cool font shader and entity bvh fix
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index ec2ec8a263bfa206557edcbbcb2aff1fb0b0d391..55d13d447a07b067da5042d3d260e8b2e7a9fb29 100644 (file)
@@ -418,7 +418,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    /* 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 ],
@@ -452,7 +452,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
       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 );
 
@@ -475,15 +475,77 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 
    /* render texts */
-   font3d_bind( &gui.font, &skaterift.cam );
-   shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+   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 );
-      font3d_simple_draw( &gui.font, 0, "Test!", &skaterift.cam, 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 );
    }
 }