#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 ){
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++ ){
}
}
-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 );
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();
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 )
{
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 )
{
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 )
{
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 );
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;
}
}
-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];
}
}
-VG_STATIC
+static
void world_render_both_stages( world_instance *world, struct world_pass *pass )
{
mesh_bind( &world->mesh_geo );
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 )
{
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 ] );
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);
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);
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,
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;
}
}
-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);
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;
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;
}
}
}
-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 } );
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 );
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);
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
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;
}
}
-VG_STATIC void world_prerender( world_instance *world )
+static void world_prerender( world_instance *world )
{
if( mdl_arrcount( &world->ent_light ) ){
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 );
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 );
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,
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{
}
}
-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 );
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 );