]> git.lizzy.rs Git - dragonblocks_alpha.git/blobdiff - src/client/scene.c
Implement frustum culling properly
[dragonblocks_alpha.git] / src / client / scene.c
index db8351b1eabcc0e17ca308c591afe96db0f010f3..cbacfea737e1a5c5d28acf15ec9d8ed4e9bf88b7 100644 (file)
@@ -2,8 +2,10 @@
 #include <stdio.h>
 #include "client/camera.h"
 #include "client/client.h"
+#include "client/frustum.h"
 #include "client/scene.h"
 #include "client/shader.h"
+#include "day.h"
 #include "util.h"
 
 struct Scene scene;
@@ -23,7 +25,11 @@ bool scene_init()
                return false;
        }
 
-       scene.loc_MVP = glGetUniformLocation(scene.prog, "MVP");
+       scene.loc_model = glGetUniformLocation(scene.prog, "model");
+       scene.loc_VP = glGetUniformLocation(scene.prog, "VP");
+       scene.loc_daylight = glGetUniformLocation(scene.prog, "daylight");
+       scene.loc_lightDir = glGetUniformLocation(scene.prog, "lightDir");
+       scene.loc_cameraPos = glGetUniformLocation(scene.prog, "cameraPos");
 
        GLint texture_indices[scene.max_texture_units];
        for (GLint i = 0; i < scene.max_texture_units; i++)
@@ -32,7 +38,7 @@ bool scene_init()
        glProgramUniform1iv(scene.prog, glGetUniformLocation(scene.prog, "textures"), scene.max_texture_units, texture_indices);
 
        scene.fov = 86.1f;
-       scene.render_distance = 1000.0f;
+       scene.render_distance = 255.0f + 32.0f;
 
        return true;
 }
@@ -56,17 +62,28 @@ void scene_add_object(Object *obj)
        pthread_mutex_unlock(&scene.mtx);
 }
 
-void scene_render()
+void scene_render(f64 dtime)
 {
-       glUseProgram(scene.prog);
-
-       mat4x4 view_proj;
-
 #pragma GCC diagnostic push
 #pragma GCC diagnostic ignored "-Wpedantic"
-       mat4x4_mul(view_proj, scene.projection, camera.view);
+       mat4x4_mul(scene.VP, scene.projection, camera.view);
+
+       vec4 base_sunlight_dir = {0.0f, 0.0f, -1.0f, 1.0f};
+       vec4 sunlight_dir;
+       mat4x4 sunlight_mat;
+       mat4x4_identity(sunlight_mat);
+       mat4x4_rotate(sunlight_mat, sunlight_mat, 1.0f, 0.0f, 0.0f, get_sun_angle() + M_PI / 2.0f);
+       mat4x4_mul_vec4(sunlight_dir, sunlight_mat, base_sunlight_dir);
 #pragma GCC diagnostic pop
 
+       frustum_update(scene.VP);
+
+       glUseProgram(scene.prog);
+       glUniformMatrix4fv(scene.loc_VP, 1, GL_FALSE, scene.VP[0]);
+       glUniform3f(scene.loc_lightDir, sunlight_dir[0], sunlight_dir[1], sunlight_dir[2]);
+       glUniform3f(scene.loc_cameraPos, camera.eye[0], camera.eye[1], camera.eye[2]);
+       glUniform1f(scene.loc_daylight, get_daylight());
+
        for (ListPair **pairptr = &scene.objects.first; *pairptr != NULL; ) {
                ListPair *pair = *pairptr;
                Object *obj = pair->key;
@@ -77,7 +94,7 @@ void scene_render()
                        free(pair);
                        object_delete(obj);
                } else {
-                       object_render(obj, view_proj, scene.loc_MVP);
+                       object_render(obj, dtime);
                        pairptr = &pair->next;
                }
        }