turbo chaos
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 14631421c25304a3dc4de936de1987ae999a827f..1546429235fe10b36e8643aa2132417a306dcc94 100644 (file)
@@ -10,6 +10,8 @@
 #include "font.h"
 #include "gui.h"
 #include "respawn.h"
+#include "ent_miniworld.h"
+#include "player_remote.h"
 
 static int ccmd_set_time( int argc, const char *argv[] ){
    world_instance *world = world_current_instance();
@@ -154,6 +156,45 @@ struct world_pass{
    void (*fn_set_uNormalMtx)( m3x3f mnorm );
 };
 
+/* FIXME: we gotta do something about this crap, maybe batch lists. something..
+ * anything but this. */
+static
+void world_render_props( world_instance *world, u32 material_id,
+                         struct world_pass *pass ){
+   if( !mdl_arrcount( &world->ent_prop ) ) return;
+
+   /* HACK: use the first material for every prop entity */
+   ent_prop *first = mdl_arritm( &world->ent_prop, 0 );
+   if( !first->submesh_count ) return;
+
+   mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
+   if( sm->material_id != material_id ) return;
+
+   struct world_surface *mat = &world->surfaces[ material_id ];
+   pass->fn_bind_textures( world, mat );
+
+   for( u32 j=0; j<mdl_arrcount( &world->ent_prop ); j++ ){
+      ent_prop *prop = mdl_arritm( &world->ent_prop, j );
+      if( prop->flags & 0x1 ) continue;
+      
+      for( u32 k=0; k<prop->submesh_count; k++ ){
+         sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
+
+         m4x3f mmdl;
+         mdl_transform_m4x3( &prop->transform, mmdl );
+
+         m4x4f m4mdl;
+         m4x3_expand( mmdl, m4mdl );
+         m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
+
+         pass->fn_set_mdl( mmdl );
+         pass->fn_set_uPvmPrev( m4mdl );
+
+         mdl_draw_submesh( sm );
+      }
+   }
+}
+
 static
 void world_render_traffic( world_instance *world, u32 material_id,
                            struct world_pass *pass ){
@@ -205,6 +246,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
          }
          else{
             world_render_traffic( world, i, pass );
+            world_render_props( world, i, pass );
             sm = &mat->sm_no_collide;
          }
 
@@ -324,11 +366,11 @@ static void render_world_standard( world_instance *world, camera *cam ){
 }
 
 static void render_world_cubemapped( world_instance *world, camera *cam,
-                                        int layer_depth ){
+                                     int enabled ){
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
 
-   if( layer_depth == -1 ){
+   if( !enabled ){
       world_shader_standard_bind( world, cam );
 
       struct world_pass pass = {
@@ -408,7 +450,7 @@ static void render_world_alphatest( world_instance *world, camera *cam ){
 
 static
 void world_render_challenges( world_instance *world, struct world_pass *pass,
-                              v3f pos, int layer_depth ){
+                              v3f pos ){
    if( !world ) return;
    if( skaterift.activity == k_skaterift_replay ) return;
    if( world != world_current_instance() ) return;
@@ -568,8 +610,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 }
 
-static void render_world_fxglow( world_instance *world, camera *cam,
-                                    int layer_depth ){
+static void render_world_fxglow( world_instance *world, camera *cam ){
    shader_scene_fxglow_use();
    shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
    shader_scene_fxglow_uTexMain(1);
@@ -595,7 +636,7 @@ static void render_world_fxglow( world_instance *world, camera *cam,
    };
 
    world_render_both_stages( world, &pass );
-   world_render_challenges( world, &pass, cam->pos, layer_depth );
+   world_render_challenges( world, &pass, cam->pos );
 
    glEnable(GL_CULL_FACE);
 }
@@ -656,13 +697,18 @@ static void render_sky( world_instance *world, camera *cam ){
 
    m4x4_copy( cam->mtx.v, v );
    m4x4_copy( cam->mtx_prev.v, v_prev );
+
+   for( int i=0; i<3; i++ ){
+      v3_normalize(v[i]);
+      v3_normalize(v_prev[i]);
+   }
    v3_zero( v[3] );
    v3_zero( v_prev[3] );
 
    m4x4_copy( cam->mtx.p,      pv );
    m4x4_copy( cam->mtx_prev.p, pv_prev );
-   m4x4_reset_clipping( pv,      cam->farz, cam->nearz );
-   m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
+   m4x4_reset_clipping( pv,      100.0f, 0.1f );
+   m4x4_reset_clipping( pv_prev, 100.0f, 0.1f );
 
    m4x4_mul( pv,      v,      pv );
    m4x4_mul( pv_prev, v_prev, pv_prev );
@@ -710,9 +756,7 @@ static void render_sky( world_instance *world, camera *cam ){
    glDepthMask( GL_TRUE );
 }
 
