#include "world.h"
#include "world_render.h"
+#include "font.h"
+#include "gui.h"
+#include "respawn.h"
+#include "ent_miniworld.h"
+#include "player_remote.h"
+#include "ent_skateshop.h"
static int ccmd_set_time( int argc, const char *argv[] ){
- if( argc == 1 ){
- world_instance *world = world_current_instance();
+ world_instance *world = world_current_instance();
+ if( argc == 1 )
world->time = atof( argv[0] );
- }
- else {
- vg_error( "Usage set_time <0-1.0>\n" );
- }
+ else
+ vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time );
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++ ){
+ for( int i=0; i<k_world_max; i++ ){
world_instance *world = &world_static.instances[i];
world->ubo_bind_point = i;
}
vg_info( "Allocate frame buffers\n" );
- for( int i=0; i<4; i++ ){
+ for( int i=0; i<k_world_max; i++ ){
world_instance *world = &world_static.instances[i];
struct framebuffer *fb = &world->heightmap;
}
}
-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();
shader_scene_terrain_register();
shader_scene_depth_register();
shader_scene_position_register();
shader_model_sky_register();
+ shader_model_sky_space_register();
vg_info( "Loading world resources\n" );
vg_linear_clear( vg_mem.scratch );
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 )
-{
+ int slot ){
render_fb_bind_texture( &world->heightmap, 0, 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 )
-{
+ int slot ){
glActiveTexture( GL_TEXTURE0 + slot );
glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
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 )
-{
+ int slot ){
glActiveTexture( GL_TEXTURE0 + slot );
glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
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 );
}
struct world_surface *mat );
void (*fn_set_mdl)( m4x3f mdl );
void (*fn_set_uPvmPrev)( m4x4f pvm );
+ void (*fn_set_uNormalMtx)( m3x3f mnorm );
};
-VG_STATIC
+/* 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;
+
+
+ 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++ ){
+ 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 );
+
+ 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 ){
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];
}
else{
world_render_traffic( world, i, pass );
+ world_render_props( world, i, pass );
sm = &mat->sm_no_collide;
}
}
}
-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,
- struct world_surface *mat )
-
-{
+static GLuint world_get_texture( world_instance *world, u32 id ){
+ if( id & 0x80000000 )
+ return skaterift.rt_textures[id & ~0x80000000];
+ else
+ return world->textures[ id ];
+}
+
+static void bindpoint_diffuse_texture1( world_instance *world,
+ struct world_surface *mat ){
glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+ glBindTexture( GL_TEXTURE_2D,
+ world_get_texture(world,mat->info.tex_diffuse) );
}
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
-{
+static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
+ struct world_surface *mat ){
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D,
+ world_get_texture(world,mat->info.tex_diffuse) );
+
+ u32 cubemap_id = mat->info.tex_none0,
+ cubemap_index = 0;
+
+ if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
+ cubemap_index = mdl_entity_id_id( cubemap_id );
+ }
+
+ ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
+ glActiveTexture( GL_TEXTURE10 );
+ glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
+
+ shader_scene_cubemapped_uColour( mat->info.colour );
+}
+
+static void render_world_vb( world_instance *world, camera *cam ){
shader_scene_vertex_blend_use();
shader_scene_vertex_blend_uTexGarbage(0);
shader_scene_vertex_blend_uTexGradients(1);
world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_standard( 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);
bind_terrain_noise();
shader_scene_standard_uCamera( cam->transform[3] );
-
+}
+
+static void render_world_standard( world_instance *world, camera *cam ){
+ world_shader_standard_bind( world, cam );
struct world_pass pass = {
.shader = k_shader_standard,
.cam = cam,
world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
-{
+static void render_world_cubemapped( world_instance *world, camera *cam,
+ int enabled ){
+ if( !mdl_arrcount( &world->ent_cubemap ) )
+ return;
+
+ if( !enabled ){
+ world_shader_standard_bind( world, cam );
+
+ struct world_pass pass = {
+ .shader = k_shader_cubemap,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_standard_uMdl,
+ .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
+ }
+ else {
+ shader_scene_cubemapped_use();
+ shader_scene_cubemapped_uTexGarbage(0);
+ shader_scene_cubemapped_uTexMain(1);
+ shader_scene_cubemapped_uTexCubemap(10);
+ shader_scene_cubemapped_uPv( cam->mtx.pv );
+
+ world_link_lighting_ub( world, _shader_scene_cubemapped.id );
+ world_bind_position_texture( world, _shader_scene_cubemapped.id,
+ _uniform_scene_cubemapped_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_cubemapped.id,
+ _uniform_scene_cubemapped_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_cubemapped.id,
+ _uniform_scene_cubemapped_uLightsIndex, 4 );
+
+ bind_terrain_noise();
+ shader_scene_cubemapped_uCamera( cam->transform[3] );
+
+ struct world_pass pass = {
+ .shader = k_shader_cubemap,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
+ .fn_set_mdl = shader_scene_cubemapped_uMdl,
+ .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
+ }
+}
+
+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
-void world_render_challenges( world_instance *world, struct world_pass *pass,
- v3f pos ){
+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;
- glDisable( GL_CULL_FACE );
- mesh_bind( &world->mesh_no_collide );
+ /* sort lists */
+ f32 radius = 40.0f;
- u32 last_material = 0;
+ u32 objective_list[ 32 ],
+ challenge_list[ 16 ];
- const f32 radius = 40.0f;
+ v2f objective_uv_offsets[ 32 ];
- bh_iter it;
- bh_iter_init_range( 0, &it, pos, radius );
- i32 idx;
+ u32 objective_count = 0,
+ challenge_count = 0;
- while( bh_next( world->entity_bh, &it, &idx ) ){
- u32 id = world->entity_list[ idx ],
- type = mdl_entity_id_type( id ),
- index = mdl_entity_id_id( id );
+ ent_challenge *active_challenge = NULL;
+ int running = 0;
+ if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){
+ if( (skaterift.activity == k_skaterift_default) &&
+ world_static.challenge_target ){
+ running = 1;
+ }
+
+ if( !((skaterift.activity != k_skaterift_ent_focus) &&
+ !world_static.challenge_target) ){
+ world_instance *challenge_world = world_current_instance();
+ u32 index = mdl_entity_id_id( world_static.focused_entity );
+ active_challenge = mdl_arritm(&challenge_world->ent_challenge, index);
+ }
+ }
- if( type != k_ent_challenge ) continue;
+ if( active_challenge ){
+ shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+ challenge_list[ challenge_count ++ ] = world_static.focused_entity;
- ent_challenge *challenge = mdl_arritm(&world->ent_challenge,index);
+ u32 next = active_challenge->first;
+ while( mdl_entity_id_type(next) == k_ent_objective ){
+ u32 index = mdl_entity_id_id( next );
+ objective_list[ objective_count ++ ] = index;
- f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
- scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) );
+ ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+ next = objective->id_next;
+ }
- v3_fill( challenge->transform.s, scale );
+ radius = 10000.0f;
+ }
+ else {
+ shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+ bh_iter it;
+ bh_iter_init_range( 0, &it, pos, radius+10.0f );
+ i32 idx;
+ while( bh_next( world->entity_bh, &it, &idx ) ){
+ u32 id = world->entity_list[ idx ],
+ type = mdl_entity_id_type( id ),
+ index = mdl_entity_id_id( id );
+
+ if( type == k_ent_objective ) {
+ if( objective_count < vg_list_size(objective_list) )
+ objective_list[ objective_count ++ ] = index;
+ }
+ else if( type == k_ent_challenge ){
+ if( challenge_count < vg_list_size(challenge_list) )
+ challenge_list[ challenge_count ++ ] = index;
+ }
+ }
+ }
+
+ /* render objectives */
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+ u32 last_material = 0;
+ for( u32 i=0; i<objective_count; i++ ){
+ u32 index = objective_list[ i ];
+ ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+ if( (objective->flags & k_ent_objective_hidden) &&
+ !active_challenge ) continue;
+
+ f32 scale = 1.0f;
+
+ if( running ){
+ u32 passed = objective->flags & k_ent_objective_passed;
+ f32 target = passed? 0.0f: 1.0f;
+ vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
+ scale = vg_smoothstepf( objective->transform.s[0] );
+
+ if( (objective == world_static.challenge_target) || passed )
+ shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } );
+ else
+ shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+ }
+ else {
+ f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
+ scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+ }
m4x3f mmdl;
- mdl_transform_m4x3( &challenge->transform, mmdl );
+ q_m3x3( objective->transform.q, mmdl );
+ m3x3_scalef( mmdl, scale );
+ v3_copy( objective->transform.co, mmdl[3] );
shader_scene_fxglow_uMdl( mmdl );
- for( u32 j=0; j<challenge->submesh_count; j++ ){
+ for( u32 j=0; j<objective->submesh_count; j++ ){
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
- challenge->submesh_start + j );
+ objective->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 } );
+ /* render texts */
+ font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam );
+
+ char buf[32];
+ u32 count = 0;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
+ if( challenge->status ) count ++;
+ }
+
+ int c=0;
+ c+=highscore_intl( buf+c, count, 3 );
+ buf[c++] = '/';
+ c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
+ buf[c++] = '\0';
+
+ f32 w = font3d_string_width( 1, buf );
+ m4x3f mlocal;
+ m3x3_identity( mlocal );
+ mlocal[3][0] = -w*0.5f;
+ mlocal[3][1] = 0.0f;
+ mlocal[3][2] = 0.0f;
+
+ for( u32 i=0; i<challenge_count; i++ ){
+ u32 index = challenge_list[ i ];
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ m4x3_mul( mmdl, mlocal, mmdl );
+
+ vg_line_point( challenge->transform.co, 0.25f, VG__RED );
+
+ f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
+ scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
+ colour = 0.0f;
+
+ if( challenge->status )
+ colour = 1.0f;
+ shader_scene_font_uOpacity( scale );
+ shader_scene_font_uColourize( colour );
+ font3d_simple_draw( 1, buf, &skaterift.cam, mmdl );
+ }
+}
+
+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] );
.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( ®ion->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);
- //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
}
-VG_STATIC void bindpoint_terrain( world_instance *world,
+static void bindpoint_terrain( world_instance *world,
struct world_surface *mat )
{
glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+ glBindTexture( GL_TEXTURE_2D,
+ world_get_texture(world,mat->info.tex_diffuse) );
shader_scene_terrain_uSandColour( mat->info.colour );
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_get_texture(world,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);
shader_scene_terrain_uTexGradients(1);
- world_link_lighting_ub( world, _shader_scene_terrain.id );
- world_bind_position_texture( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_uLightsIndex, 4 );
-
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_terrain );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
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
*/
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 );
/*
* Draw
*/
- shader_model_sky_use();
- shader_model_sky_uMdl( identity_matrix );
- shader_model_sky_uPv( pv );
- shader_model_sky_uPvmPrev( pv_prev );
- shader_model_sky_uTexGarbage(0);
- world_link_lighting_ub( world, _shader_model_sky.id );
+ if( world->skybox == k_skybox_default ){
+ shader_model_sky_use();
+ shader_model_sky_uMdl( identity_matrix );
+ shader_model_sky_uPv( pv );
+ shader_model_sky_uPvmPrev( pv_prev );
+ shader_model_sky_uTexGarbage(0);
+ world_link_lighting_ub( world, _shader_model_sky.id );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+ }
+ else if( world->skybox == k_skybox_space ){
+ shader_model_sky_space_use();
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+ shader_model_sky_space_uMdl( identity_matrix );
+ shader_model_sky_space_uPv( pv );
+ shader_model_sky_space_uPvmPrev( pv_prev );
+ shader_model_sky_space_uTexGarbage(0);
+ world_link_lighting_ub( world, _shader_model_sky_space.id );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+ }
+ else {
+ assert(0);
+ }
glDepthMask( GL_FALSE );
glDisable( GL_DEPTH_TEST );
glDepthMask( GL_TRUE );
}
-VG_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;
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;
}
world->rendering_gate = gate;
+
if( gate ){
- if( gate->flags & k_ent_gate_locked ) return;
+ if( gate->flags & k_ent_gate_locked ){
+ world->rendering_gate = NULL;
+ return;
+ }
if( gate->flags & k_ent_gate_nonlocal ){
if( world_static.load_state != k_world_loader_none ){
}
world_instance *dest_world = &world_static.instances[ gate->target ];
- render_gate( world, dest_world, gate, cam, layer_depth );
- }
- else{
- render_gate( world, world, gate, cam, layer_depth );
+ render_gate( world, dest_world, gate, cam );
}
+ else
+ render_gate( world, world, gate, cam );
}
}
-VG_STATIC void world_prerender( world_instance *world )
-{
-
+static void world_prerender( world_instance *world ){
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));
+ world->time += vg.time_frame_delta * (1.0/(rate*60.0));
}
else{
world->time = 0.834;
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 );
+
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 skateshop_render(void);
-VG_STATIC void render_world( world_instance *world, camera *cam,
- int layer_depth )
-{
+static void render_world( world_instance *world, camera *cam,
+ 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, with_cubemaps );
+
render_world_vb( world, cam );
render_world_alphatest( world, cam );
- render_world_fxglow( world, cam );
render_terrain( world, cam );
- if( layer_depth == 0 ){
- skateshop_render();
+ if( !viewing_from_gate ){
+ world_entity_focus_render();
/* Render SFD's */
