + right.x * sinfa + cam->lookdir.x * th * (1.0f - cosfa);
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cam->updir.y = up.y * cosfa + right.y * sinfa + cam->lookdir.y * th * (1.0f - cosfa);
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cam->updir.z = up.z * cosfa + right.z * sinfa + cam->lookdir.z * th * (1.0f - cosfa);
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}
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lookat44(cam->view, cam->position, add3(cam->position, cam->lookdir), cam->updir); // eye,center,up
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camera_fov(cam, cam->fov);
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}
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void camera_fps(camera_t *cam, float yaw, float pitch) {
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camera_fps2(cam, yaw, pitch, 0.0f);
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}
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void camera_orbit( camera_t *cam, float yaw, float pitch, float inc_distance ) {
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last_camera = cam;
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// update dummy state
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camera_fps(cam, 0,0);
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// @todo: add damping
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vec3 _mouse = vec3(yaw, pitch, inc_distance);
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cam->yaw += _mouse.x;
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cam->pitch += _mouse.y;
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cam->distance += _mouse.z;
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// look: limit pitch angle [-89..89]
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cam->pitch = cam->pitch > 89 ? 89 : cam->pitch < -89 ? -89 : cam->pitch;
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// compute view matrix
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float x = rad(cam->yaw), y = rad(-cam->pitch), cx = cosf(x), cy = cosf(y), sx = sinf(x), sy = sinf(y);
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lookat44(cam->view, vec3( cx*cy*cam->distance, sy*cam->distance, sx*cy*cam->distance ), vec3(0,0,0), vec3(0,1,0) );
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// save for next call
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cam->last_move.x = _mouse.x;
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cam->last_move.y = _mouse.y;
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}
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int ui_camera( camera_t *cam ) {
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int changed = 0;
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changed |= ui_bool("Orthographic", &cam->orthographic);
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changed |= ui_bool("Damping", &cam->damping);
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if( !cam->damping ) ui_disable();
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changed |= ui_slider2("Move friction", &cam->move_friction, va("%5.3f", cam->move_friction));
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changed |= ui_slider2("Move damping", &cam->move_damping, va("%5.3f", cam->move_damping));
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changed |= ui_slider2("View friction", &cam->look_friction, va("%5.3f", cam->look_friction));
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changed |= ui_slider2("View damping", &cam->look_damping, va("%5.3f", cam->look_damping));
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if( !cam->damping ) ui_enable();
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ui_separator();
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changed |= ui_float("Speed", &cam->speed);
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changed |= ui_float3("Position", cam->position.v3);
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changed |= ui_float3("LookDir", cam->lookdir.v3);
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changed |= ui_float3("UpDir", cam->updir.v3);
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ui_disable();
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changed |= ui_mat44("View matrix", cam->view);
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ui_enable();
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ui_separator();
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changed |= ui_float("FOV (degrees)", &cam->fov);
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changed |= ui_float("Orbit distance", &cam->distance);
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ui_disable();
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changed |= ui_mat44("Projection matrix", cam->proj);
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ui_enable();
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return changed;
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}
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// -----------------------------------------------------------------------------
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static
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void object_update(object_t *obj) {
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quat p = eulerq(vec3(obj->pivot.x,obj->pivot.y,obj->pivot.z));
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quat e = eulerq(vec3(obj->euler.x,obj->euler.y,obj->euler.z));
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compose44(obj->transform, obj->pos, mulq(e, p), obj->sca);
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}
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object_t object() {
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object_t obj = {0};
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identity44(obj.transform);
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//obj.rot = idq();
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obj.sca = vec3(1,1,1);
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//obj.bounds = aabb(vec3(0,0,0),vec3(1,1,1)); // defaults to small 1-unit cube
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object_rotate(&obj, vec3(0,0,0));
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//array_init(obj.textures);
