challenge effects
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 87f307ec8bdd1bc91e5a503697f53416a2f5913b..12728799bf2cbd4b0d1ae33b559bde16720793c9 100644 (file)
@@ -7,6 +7,8 @@
 
 #include "world.h"
 #include "world_render.h"
+#include "font.h"
+#include "gui.h"
 
 static int ccmd_set_time( int argc, const char *argv[] ){
    if( argc == 1 ){
@@ -410,57 +412,200 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
 
 VG_STATIC
 void world_render_challenges( world_instance *world, struct world_pass *pass,
-                              v3f pos ){
+                              v3f pos, int layer_depth ){
    if( !world ) return;
+   if( skaterift.activity == k_skaterift_replay ) return;
 
-   glDisable( GL_CULL_FACE );
-   mesh_bind( &world->mesh_no_collide );
+   /* sort lists */
+   f32 radius = 40.0f;
 
-   u32 last_material = 0;
+   u32 objective_list[ 32 ],
+       challenge_list[ 16 ];
 
-   const f32 radius = 40.0f;
+   v2f objective_uv_offsets[ 32 ];
 
-   bh_iter it;
-   bh_iter_init_range( 0, &it, pos, radius );
-   i32 idx;
+   u32 objective_count = 0,
+       challenge_count = 0;
 
-   while( bh_next( world->entity_bh, &it, &idx ) ){
-      u32 id    = world->entity_list[ idx ],
-          type  = mdl_entity_id_type( id ),
-          index = mdl_entity_id_id( id );
+   ent_challenge *active_challenge = NULL;
+   int running = 0;
+   if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){
+      if( (skaterift.activity == k_skaterift_default) &&
+           world_static.challenge_target ){
+         running = 1;
+      }
 
-      if( type != k_ent_challenge ) continue;
+      if( !((skaterift.activity != k_skaterift_ent_focus) &&
+            !world_static.challenge_target) ){
+         world_instance *challenge_world = world_current_instance();
+         u32 index = mdl_entity_id_id( world_static.focused_entity );
+         active_challenge = mdl_arritm(&challenge_world->ent_challenge, index);
+      }
+   }
 
-      ent_challenge *challenge = mdl_arritm(&world->ent_challenge,index);
+   if( active_challenge ){
+      shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+      challenge_list[ challenge_count ++ ] = world_static.focused_entity;
+
+      u32 next = active_challenge->first;
+      while( mdl_entity_id_type(next) == k_ent_objective ){
+         u32 index = mdl_entity_id_id( next );
+         objective_list[ objective_count ++ ] = index;
+         
+         ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+         next = objective->id_next;
+      }
 
-      f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
-          scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) );
+      radius = 10000.0f;
+   }
+   else {
+      shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+      bh_iter it;
+      bh_iter_init_range( 0, &it, pos, radius+10.0f );
+      i32 idx;
+      while( bh_next( world->entity_bh, &it, &idx ) ){
+         u32 id    = world->entity_list[ idx ],
+             type  = mdl_entity_id_type( id ),
+             index = mdl_entity_id_id( id );
+
+         if( type == k_ent_objective ) {
+            if( objective_count < vg_list_size(objective_list) )
+               objective_list[ objective_count ++ ] = index;
+         }
+         else if( type == k_ent_challenge ){
+            if( challenge_count < vg_list_size(challenge_list) )
+               challenge_list[ challenge_count ++ ] = index;
+         }
+      }
+   }
 
-      v3_fill( challenge->transform.s, scale );
+   /* render objectives */
+   glDisable( GL_CULL_FACE );
+   mesh_bind( &world->mesh_no_collide );
+   u32 last_material = 0;
+   for( u32 i=0; i<objective_count; i++ ){
+      u32 index = objective_list[ i ];
+      ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+      if( (objective->flags & k_ent_objective_hidden) &&
+          !active_challenge ) continue;
+
+      f32 scale = 1.0f;
+
+      if( running ){
+         u32 passed = objective->flags & k_ent_objective_passed;
+         f32 target = passed? 0.0f: 1.0f;
+         vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
+         scale = vg_smoothstepf( objective->transform.s[0] );
+
+         if( (objective == world_static.challenge_target) || passed )
+            shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } );
+         else
+            shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+      }
+      else {
+         f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
+         scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+      }
 
       m4x3f mmdl;
-      mdl_transform_m4x3( &challenge->transform, mmdl );
+      q_m3x3( objective->transform.q, mmdl );
+      m3x3_scalef( mmdl, scale );
+      v3_copy( objective->transform.co, mmdl[3] );
       shader_scene_fxglow_uMdl( mmdl );
 
-      for( u32 j=0; j<challenge->submesh_count; j++ ){
+      for( u32 j=0; j<objective->submesh_count; j++ ){
          mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
-                                       challenge->submesh_start + j );
+                                       objective->submesh_start + j );
 
          if( sm->material_id != last_material ){
             last_material = sm->material_id;
-
             pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
          }
-
          mdl_draw_submesh( sm );
       }
    }
-}
 
