test network 5
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 12728799bf2cbd4b0d1ae33b559bde16720793c9..37b095c7bd8939816e4d30115e06dc1018baab68 100644 (file)
@@ -9,6 +9,7 @@
 #include "world_render.h"
 #include "font.h"
 #include "gui.h"
+#include "respawn.h"
 
 static int ccmd_set_time( int argc, const char *argv[] ){
    if( argc == 1 ){
@@ -21,7 +22,7 @@ static int ccmd_set_time( int argc, const char *argv[] ){
    return 0;
 }
 
-VG_STATIC void async_world_render_init( void *payload, u32 size )
+static void async_world_render_init( void *payload, u32 size )
 {
    vg_info( "Allocate uniform buffers\n" );
    for( int i=0; i<4; i++ ){
@@ -64,7 +65,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
    }
 }
 
-VG_STATIC void world_render_init(void)
+static void world_render_init(void)
 {
    VG_VAR_F32( k_day_length );
    VG_VAR_I32( k_debug_light_indices );
@@ -77,6 +78,7 @@ VG_STATIC void world_render_init(void)
 
    shader_scene_standard_register();
    shader_scene_standard_alphatest_register();
+   shader_scene_override_register();
    shader_scene_cubemapped_register();
    shader_scene_fxglow_register();
    shader_scene_vertex_blend_register();
@@ -102,13 +104,13 @@ VG_STATIC void world_render_init(void)
    vg_async_call( async_world_render_init, NULL, 0 );
 }
 
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
+static void world_link_lighting_ub( world_instance *world, GLuint shader )
 {
    GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
    glUniformBlockBinding( shader, idx, world->ubo_bind_point );
 }
 
-VG_STATIC void world_bind_position_texture( world_instance *world, 
+static void world_bind_position_texture( world_instance *world, 
                                             GLuint shader, GLuint location,
                                             int slot )
 {
@@ -116,7 +118,7 @@ VG_STATIC void world_bind_position_texture( world_instance *world,
    glUniform1i( location, slot );
 }
 
-VG_STATIC void world_bind_light_array( world_instance *world,
+static void world_bind_light_array( world_instance *world,
                                        GLuint shader, GLuint location, 
                                        int slot )
 {
@@ -125,7 +127,7 @@ VG_STATIC void world_bind_light_array( world_instance *world,
    glUniform1i( location, slot );
 }
 
-VG_STATIC void world_bind_light_index( world_instance *world,
+static void world_bind_light_index( world_instance *world,
                                        GLuint shader, GLuint location,
                                        int slot )
 {
@@ -134,13 +136,13 @@ VG_STATIC void world_bind_light_index( world_instance *world,
    glUniform1i( location, slot );
 }
 
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
 
 /*
  * Rendering
  */
 
-VG_STATIC void bind_terrain_noise(void)
+static void bind_terrain_noise(void)
 {
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
@@ -157,7 +159,7 @@ struct world_pass{
    void (*fn_set_uPvmPrev)( m4x4f pvm );
 };
 
-VG_STATIC
+static
 void world_render_traffic( world_instance *world, u32 material_id,
                            struct world_pass *pass ){
    if( !mdl_arrcount( &world->ent_traffic ) ) return;
@@ -195,7 +197,7 @@ void world_render_traffic( world_instance *world, u32 material_id,
    }
 }
 
-VG_STATIC 
+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];
@@ -225,7 +227,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
    }
 }
 
-VG_STATIC 
+static 
 void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
    mesh_bind( &world->mesh_geo );
@@ -239,7 +241,7 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
    glEnable( GL_CULL_FACE );
 }
 
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
+static void bindpoint_diffuse_texture1( world_instance *world,
                                            struct world_surface *mat )
                                          
 {
@@ -247,7 +249,7 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
 }
 
-VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
+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 ] );
@@ -266,7 +268,7 @@ VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    shader_scene_cubemapped_uColour( mat->info.colour );
 }
 
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
+static void render_world_vb( world_instance *world, camera *cam )
 {
    shader_scene_vertex_blend_use();
    shader_scene_vertex_blend_uTexGarbage(0);
@@ -296,7 +298,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
+static void world_shader_standard_bind( world_instance *world, camera *cam ){
    shader_scene_standard_use();
    shader_scene_standard_uTexGarbage(0);
    shader_scene_standard_uTexMain(1);
@@ -314,7 +316,7 @@ VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
    shader_scene_standard_uCamera( cam->transform[3] );
 }
 
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
+static void render_world_standard( world_instance *world, camera *cam ){
    world_shader_standard_bind( world, cam );
    struct world_pass pass = {
       .shader = k_shader_standard,
@@ -327,7 +329,7 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
+static void render_world_cubemapped( world_instance *world, camera *cam,
                                         int layer_depth ){
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
@@ -375,7 +377,7 @@ VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
    }
 }
 
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
+static void render_world_alphatest( world_instance *world, camera *cam ){
    shader_scene_standard_alphatest_use();
    shader_scene_standard_alphatest_uTexGarbage(0);
    shader_scene_standard_alphatest_uTexMain(1);
@@ -410,11 +412,12 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
    glEnable(GL_CULL_FACE);
 }
 
-VG_STATIC
+static
 void world_render_challenges( world_instance *world, struct world_pass *pass,
                               v3f pos, int layer_depth ){
    if( !world ) return;
    if( skaterift.activity == k_skaterift_replay ) return;
+   if( world != world_current_instance() ) return;
 
    /* sort lists */
    f32 radius = 40.0f;
@@ -451,7 +454,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
       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;
       }
@@ -602,7 +605,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 }
 
