#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 ){
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();
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;
/* sort lists */
- const f32 radius = 40.0f;
- bh_iter it;
- bh_iter_init_range( 0, &it, pos, radius+10.0f );
- i32 idx;
+ f32 radius = 40.0f;
u32 objective_list[ 32 ],
challenge_list[ 16 ];
+ v2f objective_uv_offsets[ 32 ];
+
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_objective ) {
- if( objective_count < vg_list_size(objective_list) )
- objective_list[ objective_count ++ ] = index;
+ if( active_challenge ){
+ shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+ challenge_list[ challenge_count ++ ] = world_static.focused_entity;
+
+ 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;
+
+ ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+ next = objective->id_next;
}
- else if( type == k_ent_challenge ){
- if( challenge_count < vg_list_size(challenge_list) )
- challenge_list[ challenge_count ++ ] = index;
+
+ 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;
+ }
}
}
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 ) continue;
+ if( (objective->flags & k_ent_objective_hidden) &&
+ !active_challenge ) continue;
+
+ f32 scale = 1.0f;
- 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 ) );
+ 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] );
- v3_fill( objective->transform.s, scale );
+ 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( &objective->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<objective->submesh_count; 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 );
}
}
for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
- vg_line_point( challenge->transform.co, 0.2f, VG__GREEN );
if( challenge->status ) count ++;
}
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 ];
VG_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 } );
shader_scene_fxglow_uTexMain(1);
shader_scene_fxglow_uPv( cam->mtx.pv );
shader_scene_terrain_uBlendOffset( mat->info.colour1 );
}
+VG_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);
+ }
+}
+
VG_STATIC void render_terrain( world_instance *world, camera *cam )
{
shader_scene_terrain_use();
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 );
glBlendEquation(GL_FUNC_ADD);
shader_blitcolour_use();
- shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.5f } );
+ shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } );
render_fsquad();
glDisable(GL_BLEND);
render_world_fxglow( world, cam, layer_depth );
}
+
+VG_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 );
+ }
+}
+
+VG_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 );
+}
+
VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
u32 side ){
camera cam;