some gate improvements
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index c332aced5431851cb0b0bf17e14e5c962e6a1547..a7ff25ccf3639c1eff192e104e13064c30139937 100644 (file)
@@ -154,18 +154,59 @@ struct world_pass{
    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;
@@ -177,27 +218,6 @@ VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
 
          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 );
-            }
-         }
       }
    }
 }
@@ -207,12 +227,12 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
    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 );
 }
 
@@ -319,8 +339,57 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
    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 } );
+   //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
 
    shader_scene_fxglow_use();
    shader_scene_fxglow_uTexMain(1);
@@ -346,9 +415,10 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
    };
 
    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 } );
+   //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
 }
 
 VG_STATIC void bindpoint_terrain( world_instance *world,
@@ -450,7 +520,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    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] );
@@ -463,25 +533,20 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
       }
    }
    
+   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->type == k_gate_type_teleport ){
-         render_gate( world, gate, cam, layer_depth );
-      }
-      else if( gate->type == k_gate_type_nonlocel ){
+      if( gate->flags & k_ent_gate_nonlocal ){
          if( world_loader.state != k_world_loader_none ){
             world->rendering_gate = NULL;
             return;
          }
 
          world_instance *dest_world = &world_static.worlds[ gate->target ];
-         render_gate( dest_world, gate, cam, layer_depth );
+         render_gate( world, dest_world, gate, cam, layer_depth );
+      }
+      else{
+         render_gate( world, world, gate, cam, layer_depth );
       }
-      else
-         world->rendering_gate = NULL;
    }
 }