foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 04db5a008a123f8314a8447272c88c8007ebaaf7..33814858c1eacc564be511b85718678b2bb6279e 100644 (file)
@@ -79,6 +79,7 @@ static void world_render_init(void)
 
    shader_scene_standard_register();
    shader_scene_standard_alphatest_register();
+   shader_scene_foliage_register();
    shader_scene_override_register();
    shader_scene_cubemapped_register();
    shader_scene_fxglow_register();
@@ -95,7 +96,7 @@ static void world_render_init(void)
    mdl_context msky;
    mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
    mdl_load_metadata_block( &msky, vg_mem.scratch );
-   mdl_async_load_glmesh( &msky, &world_render.skydome );
+   mdl_async_load_glmesh( &msky, &world_render.skydome, NULL );
    mdl_close( &msky );
 
    vg_info( "Loading default world textures\n" );
@@ -164,12 +165,6 @@ 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 );
@@ -179,7 +174,10 @@ void world_render_props( world_instance *world, u32 material_id,
       if( prop->flags & 0x1 ) continue;
       
       for( u32 k=0; k<prop->submesh_count; k++ ){
-         sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
+         mdl_submesh *sm = 
+            mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
+
+         if( sm->material_id != material_id ) continue;
 
          m4x3f mmdl;
          mdl_transform_m4x3( &prop->transform, mmdl );
@@ -456,9 +454,31 @@ static void render_world_alphatest( world_instance *world, camera *cam ){
    glEnable(GL_CULL_FACE);
 }
 
-static
-void world_render_challenges( world_instance *world, struct world_pass *pass,
-                              v3f pos ){
+static void render_world_foliage( world_instance *world, camera *cam ){
+   shader_scene_foliage_use();
+   shader_scene_foliage_uTexGarbage(0);
+   shader_scene_foliage_uTexMain(1);
+   shader_scene_foliage_uPv( cam->mtx.pv );
+   shader_scene_foliage_uTime( vg.time );
+
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_foliage );
+   bind_terrain_noise();
+
+   shader_scene_foliage_uCamera( cam->transform[3] );
+   glDisable(GL_CULL_FACE);
+   struct world_pass pass = {
+      .shader = k_shader_foliage,
+      .cam = cam,
+      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_set_mdl = shader_scene_foliage_uMdl,
+      .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
+   };
+   world_render_both_stages( world, &pass );
+   glEnable(GL_CULL_FACE);
+}
+
+static void world_render_challenges( world_instance *world, 
+                                     struct world_pass *pass, v3f pos ){
    if( !world ) return;
    if( skaterift.activity == k_skaterift_replay ) return;
    if( world != world_current_instance() ) return;
@@ -618,18 +638,21 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 }
 
-static void render_world_fxglow( world_instance *world, camera *cam ){
+static void render_world_fxglow( world_instance *host_world, 
+                                 world_instance *world, camera *cam,
+                                 m4x3f world_mmdl,
+                                 int generic, int challenges, int regions ){
    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 );
 
-   world_link_lighting_ub( world, _shader_scene_fxglow.id );
-   world_bind_position_texture( world, _shader_scene_fxglow.id, 
+   world_link_lighting_ub( host_world, _shader_scene_fxglow.id );
+   world_bind_position_texture( host_world, _shader_scene_fxglow.id, 
                         _uniform_scene_fxglow_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_fxglow.id,
+   world_bind_light_array( host_world, _shader_scene_fxglow.id,
                         _uniform_scene_fxglow_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_fxglow.id,
+   world_bind_light_index( host_world, _shader_scene_fxglow.id,
                            _uniform_scene_fxglow_uLightsIndex, 4 );
 
    shader_scene_fxglow_uCamera( cam->transform[3] );
@@ -643,8 +666,45 @@ static void render_world_fxglow( world_instance *world, camera *cam ){
       .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
    };
 
-   world_render_both_stages( world, &pass );
-   world_render_challenges( world, &pass, cam->pos );
+   if( generic )
+      world_render_both_stages( world, &pass );
+
+   if( regions ){
+      mesh_bind( &world->mesh_no_collide );
+
+      u32 last_material = 0;
+      for( u32 i=0; i<mdl_arrcount(&world->ent_region); i ++ ){
+         shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+         ent_region *region = mdl_arritm( &world->ent_region, i );
+
+         f32 offset = 0.0f;
+         if( region->flags & k_ent_route_flag_achieve_gold )
+            offset = 2.0f;
+         else if( region->flags & k_ent_route_flag_achieve_silver )
+            offset = 1.0f;
+
+         shader_scene_fxglow_uUvOffset( (v2f){ (8.0f/256.0f)*offset, 0.0f } );
+
+         m4x3f mmdl;
+         mdl_transform_m4x3( &region->transform, mmdl );
+         m4x3_mul( world_mmdl, mmdl, mmdl );
+         shader_scene_fxglow_uMdl( mmdl );
+
+         for( u32 j=0; j<region->submesh_count; j++ ){
+            mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
+                                          region->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 );
+         }
+      }
+   }
+
+   if( challenges )
+      world_render_challenges( world, &pass, cam->pos );
 
    glEnable(GL_CULL_FACE);
 }
@@ -772,8 +832,10 @@ 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) )
-         continue;
+
+      if( !(gi->flags & k_ent_gate_nonlocal) )
+         if( !(gi->flags & k_ent_gate_linked) )
+            continue;
 
       float dist = v3_dist2( gi->co[0], cam->transform[3] );
 
@@ -794,8 +856,10 @@ static void render_world_gates( world_instance *world, camera *cam ){
       }
 
       if( gate->flags & k_ent_gate_nonlocal ){
-         if( world_static.load_state != k_world_loader_none ){
+         if( !(gate->flags & k_ent_gate_linked) ||
+             (world_static.load_state != k_world_loader_none) ){
             world->rendering_gate = NULL;
+            render_gate_unlinked( world, gate, cam );
             return;
          }
 
@@ -816,6 +880,10 @@ static void world_prerender( world_instance *world ){
       world->time = 0.834;
    }
 
+   if( world->info.flags & 0x1 ){
+      world->time = world->info.timezone;
+   }
+
    struct ub_world_lighting *state = &world->ub_lighting;
 
    state->g_time = world->time;
@@ -876,6 +944,7 @@ static void render_world( world_instance *world, camera *cam,
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
+   render_world_foliage( world, cam );
    render_terrain( world, cam );
 
    if( !viewing_from_gate ){
@@ -925,7 +994,7 @@ static void render_world( world_instance *world, camera *cam,
                                        GL_COLOR_ATTACHMENT1 } );
       }
 
-      render_world_fxglow( world, cam );
+      render_world_fxglow( world, world, cam, NULL, 1, 1, 0 );
    }
    
    if( with_water ){
@@ -1043,6 +1112,8 @@ static void render_world_override( world_instance *world,
    pass.geo_type = k_world_geo_type_nonsolid;
    render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev );
    glEnable( GL_CULL_FACE );
+
+   render_world_fxglow( world, world, cam, mmdl, 0, 0, 1 );
 }
 
 static void render_cubemap_side( world_instance *world, ent_cubemap *cm,