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+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 } );
@@ -634,7 +637,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
    glEnable(GL_CULL_FACE);
 }
 
-VG_STATIC void bindpoint_terrain( world_instance *world,
+static void bindpoint_terrain( world_instance *world,
                                   struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
@@ -644,7 +647,19 @@ VG_STATIC void bindpoint_terrain( world_instance *world,
    shader_scene_terrain_uBlendOffset( mat->info.colour1 );
 }
 
-VG_STATIC void render_terrain( world_instance *world, camera *cam )
+static void bindpoint_override( world_instance *world,
+                                   struct world_surface *mat ){
+   if( mat->info.flags & k_material_flag_collision ){
+      shader_scene_override_uAlphatest(0);
+   }
+   else{
+      glActiveTexture( GL_TEXTURE1 );
+      glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+      shader_scene_override_uAlphatest(1);
+   }
+}
+
+static void render_terrain( world_instance *world, camera *cam )
 {
    shader_scene_terrain_use();
    shader_scene_terrain_uTexGarbage(0);
@@ -675,7 +690,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_sky( world_instance *world, camera *cam )
+static void render_sky( world_instance *world, camera *cam )
 {
    /* 
     * Modify matrix to remove clipping and view translation
@@ -724,7 +739,7 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
    glDepthMask( GL_TRUE );
 }
 
-VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+static void render_world_gates( world_instance *world, camera *cam,
                                    int layer_depth )
 {
    float closest = INFINITY;
@@ -765,7 +780,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    }
 }
 
-VG_STATIC void world_prerender( world_instance *world )
+static void world_prerender( world_instance *world )
 {
 
    if( mdl_arrcount( &world->ent_light ) ){
@@ -779,11 +794,16 @@ VG_STATIC void world_prerender( world_instance *world )
    struct ub_world_lighting *state = &world->ub_lighting;
 
    state->g_time = world->time;
-   state->g_realtime = vg.time;
+   state->g_realtime = vg.time_real;
    state->g_debug_indices = k_debug_light_indices;
    state->g_light_preview = k_light_preview;
    state->g_debug_complexity = k_debug_light_complexity;
-   state->g_time_of_day = vg_fractf( world->time );
+
+   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_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 );
 
@@ -809,7 +829,7 @@ VG_STATIC void world_prerender( world_instance *world )
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 }
 
-VG_STATIC void render_world( world_instance *world, camera *cam,
+static void render_world( world_instance *world, camera *cam,
                              int layer_depth )
 {
    render_sky( world, cam );
@@ -872,7 +892,70 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
    render_world_fxglow( world, cam, layer_depth );
 }
 
-VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
+
+static 
+void render_world_override_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.flags & k_material_flag_ghosts ) continue;
+
+      mdl_submesh *sm;
+      if( pass->geo_type == k_world_geo_type_solid )
+         sm = &mat->sm_geo;
+      else
+         sm = &mat->sm_no_collide;
+
+      if( !sm->indice_count )
+         continue;
+
+      m4x3f mmdl;
+      m4x3_identity( mmdl );
+      pass->fn_set_mdl( mmdl );
+      pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
+      pass->fn_bind_textures( world, mat );
+      mdl_draw_submesh( sm );
+   }
+}
+
+static void render_world_override( world_instance *world ){
+   struct world_pass pass = {
+      .cam = &skaterift.cam,
+      .fn_bind_textures = bindpoint_override,
+      .fn_set_mdl = shader_scene_override_uMdl,
+      .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
+      .shader = k_shader_override
+   };
+
+   shader_scene_override_use();
+   respawn_chooser_shader_uniforms();
+   shader_scene_override_uTexGarbage(0);
+   shader_scene_override_uTexMain(1);
+   shader_scene_override_uPv( pass.cam->mtx.pv );
+
+   world_link_lighting_ub( world, _shader_scene_override.id );
+   world_bind_position_texture( world, _shader_scene_override.id, 
+                                _uniform_scene_override_g_world_depth, 2 );
+   world_bind_light_array( world, _shader_scene_override.id,
+                                _uniform_scene_override_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_scene_override.id,
+                                _uniform_scene_override_uLightsIndex, 4 );
+
+   bind_terrain_noise();
+   shader_scene_override_uCamera( pass.cam->transform[3] );
+
+   glDisable( GL_CULL_FACE );
+   mesh_bind( &world->mesh_geo );
+   pass.geo_type = k_world_geo_type_solid;
+   render_world_override_pass( world, &pass );
+   mesh_bind( &world->mesh_no_collide );
+   pass.geo_type = k_world_geo_type_nonsolid;
+   render_world_override_pass( world, &pass );
+   glEnable( GL_CULL_FACE );
+}
+
+static void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
                                     u32 side ){
    camera cam;
    glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
@@ -918,7 +1001,7 @@ VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    render_world( world, &cam, -1 );
 }
 
-VG_STATIC void render_world_cubemaps( world_instance *world ){
+static void render_world_cubemaps( world_instance *world ){
    if( world->cubemap_cooldown )
       world->cubemap_cooldown --;
    else{
@@ -938,7 +1021,7 @@ VG_STATIC void render_world_cubemaps( world_instance *world ){
    }
 }
 
-VG_STATIC void render_world_depth( world_instance *world, camera *cam )
+static void render_world_depth( world_instance *world, camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -954,7 +1037,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam )
    mesh_draw( &world->mesh_geo );
 }
 
-VG_STATIC void render_world_position( world_instance *world, camera *cam )
+static void render_world_position( world_instance *world, camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );