cool font shader and entity bvh fix
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 87f307ec8bdd1bc91e5a503697f53416a2f5913b..55d13d447a07b067da5042d3d260e8b2e7a9fb29 100644 (file)
@@ -7,6 +7,8 @@
 
 #include "world.h"
 #include "world_render.h"
+#include "font.h"
+#include "gui.h"
 
 static int ccmd_set_time( int argc, const char *argv[] ){
    if( argc == 1 ){
@@ -410,31 +412,47 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
 
 VG_STATIC
 void world_render_challenges( world_instance *world, struct world_pass *pass,
-                              v3f pos ){
+                              v3f pos, int layer_depth ){
    if( !world ) return;
 
-   glDisable( GL_CULL_FACE );
-   mesh_bind( &world->mesh_no_collide );
-
-   u32 last_material = 0;
-
+   /* sort lists */
    const f32 radius = 40.0f;
-
    bh_iter it;
-   bh_iter_init_range( 0, &it, pos, radius );
+   bh_iter_init_range( 0, &it, pos, radius+10.0f );
    i32 idx;
 
+   u32 challenge_list[ 32 ],
+       unlock_list[ 32 ];
+
+   u32 challenge_count = 0,
+       unlock_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 );
 
-      if( type != k_ent_challenge ) continue;
+      if( type == k_ent_challenge ) {
+         if( challenge_count < vg_list_size(challenge_list) )
+            challenge_list[ challenge_count ++ ] = index;
+      }
+      else if( type == k_ent_unlock ){
+         if( unlock_count < vg_list_size(unlock_list) )
+            unlock_list[ unlock_count ++ ] = index;
+      }
+   }
 
-      ent_challenge *challenge = mdl_arritm(&world->ent_challenge,index);
+   /* render challenges */
+   glDisable( GL_CULL_FACE );
+   mesh_bind( &world->mesh_no_collide );
+   u32 last_material = 0;
+   for( u32 i=0; i<challenge_count; i++ ){
+      u32 index = challenge_list[ i ];
+      ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+      if( challenge->flags & k_ent_challenge_hidden ) continue;
 
       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 ) );
+          scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
 
       v3_fill( challenge->transform.s, scale );
 
@@ -455,11 +473,84 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
          mdl_draw_submesh( sm );
       }
    }
-}
 
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
-   //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+   /* render texts */
+   shader_scene_font_use();
+   shader_scene_font_uTexGarbage(0);
+   shader_scene_font_uTexMain(1);
+   shader_scene_font_uPv( skaterift.cam.mtx.pv );
+   shader_scene_font_uTime( vg.time );
+
+   /* TODO: Code dupe... */
+   world_link_lighting_ub( world, _shader_scene_font.id );
+   world_bind_position_texture( world, _shader_scene_font.id, 
+                                _uniform_scene_font_g_world_depth, 2 );
+   world_bind_light_array( world, _shader_scene_font.id,
+                                _uniform_scene_font_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_scene_font.id,
+                                _uniform_scene_font_uLightsIndex, 4 );
+
+   bind_terrain_noise();
+   shader_scene_font_uCamera( skaterift.cam.transform[3] );
+
+   //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+       glActiveTexture( GL_TEXTURE1 );
+       glBindTexture( GL_TEXTURE_2D, gui.font.texture );
+
+   mesh_bind( &gui.font.mesh );
+
+   char buf[32];
+   u32 count = 0;
+
+   for( u32 i=0; i<mdl_arrcount(&world->ent_unlock); i++ ){
+      ent_unlock *unlock = mdl_arritm( &world->ent_unlock, i );
+      vg_line_point( unlock->transform.co, 0.2f, VG__GREEN );
+      if( unlock->status ) count ++;
+   }
+
+   int c=0;
+   c+=highscore_intl( buf+c, count, 3 );
+   buf[c++] = '/';
+   c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_unlock), 3 );
+   buf[c++] = '\0';
+
+   f32 w = font3d_string_width( &gui.font, 1, buf );
+   m4x3f mlocal;
+   m3x3_identity( mlocal );
+   mlocal[3][0] = -w*0.5f;
+
+   for( u32 i=0; i<unlock_count; i++ ){
+      u32 index = unlock_list[ i ];
+      ent_unlock *unlock = mdl_arritm( &world->ent_unlock, index );
+      m4x3f mmdl;
+      mdl_transform_m4x3( &unlock->transform, mmdl );
+      m4x3_mul( mmdl, mlocal, mmdl );
+
+      vg_line_point( unlock->transform.co, 0.25f, VG__RED );
+
+      f32 dist = v3_dist( unlock->transform.co, pos ) * (1.0f/radius),
+          scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
+          colour = 0.0f;
+
+      if( unlock->status )
+         colour = 1.0f;
+
+      shader_scene_font_uOpacity( scale );
+      shader_scene_font_uColourize( colour );
+
+      struct font3d_render render = {
+         .font = &gui.font,
+         .variant_id = 1,
+         .shader = k_font_shader_world
+      };
+
+      font3d_begin( buf, &skaterift.cam, mmdl, &render );
+      font3d_draw( &render );
+   }
+}
 
+VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+                                    int layer_depth ){
    shader_scene_fxglow_use();
    shader_scene_fxglow_uTexMain(1);
    shader_scene_fxglow_uPv( cam->mtx.pv );
@@ -484,10 +575,9 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
    };
 
    world_render_both_stages( world, &pass );
-   world_render_challenges( world, &pass, cam->pos );
+   world_render_challenges( world, &pass, cam->pos, layer_depth );
 
    glEnable(GL_CULL_FACE);
-   //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
 }
 
 VG_STATIC void bindpoint_terrain( world_instance *world,
@@ -677,7 +767,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
-   render_world_fxglow( world, cam );
+   render_world_fxglow( world, cam, layer_depth );
    render_terrain( world, cam );
 
    if( layer_depth == 0 ){