#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 ){
- world_instance *world = world_current_instance();
+ world_instance *world = world_current_instance();
+ if( argc == 1 )
world->time = atof( argv[0] );
- }
- else {
- vg_error( "Usage set_time <0-1.0>\n" );
- }
+ else
+ vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time );
return 0;
}
-VG_STATIC void async_world_render_init( void *payload, u32 size )
+static void async_world_render_init( void *payload, u32 size )
{
vg_info( "Allocate uniform buffers\n" );
- for( int i=0; i<4; i++ ){
+ for( int i=0; i<k_world_max; i++ ){
world_instance *world = &world_static.instances[i];
world->ubo_bind_point = i;
}
vg_info( "Allocate frame buffers\n" );
- for( int i=0; i<4; i++ ){
+ for( int i=0; i<k_world_max; i++ ){
world_instance *world = &world_static.instances[i];
struct framebuffer *fb = &world->heightmap;
}
}
-VG_STATIC void world_render_init(void)
+static void world_render_init(void)
{
VG_VAR_F32( k_day_length );
VG_VAR_I32( k_debug_light_indices );
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();
vg_async_call( async_world_render_init, NULL, 0 );
}
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
-{
+static void world_link_lighting_ub( world_instance *world, GLuint shader ){
GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
glUniformBlockBinding( shader, idx, world->ubo_bind_point );
}
-VG_STATIC void world_bind_position_texture( world_instance *world,
+static void world_bind_position_texture( world_instance *world,
GLuint shader, GLuint location,
- int slot )
-{
+ int slot ){
render_fb_bind_texture( &world->heightmap, 0, slot );
glUniform1i( location, slot );
}
-VG_STATIC void world_bind_light_array( world_instance *world,
+static void world_bind_light_array( world_instance *world,
GLuint shader, GLuint location,
- int slot )
-{
+ int slot ){
glActiveTexture( GL_TEXTURE0 + slot );
glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
glUniform1i( location, slot );
}
-VG_STATIC void world_bind_light_index( world_instance *world,
+static void world_bind_light_index( world_instance *world,
GLuint shader, GLuint location,
- int slot )
-{
+ int slot ){
glActiveTexture( GL_TEXTURE0 + slot );
glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
glUniform1i( location, slot );
}
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
/*
* Rendering
*/
-VG_STATIC void bind_terrain_noise(void)
-{
+static void bind_terrain_noise(void){
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
}
void (*fn_set_uPvmPrev)( m4x4f pvm );
};
-VG_STATIC
+static
void world_render_traffic( world_instance *world, u32 material_id,
struct world_pass *pass ){
if( !mdl_arrcount( &world->ent_traffic ) ) return;
}
}
-VG_STATIC
+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];
}
}
-VG_STATIC
+static
void world_render_both_stages( world_instance *world, struct world_pass *pass )
{
mesh_bind( &world->mesh_geo );
glEnable( GL_CULL_FACE );
}
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
+static void bindpoint_diffuse_texture1( world_instance *world,
struct world_surface *mat )
{
glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
}
-VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
+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 ] );
shader_scene_cubemapped_uColour( mat->info.colour );
}
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
-{
+static void render_world_vb( world_instance *world, camera *cam ){
shader_scene_vertex_blend_use();
shader_scene_vertex_blend_uTexGarbage(0);
shader_scene_vertex_blend_uTexGradients(1);
world_render_both_stages( world, &pass );
}
-VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
+static void world_shader_standard_bind( world_instance *world, camera *cam ){
shader_scene_standard_use();
shader_scene_standard_uTexGarbage(0);
shader_scene_standard_uTexMain(1);
shader_scene_standard_uCamera( cam->transform[3] );
}
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
+static void render_world_standard( world_instance *world, camera *cam ){
world_shader_standard_bind( world, cam );
struct world_pass pass = {
.shader = k_shader_standard,
world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
+static void render_world_cubemapped( world_instance *world, camera *cam,
int layer_depth ){
if( !mdl_arrcount( &world->ent_cubemap ) )
return;
}
}
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
+static void render_world_alphatest( world_instance *world, camera *cam ){
shader_scene_standard_alphatest_use();
shader_scene_standard_alphatest_uTexGarbage(0);
shader_scene_standard_alphatest_uTexMain(1);
glEnable(GL_CULL_FACE);
}
-VG_STATIC
+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;
+ if( world != world_current_instance() ) return;
/* sort lists */
- const f32 radius = 40.0f;
- bh_iter it;
- bh_iter_init_range( 0, &it, pos, radius );
- i32 idx;
+ f32 radius = 40.0f;
- u32 challenge_list[ 32 ],
- unlock_list[ 32 ];
+ u32 objective_list[ 32 ],
+ challenge_list[ 16 ];
- u32 challenge_count = 0,
- unlock_count = 0;
+ v2f objective_uv_offsets[ 32 ];
- 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 );
+ u32 objective_count = 0,
+ challenge_count = 0;
- if( type == k_ent_challenge ) {
- if( challenge_count < vg_list_size(challenge_list) )
- challenge_list[ challenge_count ++ ] = index;
+ 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;
}
- else if( type == k_ent_unlock ){
- if( unlock_count < vg_list_size(unlock_list) )
- unlock_list[ unlock_count ++ ] = index;
+
+ 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);
}
}
- /* render challenges */
+ 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;
+ }
+
+ 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;
+ }
+ }
+ }
+
+ /* render objectives */
glDisable( GL_CULL_FACE );
mesh_bind( &world->mesh_no_collide );
u32 last_material = 0;
- for( u32 i=0; i<challenge_count; i++ ){
- u32 index = challenge_list[ i ];
- ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
- if( challenge->flags & k_ent_challenge_hidden ) continue;
-
- 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 );
+ 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) &&