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obj.cast_shadows = true;
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return obj;
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}
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void object_pivot(object_t *obj, vec3 euler) {
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obj->pivot = euler;
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object_update(obj);
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}
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void object_rotate(object_t *obj, vec3 euler) {
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quat p = eulerq(vec3(obj->pivot.x,obj->pivot.y,obj->pivot.z));
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quat e = eulerq(vec3(euler.x,euler.y,euler.z));
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obj->rot = mulq(p,e);
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obj->euler = euler;
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object_update(obj);
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}
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void object_teleport(object_t *obj, vec3 pos) {
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obj->pos = pos;
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object_update(obj);
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}
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void object_move(object_t *obj, vec3 inc) {
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obj->pos = add3(obj->pos, inc);
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object_update(obj);
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}
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void object_scale(object_t *obj, vec3 sca) {
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obj->sca = vec3(sca.x, sca.y, sca.z);
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object_update(obj);
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}
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vec3 object_position(object_t *obj) {
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return vec3(obj->transform[12], obj->transform[13], obj->transform[14]);
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}
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void object_model(object_t *obj, model_t model) {
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obj->model = model;
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}
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void object_anim(object_t *obj, anim_t anim, float speed) {
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obj->anim = anim;
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obj->anim_speed = speed;
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}
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void object_push_diffuse(object_t *obj, texture_t tex) {
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array_push(obj->textures, tex);
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}
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void object_pop_diffuse(object_t *obj) {
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array_pop(obj->textures);
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}
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void object_diffuse(object_t *obj, texture_t tex) {
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array_clear(obj->textures);
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object_push_diffuse(obj, tex);
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}
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void object_billboard(object_t *obj, unsigned mode) {
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obj->billboard = mode;
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}
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// -----------------------------------------------------------------------------
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array(scene_t*) scenes;
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scene_t* last_scene;
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static void scene_init() {
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#ifndef __EMSCRIPTEN__ // @fixme ems -> shaders
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do_once scene_push(); // create an empty scene by default
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#endif
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}
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scene_t* scene_get_active() {
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return last_scene;
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}
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scene_t* scene_push() {
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scene_t *s = REALLOC(0, sizeof(scene_t)), clear = {0}; *s = clear;
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s->skybox = skybox(NULL, 0);
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array_push(scenes, s);
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last_scene = s;
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return s;
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}
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void scene_pop() {
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// @fixme: fix leaks, scene_cleanup();
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scene_t clear = {0};
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*last_scene = clear;
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array_pop(scenes);
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last_scene = *array_back(scenes);
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}
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int scene_merge(const char *source) {
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int count = 0;
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if( json_push(source) ) {
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for(int i = 0, e = json_count("/") - 1; i <= e ; ++i) {
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const char *skybox_folder = json_string("/[%d]/skybox",i);
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if( skybox_folder[0] ) {
