respawn UI
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 35730acdc985030dbcb42b7c31998a5151a356f0..a7bb6939c6b5d02b07f76e6c5eb29fd2d997afc1 100644 (file)
@@ -9,6 +9,7 @@
 #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 ){
@@ -77,6 +78,7 @@ VG_STATIC void world_render_init(void)
 
    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();
@@ -414,31 +416,68 @@ VG_STATIC
 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;
+         }
       }
    }
 
@@ -449,15 +488,31 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    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 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius),
-          scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+      f32 scale = 1.0f;
 
-      v3_fill( objective->transform.s, scale );
+      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( &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++ ){
@@ -466,10 +521,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
 
          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 );
       }
    }
@@ -505,7 +558,6 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
 
    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 ++;
    }
 
@@ -519,6 +571,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    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 ];
@@ -553,6 +607,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
 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 );
 
@@ -591,6 +646,11 @@ VG_STATIC void bindpoint_terrain( world_instance *world,
    shader_scene_terrain_uBlendOffset( mat->info.colour1 );
 }
 
+VG_STATIC void bindpoint_none( world_instance *world,
+                               struct world_surface *mat ){
+   
+}
+
 VG_STATIC void render_terrain( world_instance *world, camera *cam )
 {
    shader_scene_terrain_use();
@@ -726,11 +786,16 @@ VG_STATIC void world_prerender( world_instance *world )
    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 );
 
@@ -806,7 +871,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
       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);
@@ -819,6 +884,69 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
    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_none,
+      .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;