#include "world.h"
#include "world_render.h"
+static int ccmd_set_time( int argc, const char *argv[] ){
+ if( argc == 1 ){
+ world_instance *world = world_current_instance();
+ world->time = atof( argv[0] );
+ }
+ else {
+ vg_error( "Usage set_time <0-1.0>\n" );
+ }
+ return 0;
+}
+
VG_STATIC void async_world_render_init( void *payload, u32 size )
{
vg_info( "Allocate uniform buffers\n" );
VG_STATIC void world_render_init(void)
{
+ VG_VAR_F32( k_day_length );
+ VG_VAR_I32( k_debug_light_indices );
+ VG_VAR_I32( k_debug_light_complexity );
+ VG_VAR_I32( k_light_preview );
+ vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
+
+ world_render.sky_rate = 1.0;
+ world_render.sky_target_rate = 1.0;
+
shader_scene_standard_register();
shader_scene_standard_alphatest_register();
+ shader_scene_fxglow_register();
shader_scene_vertex_blend_register();
shader_scene_terrain_register();
shader_scene_depth_register();
shader_scene_position_register();
shader_model_sky_register();
+ vg_info( "Loading world resources\n" );
+ vg_linear_clear( vg_mem.scratch );
+
+ 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_close( &msky );
+
vg_info( "Loading default world textures\n" );
vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
void (*fn_set_uPvmPrev)( m4x4f pvm );
};
-VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
-{
+VG_STATIC
+void world_render_traffic( world_instance *world, u32 material_id,
+ struct world_pass *pass ){
+ if( !mdl_arrcount( &world->ent_traffic ) ) return;
+
+ /* HACK: use the first material for every traffic entity */
+ ent_traffic *first = mdl_arritm( &world->ent_traffic, 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 );
+
+ for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
+ ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
+
+ for( u32 k=0; k<traffic->submesh_count; k++ ){
+ sm = mdl_arritm( &world->meta.submeshs,
+ traffic->submesh_start+k );
+
+ m4x3f mmdl;
+ q_m3x3( traffic->transform.q, mmdl );
+ v3_copy( traffic->transform.co, mmdl[3] );
+
+ m4x4f m4mdl;
+ m4x3_expand( mmdl, m4mdl );
+ m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
+
+ pass->fn_set_mdl( mmdl );
+ pass->fn_set_uPvmPrev( m4mdl );
+
+ mdl_draw_submesh( sm );
+ }
+ }
+}
+
+VG_STATIC
+void world_render_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.shader == pass->shader ){
mdl_submesh *sm;
- if( pass->geo_type == k_world_geo_type_solid )
+ if( pass->geo_type == k_world_geo_type_solid ){
sm = &mat->sm_geo;
- else
+ }
+ else{
+ world_render_traffic( world, i, pass );
sm = &mat->sm_no_collide;
+ }
if( !sm->indice_count )
continue;
pass->fn_bind_textures( world, mat );
mdl_draw_submesh( sm );
-
- for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
- ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
-
- for( u32 k=0; k<traffic->submesh_count; k++ ){
- sm = mdl_arritm( &world->meta.submeshs,
- traffic->submesh_start+k );
-
- q_m3x3( traffic->transform.q, mmdl );
- v3_copy( traffic->transform.co, mmdl[3] );
-
- m4x4f m4mdl;
- m4x3_expand( mmdl, m4mdl );
- m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
-
- pass->fn_set_mdl( mmdl );
- pass->fn_set_uPvmPrev( m4mdl );
-
- mdl_draw_submesh( sm );
- }
- }
}
}
}
{
mesh_bind( &world->mesh_geo );
pass->geo_type = k_world_geo_type_solid;
- world_render_if( world, pass );
+ world_render_pass( world, pass );
glDisable( GL_CULL_FACE );
mesh_bind( &world->mesh_no_collide );
pass->geo_type = k_world_geo_type_nonsolid;
- world_render_if( world, pass );
+ world_render_pass( world, pass );
glEnable( GL_CULL_FACE );
}
glEnable(GL_CULL_FACE);
}
+VG_STATIC
+void world_render_challenges( world_instance *world, struct world_pass *pass,
+ v3f pos ){
+ if( !world ) return;
+
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+
+ u32 last_material = 0;
+
+ const f32 radius = 40.0f;
+
+ bh_iter it;
+ bh_iter_init_range( 0, &it, pos, radius );
+ 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_challenge ) continue;
+
+ ent_challenge *challenge = mdl_arritm(&world->ent_challenge,index);
+
+ 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 ) );
+
+ v3_fill( challenge->transform.s, scale );
+
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ shader_scene_fxglow_uMdl( mmdl );
+
+ for( u32 j=0; j<challenge->submesh_count; j++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ challenge->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 );
+ }
+ }
+}
+
+VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
+ //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+
+ shader_scene_fxglow_use();
+ 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,
+ _uniform_scene_fxglow_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_uLightsIndex, 4 );
+
+ shader_scene_fxglow_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+
+ struct world_pass pass = {
+ .shader = k_shader_fxglow,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_fxglow_uMdl,
+ .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
+ world_render_challenges( world, &pass, cam->pos );
+
+ glEnable(GL_CULL_FACE);
+ //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
+}
+
VG_STATIC void bindpoint_terrain( world_instance *world,
struct world_surface *mat )
{
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
ent_gate *gi = mdl_arritm( &world->ent_gate, i );
- if( gi->type == k_gate_type_unlinked )
+ if( !(gi->flags & k_ent_gate_linked) )
continue;
float dist = v3_dist2( gi->co[0], cam->transform[3] );
- vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+ vg_line_point( gi->co[0], 0.25f, VG__BLUE );
if( dist < closest ){
closest = dist;
}
}
+ world->rendering_gate = gate;
if( gate ){
- /* should really be set in fixed update since its used in the physics
- * of most systems. too bad! */
- world->rendering_gate = gate;
+ if( gate->flags & k_ent_gate_nonlocal ){
+ if( world_loader.state != k_world_loader_none ){
+ world->rendering_gate = NULL;
+ return;
+ }
- if( gate->type == k_gate_type_teleport ){
- render_gate( world, gate, cam, layer_depth );
+ world_instance *dest_world = &world_static.worlds[ gate->target ];
+ render_gate( world, dest_world, gate, cam, layer_depth );
}
- else if( gate->type == k_gate_type_nonlocel ){
- if( skaterift.async_op != k_async_op_world_loading &&
- skaterift.async_op != k_async_op_world_preloading ){
- world_instance *dest_world = &world_static.worlds[ gate->target ];
- render_gate( dest_world, gate, cam, layer_depth );
- }
+ else{
+ render_gate( world, world, gate, cam, layer_depth );
}
- else
- world->rendering_gate = NULL;
}
}
VG_STATIC void world_prerender( world_instance *world )
{
- world->time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+ if( mdl_arrcount( &world->ent_light ) ){
+ f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
+ world->time += vg.time_delta * (1.0/(rate*60.0));
+ }
+ else{
+ world->time = 0.834;
+ }
struct ub_world_lighting *state = &world->ub_lighting;
render_world_standard( world, cam );
render_world_vb( world, cam );
render_world_alphatest( world, cam );
+ render_world_fxglow( world, cam );
render_terrain( world, cam );
if( layer_depth == 0 ){