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PRINTF("Loading skybox folder: %s\n", skybox_folder);
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last_scene->skybox = skybox( skybox_folder, 0 );
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continue;
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}
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const char *mesh_file = json_string("/[%d]/mesh",i);
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const char *texture_file = json_string("/[%d]/texture",i);
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const char *animation_file = json_string("/[%d]/animation",i);
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vec3 position = vec3(json_float("/[%d]/position[0]",i),json_float("/[%d]/position[1]",i),json_float("/[%d]/position[2]",i));
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vec3 rotation = vec3(json_float("/[%d]/rotation[0]",i),json_float("/[%d]/rotation[1]",i),json_float("/[%d]/rotation[2]",i));
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vec3 scale = scale3(vec3(1,1,1), json_float("/[%d]/scale",i));
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bool opt_swap_zy = json_int("/[%d]/swapzy",i);
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bool opt_flip_uv = json_int("/[%d]/flipuv",i);
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PRINTF("Scene %d/%d Loading: %s\n", i, e, mesh_file);
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PRINTF("Scene %d/%d Texture: %s\n", i, e, texture_file);
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PRINTF("Scene %d/%d Animation: %s\n", i, e, animation_file);
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PRINTF("Scene %d/%d Position: (%f,%f,%f)\n", i, e, position.x, position.y, position.z);
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PRINTF("Scene %d/%d Rotation: (%f,%f,%f)\n", i, e, rotation.x, rotation.y, rotation.z);
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PRINTF("Scene %d/%d Scale: (%f,%f,%f)\n", i, e, scale.x, scale.y, scale.z);
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PRINTF("Scene %d/%d Swap_ZY: %d\n", i, e, opt_swap_zy );
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PRINTF("Scene %d/%d Flip_UV: %d\n", i, e, opt_flip_uv );
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model_t m = model_from_mem(vfs_read(mesh_file), vfs_size(mesh_file), 0/*opt_swap_zy*/);
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//char *a = archive_read(animation_file);
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object_t *o = scene_spawn();
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object_model(o, m);
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if( texture_file[0] ) object_diffuse(o, texture_from_mem(vfs_read(texture_file), vfs_size(texture_file), (opt_flip_uv ? IMAGE_FLIP : 0)) );
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object_scale(o, scale);
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object_teleport(o, position);
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object_pivot(o, rotation); // object_rotate(o, rotation);
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//object_name(x), scene_find(name)
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// o->bounds = aabb(mul3(m.bounds.min,o->sca),mul3(m.bounds.max,o->sca));
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// PRINTF("aabb={%f,%f,%f},{%f,%f,%f}\n", o->bounds.min.x, o->bounds.min.y, o->bounds.min.z, o->bounds.max.x, o->bounds.max.y, o->bounds.max.z);
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/*
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if(opt_swap_zy) {
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// swap zy bounds
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vec3 min = o->bounds.min, max = o->bounds.max;
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o->bounds = aabb( vec3(min.x,min.z,min.y), vec3(max.x,max.z,max.y) );
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}
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*/
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count++;
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}
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json_pop();
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}
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// PRINTF("scene loading took %5.2fs\n", secs);
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PRINTF("%d objects merged into scene\n", count);
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return count;
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}
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object_t* scene_spawn() {
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object_t obj = object();
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array_push(last_scene->objs, obj);
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return array_back(last_scene->objs);
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}
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unsigned scene_count() {
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return array_count(last_scene->objs);
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}
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object_t* scene_index(unsigned obj_index) {
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unsigned obj_count = scene_count();
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ASSERT(obj_index < obj_count, "Object index %d exceeds number (%d) of spawned objects", obj_index, obj_count);
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return &last_scene->objs[obj_index];
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}
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light_t* scene_spawn_light() {
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light_t l = light();
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array_push(last_scene->lights, l);
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return array_back(last_scene->lights);
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}
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unsigned scene_count_light() {
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return array_count(last_scene->lights);
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}