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
-   //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+   /* render texts */
+   shader_scene_font_use();
+   shader_scene_font_uTexGarbage(0);
+   shader_scene_font_uTexMain(1);
+
+   shader_scene_font_uPv( skaterift.cam.mtx.pv );
+   shader_scene_font_uTime( vg.time );
+
+   /* TODO: Code dupe... */
+   world_link_lighting_ub( world, _shader_scene_font.id );
+   world_bind_position_texture( world, _shader_scene_font.id, 
+                                _uniform_scene_font_g_world_depth, 2 );
+   world_bind_light_array( world, _shader_scene_font.id,
+                                _uniform_scene_font_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_scene_font.id,
+                                _uniform_scene_font_uLightsIndex, 4 );
 
+   bind_terrain_noise();
+   shader_scene_font_uCamera( skaterift.cam.transform[3] );
+
+   //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, gui.font.texture );
+
+   mesh_bind( &gui.font.mesh );
+
+   char buf[32];
+   u32 count = 0;
+
+   for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+      ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
+      if( challenge->status ) count ++;
+   }
+
+   int c=0;
+   c+=highscore_intl( buf+c, count, 3 );
+   buf[c++] = '/';
+   c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
+   buf[c++] = '\0';
+
+   f32 w = font3d_string_width( &gui.font, 1, buf );
+   m4x3f mlocal;
+   m3x3_identity( mlocal );
+   mlocal[3][0] = -w*0.5f;
+   mlocal[3][1] = 0.0f;
+   mlocal[3][2] = 0.0f;
+
+   for( u32 i=0; i<challenge_count; i++ ){
+      u32 index = challenge_list[ i ];
+      ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+      m4x3f mmdl;
+      mdl_transform_m4x3( &challenge->transform, mmdl );
+      m4x3_mul( mmdl, mlocal, mmdl );
+
+      vg_line_point( challenge->transform.co, 0.25f, VG__RED );
+
+      f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
+          scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
+          colour = 0.0f;
+
+      if( challenge->status )
+         colour = 1.0f;
+
+      shader_scene_font_uOpacity( scale );
+      shader_scene_font_uColourize( colour );
+
+      struct font3d_render render = {
+         .font = &gui.font,
+         .variant_id = 1,
+         .shader = k_font_shader_world
+      };
+
+      font3d_begin( buf, &skaterift.cam, mmdl, &render );
+      font3d_draw( &render );
+   }
+}
+
+VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+                                    int layer_depth ){
    shader_scene_fxglow_use();
+   shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
    shader_scene_fxglow_uTexMain(1);
    shader_scene_fxglow_uPv( cam->mtx.pv );
 
@@ -484,10 +629,9 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
    };
 
    world_render_both_stages( world, &pass );
-   world_render_challenges( world, &pass, cam->pos );
+   world_render_challenges( world, &pass, cam->pos, layer_depth );
 
    glEnable(GL_CULL_FACE);
-   //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
 }
 
 VG_STATIC void bindpoint_terrain( world_instance *world,
@@ -665,7 +809,6 @@ VG_STATIC void world_prerender( world_instance *world )
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 }
 
-VG_STATIC void skateshop_render(void);
 VG_STATIC void render_world( world_instance *world, camera *cam,
                              int layer_depth )
 {
@@ -677,32 +820,56 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
-   render_world_fxglow( world, cam );
    render_terrain( world, cam );
 
+   if( layer_depth == -1 ) return;
    if( layer_depth == 0 ){
-      skateshop_render();
+      world_entity_focus_render();
 
       /* Render SFD's */
       u32 closest = 0;
       float min_dist = INFINITY;
 
-      if( !mdl_arrcount( &world->ent_route ) )
-         return;
-
-      for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
-         ent_route *route = mdl_arritm( &world->ent_route, i );
-         float dist = v3_dist2( route->board_transform[3], cam->pos );
+      if( mdl_arrcount( &world->ent_route ) ){
+         for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+            ent_route *route = mdl_arritm( &world->ent_route, i );
+            float dist = v3_dist2( route->board_transform[3], cam->pos );
 
-         if( dist < min_dist ){
-            min_dist = dist;
-            closest = i;
+            if( dist < min_dist ){
+               min_dist = dist;
+               closest = i;
+            }
          }
+
+         ent_route *route = mdl_arritm( &world->ent_route, closest );
+         sfd_render( world, cam, route->board_transform );
       }
+   }
 
-      ent_route *route = mdl_arritm( &world->ent_route, closest );
-      sfd_render( world, cam, route->board_transform );
+   f32 greyout = 0.0f;
+   if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge )
+      greyout = world_static.focus_strength;
+
+   if( greyout > 0.0f ){
+      glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+      glEnable(GL_BLEND);
+      glDisable(GL_DEPTH_TEST);
+      glDepthMask(GL_FALSE);
+      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+      glBlendEquation(GL_FUNC_ADD);
+
+      shader_blitcolour_use();
+      shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } );
+      render_fsquad();
+      
+      glDisable(GL_BLEND);
+      glEnable(GL_DEPTH_TEST);
+      glDepthMask(GL_TRUE);
+      glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, 
+                                    GL_COLOR_ATTACHMENT1 } );
    }
+
+   render_world_fxglow( world, cam, layer_depth );
 }
 
 VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,