-static void render_world_gates( world_instance *world, camera *cam,
-                                   int layer_depth )
-{
+static void render_world_gates( world_instance *world, camera *cam ){
    float closest = INFINITY;
    struct ent_gate *gate = NULL;
 
@@ -735,7 +779,7 @@ static void render_world_gates( world_instance *world, camera *cam,
    
    world->rendering_gate = gate;
    if( gate )
-      render_gate( world, world, gate, cam, layer_depth );
+      render_gate( world, world, gate, cam );
 }
 
 static void world_prerender( world_instance *world ){
@@ -754,11 +798,7 @@ 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 );
@@ -786,20 +826,34 @@ static void world_prerender( world_instance *world ){
 }
 
 static void render_world( world_instance *world, camera *cam,
-                             int layer_depth )
-{
+                          int stenciled, int viewing_from_gate, 
+                          int with_water, int with_cubemaps ){
+   if( stenciled ){
+      glClear( GL_DEPTH_BUFFER_BIT );
+      glStencilFunc( GL_EQUAL, 1, 0xFF );
+      glStencilMask( 0x00 ); 
+      glEnable( GL_CULL_FACE );
+      glEnable( GL_STENCIL_TEST );
+   }
+   else {
+      glStencilMask( 0xFF );
+      glStencilFunc( GL_ALWAYS, 1, 0xFF );
+      glDisable( GL_STENCIL_TEST );
+   }
+
    render_sky( world, cam );
 
-   render_world_routes( world, cam, layer_depth );
+   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, layer_depth );
+   render_world_cubemapped( world, cam, with_cubemaps );
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
    render_terrain( world, cam );
 
-   if( layer_depth == -1 ) return;
-   if( layer_depth == 0 ){
+   if( !viewing_from_gate ){
       world_entity_focus_render();
 
       /* Render SFD's */
@@ -822,30 +876,57 @@ static void render_world( world_instance *world, camera *cam,
       }
    }
 
-   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 } );
+   if( !viewing_from_gate ){
+      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 );
+   }
+   
+   if( with_water ){
+      render_water_texture( world, cam );
+      render_fb_bind( gpipeline.fb_main, 1 );
+   }
+
+   if( stenciled ){
+      glStencilFunc( GL_EQUAL, 1, 0xFF );
+      glStencilMask( 0x00 ); 
+      glEnable( GL_CULL_FACE );
+      glEnable( GL_STENCIL_TEST );
+   }
+
+   if( with_water ){
+      render_water_surface( world, cam );
    }
 
-   render_world_fxglow( world, cam, layer_depth );
+   render_remote_players( world, cam );
+   ent_miniworld_render( world, cam );
+
+   if( stenciled ){
+      glStencilMask( 0xFF );
+      glStencilFunc( GL_ALWAYS, 1, 0xFF );
+      glDisable( GL_STENCIL_TEST );
+   }
 }
 
 
@@ -877,9 +958,11 @@ static void render_world_override_pass( world_instance *world,
 
 static void render_world_override( world_instance *world,
                                    world_instance *lighting_source,
-                                   m4x3f mmdl ){
+                                   m4x3f mmdl,
+                                   camera *cam,
+                                   ent_spawn *dest_spawn, f32 iso_amt ){
    struct world_pass pass = {
-      .cam = &skaterift.cam,
+      .cam = cam,
       .fn_bind_textures = bindpoint_override,
       .fn_set_mdl = shader_scene_override_uMdl,
       .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
@@ -888,12 +971,10 @@ 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_uIsoAmt( iso_amt );
 
    WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
    bind_terrain_noise();
@@ -902,7 +983,7 @@ static void render_world_override( world_instance *world,
 
    m4x4f mpvm_prev;
    m4x3_expand( mmdl, mpvm_prev );
-   m4x4_mul( skaterift.cam.mtx_prev.pv, mpvm_prev, mpvm_prev );
+   m4x4_mul( cam->mtx_prev.pv, mpvm_prev, mpvm_prev );
 
    m3x3f mnormal;
    m3x3_inv( mmdl, mnormal );
@@ -917,13 +998,10 @@ 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];
@@ -932,7 +1010,6 @@ static void render_world_override( world_instance *world,
    shader_scene_override_uSpawnPos( uSpawnPos );
 
 
-
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_geo );
    pass.geo_type = k_world_geo_type_solid;
@@ -986,7 +1063,7 @@ static void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    camera_finalize( &cam );
    camera_finalize( &cam );
 
-   render_world( world, &cam, -1 );
+   render_world( world, &cam, 0, 1, 1, 0 );
 }
 
 static void render_world_cubemaps( world_instance *world ){