#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[] ){
world_instance *world = world_current_instance();
mdl_context msky;
mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
mdl_load_metadata_block( &msky, vg_mem.scratch );
- mdl_async_load_glmesh( &msky, &world_render.skydome );
+ mdl_async_load_glmesh( &msky, &world_render.skydome, NULL );
mdl_close( &msky );
vg_info( "Loading default world textures\n" );
struct world_pass *pass ){
if( !mdl_arrcount( &world->ent_prop ) ) return;
- /* HACK: use the first material for every prop entity */
- ent_prop *first = mdl_arritm( &world->ent_prop, 0 );
- if( !first->submesh_count ) return;
-
- mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
- if( sm->material_id != material_id ) return;
struct world_surface *mat = &world->surfaces[ material_id ];
pass->fn_bind_textures( world, mat );
if( prop->flags & 0x1 ) continue;
for( u32 k=0; k<prop->submesh_count; k++ ){
- sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+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 );
glEnable( GL_CULL_FACE );
}
+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 )
-
-{
+ 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) );
}
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 ] );
+ glBindTexture( GL_TEXTURE_2D,
+ world_get_texture(world,mat->info.tex_diffuse) );
u32 cubemap_id = mat->info.tex_none0,
cubemap_index = 0;
}
static void render_world_cubemapped( world_instance *world, camera *cam,
- int layer_depth ){
+ int enabled ){
if( !mdl_arrcount( &world->ent_cubemap ) )
return;
- if( layer_depth == -1 ){
+ if( !enabled ){
world_shader_standard_bind( world, cam );
struct world_pass pass = {
glEnable(GL_CULL_FACE);
}
-static
-void world_render_challenges( world_instance *world, struct world_pass *pass,
- v3f pos, int layer_depth ){
+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;
}
}
-static void render_world_fxglow( world_instance *world, camera *cam,
- int layer_depth ){
+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, layer_depth );
+ 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);
}
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 );
}
else{
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_override_uAlphatest(1);
}
}
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 );
glDepthMask( GL_TRUE );
}
-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|k_ent_gate_nonlocal_DELETED|
- k_ent_gate_locked)) )
- continue;
+ if( !(gi->flags & k_ent_gate_nonlocal) )
+ if( !(gi->flags & k_ent_gate_linked) )
+ continue;
float dist = v3_dist2( gi->co[0], cam->transform[3] );
}
world->rendering_gate = gate;
- if( gate )
- render_gate( world, world, gate, cam, layer_depth );
+
+ if( gate ){
+ if( gate->flags & k_ent_gate_locked ){
+ world->rendering_gate = NULL;
+ return;
+ }
+
+ if( gate->flags & k_ent_gate_nonlocal ){
+ if( !(gate->flags & k_ent_gate_linked) ||
+ (world_static.load_state != k_world_loader_none) ){
+ world->rendering_gate = NULL;
+ render_gate_unlinked( world, gate, cam );
+ return;
+ }
+
+ world_instance *dest_world = &world_static.instances[ gate->target ];
+ render_gate( world, dest_world, gate, cam );
+ }
+ else
+ render_gate( world, world, gate, cam );
+ }
}
static void world_prerender( world_instance *world ){
world->time = 0.834;
}
+ if( world->info.flags & 0x1 ){
+ world->time = world->info.timezone;
+ }
+
struct ub_world_lighting *state = &world->ub_lighting;
state->g_time = world->time;
state->g_debug_indices = k_debug_light_indices;
state->g_light_preview = k_light_preview;
state->g_debug_complexity = k_debug_light_complexity;
-
- 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_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 );
}
static void render_world( world_instance *world, camera *cam,
- int layer_depth )
-{
+ 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, layer_depth );
+ render_world_cubemapped( world, cam, with_cubemaps );
render_world_vb( world, cam );
render_world_alphatest( world, cam );
render_terrain( world, cam );
- if( layer_depth == -1 ) return;
- if( layer_depth == 0 ){
+ if( !viewing_from_gate ){
world_entity_focus_render();
/* Render SFD's */
}
}
- 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 } );
+ 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_world_fxglow( world, cam, layer_depth );
+ render_remote_players( world, cam );
+ ent_miniworld_render( world, cam );
+
+ if( stenciled ){
+ glStencilMask( 0xFF );
+ glStencilFunc( GL_ALWAYS, 1, 0xFF );
+ glDisable( GL_STENCIL_TEST );
+ }
}
static void render_world_override( world_instance *world,
world_instance *lighting_source,
- m4x3f mmdl ){
+ m4x3f mmdl,
+ camera *cam,
+ ent_spawn *dest_spawn, v4f map_info ){
struct world_pass pass = {
- .cam = &skaterift.cam,
+ .cam = cam,
.fn_bind_textures = bindpoint_override,
.fn_set_mdl = shader_scene_override_uMdl,
.fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
};
shader_scene_override_use();
-#if 0
- respawn_chooser_shader_uniforms();
-#endif
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();
m4x4f mpvm_prev;
m4x3_expand( mmdl, mpvm_prev );
- m4x4_mul( skaterift.cam.mtx_prev.pv, mpvm_prev, mpvm_prev );
+ m4x4_mul( cam->mtx_prev.pv, mpvm_prev, mpvm_prev );
m3x3f mnormal;
m3x3_inv( mmdl, mnormal );
v3_copy( world->player_co, uPlayerPos );
- m4x3f mmdl_inv;
- m4x3_invert_full( mmdl, mmdl_inv );
- v3f localized;
- m4x3_mulv( mmdl_inv, localplayer.rb.co, localized );
- ent_spawn *spawn = world_find_closest_spawn( world, localized );
- if( spawn )
- v3_copy( spawn->transform.co, uSpawnPos );
+ 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_uSpawnPos( uSpawnPos );
-
glDisable( GL_CULL_FACE );
mesh_bind( &world->mesh_geo );
pass.geo_type = k_world_geo_type_solid;
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,
camera_finalize( &cam );
camera_finalize( &cam );
- render_world( world, &cam, -1 );
+ render_world( world, &cam, 0, 1, 1, 0 );
}
static void render_world_cubemaps( world_instance *world ){