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light_t* scene_index_light(unsigned light_index) {
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unsigned light_count = scene_count_light();
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ASSERT(light_index < light_count, "Light index %d exceeds number (%d) of spawned lights", light_index, light_count);
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return &last_scene->lights[light_index];
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}
|
|
|
|
static
|
|
int scene_obj_distance_compare(const void *a, const void *b) {
|
|
const object_t *da = a, *db = b;
|
|
return da->distance < db->distance ? 1 : da->distance > db->distance ? -1 : 0;
|
|
}
|
|
|
|
void scene_render(int flags) {
|
|
camera_t *cam = camera_get_active();
|
|
|
|
shadowmap_t *sm = &last_scene->shadowmap;
|
|
|
|
if (flags & SCENE_CAST_SHADOWS) {
|
|
if (sm->vsm_texture_width == 0) {
|
|
*sm = shadowmap(512, 4096);
|
|
}
|
|
} else {
|
|
sm = NULL;
|
|
}
|
|
|
|
frustum frustum_state = camera_frustum_build(cam);
|
|
|
|
if(flags & SCENE_BACKGROUND) {
|
|
if(last_scene->skybox.program) {
|
|
skybox_push_state(&last_scene->skybox, cam->proj, cam->view);
|
|
mesh_render(&last_scene->skybox.geometry);
|
|
skybox_pop_state();
|
|
}
|
|
|
|
ddraw_flush();
|
|
}
|
|
|
|
if( flags & SCENE_FOREGROUND ) {
|
|
bool do_relighting = 0;
|
|
for (unsigned j = 0; j < array_count(last_scene->lights); ++j) {
|
|
if (!last_scene->lights[j].cached) {
|
|
do_relighting = 1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
|
|
object_t *obj = scene_index(j);
|
|
model_t *model = &obj->model;
|
|
anim_t *anim = &obj->anim;
|
|
mat44 *views = (mat44*)(&cam->view);
|
|
|
|
obj->skip_draw = !obj->disable_frustum_check && !frustum_test_aabb(frustum_state, model_aabb(*model, obj->transform));
|
|
|
|
if (obj->skip_draw) continue;
|
|
|
|
int do_retexturing = model->iqm && model->shading != SHADING_PBR && array_count(obj->textures) > 0;
|
|
if( do_retexturing ) {
|
|
for(int i = 0; i < model->iqm->nummeshes; ++i) {
|
|
array_push(obj->old_texture_ids, model->iqm->textures[i]);
|
|
model->iqm->textures[i] = (*array_back(obj->textures)).id;
|
|
if (model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture) {
|
|
array_push(obj->old_textures, *model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture);
|
|
*model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = (*array_back(obj->textures));
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( do_relighting || !obj->light_cached ) {
|
|
obj->light_cached = 1;
|
|
shader_bind(model->program);
|
|
light_update(array_count(last_scene->lights), last_scene->lights);
|
|
}
|
|
|
|
if ( flags&SCENE_UPDATE_SH_COEF ) {
|
|
shader_bind(model->program);
|
|
skybox_sh_shader(&last_scene->skybox);
|
|
}
|
|
|
|
model_skybox(model, last_scene->skybox, 0);
|
|
|
|
if (!obj->disable_frustum_check)
|
|
model_set_frustum(model, frustum_state);
|
|
else
|
|
model_clear_frustum(model);
|
|
|
|
if (anim) {
|
|
float delta = window_delta() * obj->anim_speed;
|
|
model->curframe = model_animate_clip(*model, model->curframe + delta, anim->from, anim->to, anim->flags & ANIM_LOOP );
|
|
}
|
|
|
|
model->billboard = obj->billboard;
|
|
for (int p = 0; p < RENDER_PASS_OVERRIDES_BEGIN; ++p) {
|
|
model->rs[p].cull_face_enabled = flags&SCENE_CULLFACE ? 1 : 0;
|
|
model->rs[p].polygon_mode_draw = flags&SCENE_WIREFRAME ? GL_LINE : GL_FILL;
|
|
}
|
|
}
|
|
|
|
/* Build shadowmaps */
|
|
if (flags & SCENE_CAST_SHADOWS) {
|
|
shadowmap_begin(sm);
|
|
for (unsigned j = 0; j < array_count(last_scene->lights); ++j) {
|
|
light_t *l = &last_scene->lights[j];
|
|
while (shadowmap_step(sm)) {
|
|
shadowmap_light(sm, l, cam->proj, cam->view);
|
|
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
|
|
object_t *obj = scene_index(j);
|
|
model_t *model = &obj->model;
|
|
if (obj->cast_shadows) {
|
|
model_render(*model, cam->proj, cam->view, obj->transform, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
shadowmap_end(sm);
|
|
}
|
|
|
|
|
|
/* Collect all transparency enabled models and sort them by distance */
|
|
static array(object_t*) transparent_objects = 0;
|
|
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
|
|
object_t *obj = scene_index(j);
|
|
model_t *model = &obj->model;
|
|
|
|
if (obj->skip_draw) continue;
|
|
|
|
if (model_has_transparency(*model)) {
|
|
obj->distance = len3sq(sub3(cam->position, transform344(model->pivot, add3(obj->pos, model->meshcenters[0]))));
|
|
array_push(transparent_objects, obj);
|
|
}
|
|
}
|
|
|
|
array_sort(transparent_objects, scene_obj_distance_compare);
|
|
|
|
/* Opaque pass */
|
|
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
|
|
object_t *obj = scene_index(j);
|
|
model_t *model = &obj->model;
|
|
if (obj->skip_draw) continue;
|
|
|
|
if (sm) {
|
|
shader_bind(model->program);
|
|
light_update(array_count(last_scene->lights), last_scene->lights);
|
|
}
|
|
model_shadow(model, sm);
|
|
model_render_pass(*model, cam->proj, cam->view, obj->transform, model->program, RENDER_PASS_OPAQUE);
|
|
}
|
|
|
|
/* Transparency pass */
|
|
for (unsigned j = 0; j < array_count(transparent_objects); ++j) {
|
|
object_t *obj = transparent_objects[j];
|
|
model_t *model = &obj->model;
|
|
if (obj->skip_draw) continue;
|
|
|
|
if (sm) {
|
|
shader_bind(model->program);
|
|
light_update(array_count(last_scene->lights), last_scene->lights);
|
|
}
|
|
model_shadow(model, sm);
|
|
model_render_pass(*model, cam->proj, cam->view, obj->transform, model->program, RENDER_PASS_TRANSPARENT);
|
|
}
|
|
|
|
array_resize(transparent_objects, 0);
|
|
|
|
for(unsigned j = 0, obj_count = scene_count(); j < obj_count; ++j ) {
|
|
object_t *obj = scene_index(j);
|
|
model_t *model = &obj->model;
|
|
if (obj->skip_draw) continue;
|
|
|
|
int do_retexturing = model->iqm && model->shading != SHADING_PBR && array_count(obj->textures) > 0;
|
|
if( do_retexturing ) {
|
|
for(int i = 0; i < model->iqm->nummeshes; ++i) {
|
|
model->iqm->textures[i] = obj->old_texture_ids[i];
|
|
if (i < array_count(obj->old_textures)) {
|
|
if (model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture)
|
|
*model->materials[i].layer[MATERIAL_CHANNEL_DIFFUSE].map.texture = obj->old_textures[i];
|
|
}
|
|
}
|
|
array_resize(obj->old_texture_ids, 0);
|
|
array_resize(obj->old_textures, 0);
|
|
}
|
|
}
|
|
glBindVertexArray(0);
|
|
}
|
|
}
|