u32 closest = 0;
float min_dist = INFINITY;
- if( !mdl_arrcount( &world->ent_route ) )
- return;
-
- for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
- ent_route *route = mdl_arritm( &world->ent_route, i );
- float dist = v3_dist2( route->board_transform[3], cam->pos );
+ if( mdl_arrcount( &world->ent_route ) ){
+ for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ float dist = v3_dist2( route->board_transform[3], cam->pos );
- if( dist < min_dist ){
- min_dist = dist;
- closest = i;
+ if( dist < min_dist ){
+ min_dist = dist;
+ closest = i;
+ }
}
+
+ ent_route *route = mdl_arritm( &world->ent_route, closest );
+ sfd_render( world, cam, route->board_transform );
}
+ }
- ent_route *route = mdl_arritm( &world->ent_route, closest );
- sfd_render( world, cam, route->board_transform );
+ 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, world, cam, NULL, 1, 1, 0 );
+ }
+
+ 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_remote_players( world, cam );
+ ent_miniworld_render( world, cam );
+
+ if( stenciled ){
+ glStencilMask( 0xFF );
+ glStencilFunc( GL_ALWAYS, 1, 0xFF );
+ glDisable( GL_STENCIL_TEST );
}
}
-VG_STATIC void render_world_depth( world_instance *world, camera *cam )
-{
+
+static void render_world_override_pass( world_instance *world,
+ struct world_pass *pass,
+ m4x3f mmdl, m3x3f mnormal,
+ m4x4f mpvm_prev ){
+ 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;
+
+ pass->fn_set_mdl( mmdl );
+ pass->fn_set_uNormalMtx( mnormal );
+ pass->fn_set_uPvmPrev( mpvm_prev );
+ pass->fn_bind_textures( world, mat );
+ mdl_draw_submesh( sm );
+ }
+}
+
+static void render_world_override( world_instance *world,
+ world_instance *lighting_source,
+ m4x3f mmdl,
+ camera *cam,
+ ent_spawn *dest_spawn, v4f map_info ){
+ struct world_pass pass = {
+ .cam = cam,
+ .fn_bind_textures = bindpoint_override,
+ .fn_set_mdl = shader_scene_override_uMdl,
+ .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
+ .fn_set_uNormalMtx = shader_scene_override_uNormalMtx,
+ .shader = k_shader_override
+ };
+
+ shader_scene_override_use();
+ shader_scene_override_uTexGarbage(0);
+ shader_scene_override_uTexMain(1);
+ shader_scene_override_uPv( pass.cam->mtx.pv );
+ shader_scene_override_uMapInfo( map_info );
+
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
+ bind_terrain_noise();
+
+ shader_scene_override_uCamera( pass.cam->transform[3] );
+
+ m4x4f mpvm_prev;
+ m4x3_expand( mmdl, mpvm_prev );
+ m4x4_mul( cam->mtx_prev.pv, mpvm_prev, mpvm_prev );
+
+ m3x3f mnormal;
+ m3x3_inv( mmdl, mnormal );
+ m3x3_transpose( mnormal, mnormal );
+ v3_normalize( mnormal[0] );
+ v3_normalize( mnormal[1] );
+ v3_normalize( mnormal[2] );
+
+ v4f uPlayerPos, uSpawnPos;
+ v4_zero( uPlayerPos );
+ v4_zero( uSpawnPos );
+
+ v3_copy( world->player_co, uPlayerPos );
+
+ 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];
+
+ shader_scene_override_uPlayerPos( uPlayerPos );
+ shader_scene_override_uSpawnPos( uSpawnPos );
+
+
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_geo );
+ pass.geo_type = k_world_geo_type_solid;
+ render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev );
+ mesh_bind( &world->mesh_no_collide );
+ 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,
+ u32 side ){
+ camera cam;
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 );
+ glClear( GL_DEPTH_BUFFER_BIT );
+
+ v3f forward[6] = {
+ { -1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 0.0f, 1.0f }
+ };
+ v3f up[6] = {
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f }
+ };
+
+ v3_zero( cam.angles );
+ v3_copy( cm->co, cam.pos );
+
+ v3_copy( forward[side], cam.transform[2] );
+ v3_copy( up[side], cam.transform[1] );
+ v3_cross( up[side], forward[side], cam.transform[0] );
+ v3_copy( cm->co, cam.transform[3] );
+ m4x3_invert_affine( cam.transform, cam.transform_inverse );
+
+ camera_update_view( &cam );
+
+ cam.nearz = 0.1f;
+ cam.farz = 1000.0f;
+ cam.fov = 90.0f;
+ m4x4_copy( cam.mtx.p, cam.mtx_prev.p );
+ m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz );
+ camera_finalize( &cam );
+ camera_finalize( &cam );
+
+ render_world( world, &cam, 0, 1, 1, 0 );
+}
+
+static void render_world_cubemaps( world_instance *world ){
+ if( world->cubemap_cooldown )
+ world->cubemap_cooldown --;
+ else{
+ world->cubemap_cooldown = 60;
+
+ glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
+ for( u32 i=0; i<mdl_arrcount( &world->ent_cubemap ); i++ ){
+ ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i );
+ glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
+
+ world->cubemap_side ++;
+ if( world->cubemap_side >= 6 )
+ world->cubemap_side = 0;
+
+ render_cubemap_side( world, cm, world->cubemap_side );
+ }
+ }
+}
+
+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 );