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[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 1c030a6b66f79a90165856589caaa6832fb49c54..3693a28920108f5978b1080b323a131a4fa19682 100644 (file)
@@ -75,6 +75,7 @@ VG_STATIC void world_render_init(void)
 
    shader_scene_standard_register();
    shader_scene_standard_alphatest_register();
+   shader_scene_fxglow_register();
    shader_scene_vertex_blend_register();
    shader_scene_terrain_register();
    shader_scene_depth_register();
@@ -153,18 +154,59 @@ struct world_pass{
    void (*fn_set_uPvmPrev)( m4x4f pvm );
 };
 
-VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
-{
+VG_STATIC
+void world_render_traffic( world_instance *world, u32 material_id,
+                           struct world_pass *pass ){
+   if( !mdl_arrcount( &world->ent_traffic ) ) return;
+
+   /* HACK: use the first material for every traffic entity */
+   ent_traffic *first = mdl_arritm( &world->ent_traffic, 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_traffic ); j++ ){
+      ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
+      
+      for( u32 k=0; k<traffic->submesh_count; k++ ){
+         sm = mdl_arritm( &world->meta.submeshs, 
+                           traffic->submesh_start+k );
+
+         m4x3f mmdl;
+         q_m3x3( traffic->transform.q, mmdl );
+         v3_copy( traffic->transform.co, mmdl[3] );
+
+         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 );
+      }
+   }
+}
+
+VG_STATIC 
+void world_render_pass( world_instance *world, struct world_pass *pass ){
    for( int i=0; i<world->surface_count; i++ ){
       struct world_surface *mat = &world->surfaces[i];
 
       if( mat->info.shader == pass->shader ){
          mdl_submesh *sm;
 
-         if( pass->geo_type == k_world_geo_type_solid )
+         if( pass->geo_type == k_world_geo_type_solid ){
             sm = &mat->sm_geo;
-         else
+         }
+         else{
+            world_render_traffic( world, i, pass );
             sm = &mat->sm_no_collide;
+         }
 
          if( !sm->indice_count )
             continue;
@@ -176,27 +218,6 @@ VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
 
          pass->fn_bind_textures( world, mat );
          mdl_draw_submesh( sm );
-
-         for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
-            ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
-            
-            for( u32 k=0; k<traffic->submesh_count; k++ ){
-               sm = mdl_arritm( &world->meta.submeshs, 
-                                 traffic->submesh_start+k );
-
-               q_m3x3( traffic->transform.q, mmdl );
-               v3_copy( traffic->transform.co, mmdl[3] );
-
-               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 );
-            }
-         }
       }
    }
 }
@@ -206,12 +227,12 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
    mesh_bind( &world->mesh_geo );
    pass->geo_type = k_world_geo_type_solid;
-   world_render_if( world, pass );
+   world_render_pass( world, pass );
 
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_no_collide );
    pass->geo_type = k_world_geo_type_nonsolid;
-   world_render_if( world, pass );
+   world_render_pass( world, pass );
    glEnable( GL_CULL_FACE );
 }
 
@@ -318,6 +339,70 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
    glEnable(GL_CULL_FACE);
 }
 
+VG_STATIC
+void world_render_challenges( world_instance *world, struct world_pass *pass ){
+   if( !world ) return;
+
+   glDisable( GL_CULL_FACE );
+   mesh_bind( &world->mesh_no_collide );
+
+   u32 last_material = 0;
+
+   for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+      ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i);
+      
+      m4x3f mmdl;
+      mdl_transform_m4x3( &challenge->transform, mmdl );
+      shader_scene_fxglow_uMdl( mmdl );
+
+      for( u32 j=0; j<challenge->submesh_count; j++ ){
+         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
+                                       challenge->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 } );
+
+   shader_scene_fxglow_use();
+   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, 
+                        _uniform_scene_fxglow_g_world_depth, 2 );
+   world_bind_light_array( world, _shader_scene_fxglow.id,
+                        _uniform_scene_fxglow_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_scene_fxglow.id,
+                           _uniform_scene_fxglow_uLightsIndex, 4 );
+
+   shader_scene_fxglow_uCamera( cam->transform[3] );
+   glDisable(GL_CULL_FACE);
+
+   struct world_pass pass = {
+      .shader = k_shader_fxglow,
+      .cam = cam,
+      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_set_mdl = shader_scene_fxglow_uMdl,
+      .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
+   };
+
+   world_render_both_stages( world, &pass );
+   world_render_challenges( world, &pass );
+
+   glEnable(GL_CULL_FACE);
+   //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
+}
+
 VG_STATIC void bindpoint_terrain( world_instance *world,
                                   struct world_surface *mat )
 {
@@ -422,7 +507,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
 
       float dist = v3_dist2( gi->co[0], cam->transform[3] );
 
-      vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+      vg_line_point( gi->co[0], 0.25f, VG__BLUE );
 
       if( dist < closest ){
          closest = dist;
@@ -439,11 +524,13 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
          render_gate( world, gate, cam, layer_depth );
       }
       else if( gate->type == k_gate_type_nonlocel ){
-         if( skaterift.async_op != k_async_op_world_loading &&
-             skaterift.async_op != k_async_op_world_preloading ){
-            world_instance *dest_world = &world_static.worlds[ gate->target ];
-            render_gate( dest_world, gate, cam, layer_depth );
+         if( world_loader.state != k_world_loader_none ){
+            world->rendering_gate = NULL;
+            return;
          }
+
+         world_instance *dest_world = &world_static.worlds[ gate->target ];
+         render_gate( dest_world, gate, cam, layer_depth );
       }
       else
          world->rendering_gate = NULL;
@@ -452,8 +539,14 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
 
 VG_STATIC void world_prerender( world_instance *world )
 {
-   f32 day_length = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
-   world->time += vg.time_delta * (1.0/(day_length*60.0));
+
+   if( mdl_arrcount( &world->ent_light ) ){
+      f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
+      world->time += vg.time_delta * (1.0/(rate*60.0));
+   }
+   else{
+      world->time = 0.834;
+   }
 
    struct ub_world_lighting *state = &world->ub_lighting;
 
@@ -498,6 +591,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
    render_world_standard( world, cam );
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
+   render_world_fxglow( world, cam );
    render_terrain( world, cam );
 
    if( layer_depth == 0 ){