+ !active_challenge ) continue;
+
+ f32 scale = 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] );
+
+ 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( &challenge->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<challenge->submesh_count; j++ ){
+ for( u32 j=0; j<objective->submesh_count; j++ ){
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
- challenge->submesh_start + j );
+ objective->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 );
}
}
/* render texts */
- font3d_bind( &gui.font, &skaterift.cam );
- shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+ font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam );
+
+ char buf[32];
+ u32 count = 0;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
+ if( challenge->status ) count ++;
+ }
+
+ int c=0;
+ c+=highscore_intl( buf+c, count, 3 );
+ buf[c++] = '/';
+ c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
+ buf[c++] = '\0';
+
+ f32 w = font3d_string_width( 1, buf );
+ 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<unlock_count; i++ ){
- u32 index = unlock_list[ i ];
- ent_unlock *unlock = mdl_arritm( &world->ent_unlock, index );
+ for( u32 i=0; i<challenge_count; i++ ){
+ u32 index = challenge_list[ i ];
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
m4x3f mmdl;
- mdl_transform_m4x3( &unlock->transform, mmdl );
- font3d_simple_draw( &gui.font, 0, "Test!", &skaterift.cam, mmdl );
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ m4x3_mul( mmdl, mlocal, mmdl );
+
+ vg_line_point( challenge->transform.co, 0.25f, VG__RED );
+
+ 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 ) ),
+ colour = 0.0f;
+
+ if( challenge->status )
+ colour = 1.0f;
+
+ shader_scene_font_uOpacity( scale );
+ shader_scene_font_uColourize( colour );
+ font3d_simple_draw( 1, buf, &skaterift.cam, mmdl );
}
}
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+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 );
glEnable(GL_CULL_FACE);
}
-VG_STATIC void bindpoint_terrain( world_instance *world,
+static void bindpoint_terrain( world_instance *world,
struct world_surface *mat )
{
glActiveTexture( GL_TEXTURE1 );
shader_scene_terrain_uBlendOffset( mat->info.colour1 );
}
-VG_STATIC void render_terrain( world_instance *world, camera *cam )
-{
+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);
+ }
+}
+
+static void render_terrain( world_instance *world, camera *cam ){
shader_scene_terrain_use();
shader_scene_terrain_uTexGarbage(0);
shader_scene_terrain_uTexGradients(1);
- world_link_lighting_ub( world, _shader_scene_terrain.id );
- world_bind_position_texture( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_uLightsIndex, 4 );
-
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_terrain );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
world_render_both_stages( world, &pass );
}
-VG_STATIC void render_sky( world_instance *world, camera *cam )
+static void render_sky( world_instance *world, camera *cam )
{
/*
* Modify matrix to remove clipping and view translation
glDepthMask( GL_TRUE );
}
-VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+static void render_world_gates( world_instance *world, camera *cam,
int layer_depth )
{
float closest = INFINITY;
}
}
-VG_STATIC void world_prerender( world_instance *world )
-{
-
+static void world_prerender( world_instance *world ){
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));
+ world->time += vg.time_frame_delta * (1.0/(rate*60.0));
}
else{
world->time = 0.834;
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 );
sizeof(struct ub_world_lighting), &world->ub_lighting );
}
-VG_STATIC void skateshop_render(void);
-VG_STATIC void render_world( world_instance *world, camera *cam,
+static void render_world( world_instance *world, camera *cam,
int layer_depth )
{
render_sky( world, cam );
render_world_vb( world, cam );
render_world_alphatest( world, cam );
- render_world_fxglow( world, cam, layer_depth );
render_terrain( world, cam );
+ if( layer_depth == -1 ) return;
if( layer_depth == 0 ){
- skateshop_render();
+ world_entity_focus_render();
/* Render SFD's */
u32 closest = 0;
float min_dist = INFINITY;
- if( !mdl_arrcount( &world->ent_route ) )
- return;
-
- for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
- ent_route *route = mdl_arritm( &world->ent_route, i );
- float dist = v3_dist2( route->board_transform[3], cam->pos );
+ if( mdl_arrcount( &world->ent_route ) ){
+ for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ float dist = v3_dist2( route->board_transform[3], cam->pos );
- if( dist < min_dist ){
- min_dist = dist;
- closest = i;
+ if( dist < min_dist ){
+ min_dist = dist;
+ closest = i;
+ }
}
+
+ ent_route *route = mdl_arritm( &world->ent_route, closest );
+ sfd_render( world, cam, route->board_transform );
}
+ }
- ent_route *route = mdl_arritm( &world->ent_route, closest );
- sfd_render( world, cam, route->board_transform );
+ 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, cam, layer_depth );
}
-VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
+
+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 );
+ }
+}
+
+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_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_override );
+ 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 );
+}
+
+static void render_cubemap_side( world_instance *world, ent_cubemap *cm,
u32 side ){
camera cam;
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
render_world( world, &cam, -1 );
}
-VG_STATIC void render_world_cubemaps( world_instance *world ){
+static void render_world_cubemaps( world_instance *world ){
if( world->cubemap_cooldown )
world->cubemap_cooldown --;
else{
}
}
-VG_STATIC void render_world_depth( world_instance *world, camera *cam )
-{
+static void render_world_depth( world_instance *world, camera *cam ){
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
mesh_draw( &world->mesh_geo );
}
-VG_STATIC void render_world_position( world_instance *world, camera *cam )
-{
+static void render_world_position( world_instance *world, camera *cam ){
m4x3f identity_matrix;
m4x3_identity( identity_matrix );