shader overrides
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index cdbe37ebfbbfe022ed2f8eeaff1d9f8cfd5c4dd4..04db5a008a123f8314a8447272c88c8007ebaaf7 100644 (file)
@@ -12,6 +12,7 @@
 #include "respawn.h"
 #include "ent_miniworld.h"
 #include "player_remote.h"
+#include "ent_skateshop.h"
 
 static int ccmd_set_time( int argc, const char *argv[] ){
    world_instance *world = world_current_instance();
@@ -278,18 +279,25 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
    glEnable( GL_CULL_FACE );
 }
 
+static GLuint world_get_texture( world_instance *world, u32 id ){
+   if( id & 0x80000000 )
+      return skaterift.rt_textures[id & ~0x80000000];
+   else 
+      return world->textures[ id ];
+}
+
 static void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_surface *mat )
-                                         
-{
+                                           struct world_surface *mat ){
    glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture(world,mat->info.tex_diffuse) );
 }
 
 static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
                                                  struct world_surface *mat ){
    glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture(world,mat->info.tex_diffuse) );
 
    u32 cubemap_id = mat->info.tex_none0,
        cubemap_index = 0;
@@ -645,7 +653,8 @@ static void bindpoint_terrain( world_instance *world,
                                   struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture(world,mat->info.tex_diffuse) );
 
    shader_scene_terrain_uSandColour( mat->info.colour );
    shader_scene_terrain_uBlendOffset( mat->info.colour1 );
@@ -658,7 +667,8 @@ static void bindpoint_override( world_instance *world,
    }
    else{
       glActiveTexture( GL_TEXTURE1 );
-      glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+      glBindTexture( GL_TEXTURE_2D, 
+                     world_get_texture(world,mat->info.tex_diffuse) );
       shader_scene_override_uAlphatest(1);
    }
 }
@@ -762,9 +772,7 @@ static void render_world_gates( world_instance *world, camera *cam ){
 
    for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
       ent_gate *gi = mdl_arritm( &world->ent_gate, i );
-
-      if( !(gi->flags & (k_ent_gate_linked|k_ent_gate_nonlocal_DELETED|
-                         k_ent_gate_locked)) )
+      if( !(gi->flags & k_ent_gate_linked) )
          continue;
 
       float dist = v3_dist2( gi->co[0], cam->transform[3] );
@@ -778,8 +786,25 @@ static void render_world_gates( world_instance *world, camera *cam ){
    }
    
    world->rendering_gate = gate;
-   if( gate )
-      render_gate( world, world, gate, cam );
+
+   if( gate ){
+      if( gate->flags & k_ent_gate_locked ){
+         world->rendering_gate = NULL;
+         return;
+      }
+
+      if( gate->flags & k_ent_gate_nonlocal ){
+         if( world_static.load_state != k_world_loader_none ){
+            world->rendering_gate = NULL;
+            return;
+         }
+
+         world_instance *dest_world = &world_static.instances[ gate->target ];
+         render_gate( world, dest_world, gate, cam );
+      }
+      else
+         render_gate( world, world, gate, cam );
+   }
 }
 
 static void world_prerender( world_instance *world ){
@@ -798,11 +823,7 @@ static void world_prerender( world_instance *world ){
    state->g_debug_indices = k_debug_light_indices;
    state->g_light_preview = k_light_preview;
    state->g_debug_complexity = k_debug_light_complexity;
-
-   if( skaterift.activity == k_skaterift_respawning )
-      state->g_time_of_day = 0.1f;
-   else
-      state->g_time_of_day = vg_fractf( world->time );
+   state->g_time_of_day = vg_fractf( world->time );
 
    state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
    state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
@@ -847,7 +868,9 @@ static void render_world( world_instance *world, camera *cam,
 
    render_sky( world, cam );
 
-   render_world_routes( world, cam, viewing_from_gate );
+   m4x3f identity;
+   m4x3_identity(identity);
+   render_world_routes( world, world, identity, cam, viewing_from_gate, 0 );
    render_world_standard( world, cam );
    render_world_cubemapped( world, cam, with_cubemaps );
 
@@ -961,7 +984,8 @@ static void render_world_override_pass( world_instance *world,
 static void render_world_override( world_instance *world,
                                    world_instance *lighting_source,
                                    m4x3f mmdl,
-                                   camera *cam ){
+                                   camera *cam,
+                                   ent_spawn *dest_spawn, v4f map_info ){
    struct world_pass pass = {
       .cam = cam,
       .fn_bind_textures = bindpoint_override,
@@ -972,12 +996,10 @@ static void render_world_override( world_instance *world,
    };
 
    shader_scene_override_use();
-#if 0
-   respawn_chooser_shader_uniforms();
-#endif
    shader_scene_override_uTexGarbage(0);
    shader_scene_override_uTexMain(1);
    shader_scene_override_uPv( pass.cam->mtx.pv );
+   shader_scene_override_uMapInfo( map_info );
 
    WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
    bind_terrain_noise();
@@ -1001,13 +1023,10 @@ static void render_world_override( world_instance *world,
 
    v3_copy( world->player_co, uPlayerPos );
    
-   m4x3f mmdl_inv;
-   m4x3_invert_full( mmdl, mmdl_inv );
-   v3f localized;
-   m4x3_mulv( mmdl_inv, localplayer.rb.co, localized );
-   ent_spawn *spawn = world_find_closest_spawn( world, localized );
-   if( spawn )
-      v3_copy( spawn->transform.co, uSpawnPos );
+   if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) )
+      v3_copy( dest_spawn->transform.co, uSpawnPos );
+   else
+      v3_add( uPlayerPos, (v3f){0,-1,0}, uSpawnPos );
 
    uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
    uSpawnPos[3] = 1.0f/uPlayerPos[3];