chaos pt 2
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 1d2256b4f6ddf88d7cefc696b68ece318e23e585..cdbe37ebfbbfe022ed2f8eeaff1d9f8cfd5c4dd4 100644 (file)
@@ -10,6 +10,8 @@
 #include "font.h"
 #include "gui.h"
 #include "respawn.h"
+#include "ent_miniworld.h"
+#include "player_remote.h"
 
 static int ccmd_set_time( int argc, const char *argv[] ){
    world_instance *world = world_current_instance();
@@ -364,11 +366,11 @@ static void render_world_standard( world_instance *world, camera *cam ){
 }
 
 static void render_world_cubemapped( world_instance *world, camera *cam,
-                                        int layer_depth ){
+                                     int enabled ){
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
 
-   if( layer_depth == -1 ){
+   if( !enabled ){
       world_shader_standard_bind( world, cam );
 
       struct world_pass pass = {
@@ -448,7 +450,7 @@ static void render_world_alphatest( world_instance *world, camera *cam ){
 
 static
 void world_render_challenges( world_instance *world, struct world_pass *pass,
-                              v3f pos, int layer_depth ){
+                              v3f pos ){
    if( !world ) return;
    if( skaterift.activity == k_skaterift_replay ) return;
    if( world != world_current_instance() ) return;
@@ -608,8 +610,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 }
 
-static void render_world_fxglow( world_instance *world, camera *cam,
-                                    int layer_depth ){
+static void render_world_fxglow( world_instance *world, camera *cam ){
    shader_scene_fxglow_use();
    shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
    shader_scene_fxglow_uTexMain(1);
@@ -635,7 +636,7 @@ static void render_world_fxglow( world_instance *world, camera *cam,
    };
 
    world_render_both_stages( world, &pass );
-   world_render_challenges( world, &pass, cam->pos, layer_depth );
+   world_render_challenges( world, &pass, cam->pos );
 
    glEnable(GL_CULL_FACE);
 }
@@ -696,13 +697,18 @@ static void render_sky( world_instance *world, camera *cam ){
 
    m4x4_copy( cam->mtx.v, v );
    m4x4_copy( cam->mtx_prev.v, v_prev );
+
+   for( int i=0; i<3; i++ ){
+      v3_normalize(v[i]);
+      v3_normalize(v_prev[i]);
+   }
    v3_zero( v[3] );
    v3_zero( v_prev[3] );
 
    m4x4_copy( cam->mtx.p,      pv );
    m4x4_copy( cam->mtx_prev.p, pv_prev );
-   m4x4_reset_clipping( pv,      cam->farz, cam->nearz );
-   m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
+   m4x4_reset_clipping( pv,      100.0f, 0.1f );
+   m4x4_reset_clipping( pv_prev, 100.0f, 0.1f );
 
    m4x4_mul( pv,      v,      pv );
    m4x4_mul( pv_prev, v_prev, pv_prev );
@@ -750,9 +756,7 @@ static void render_sky( world_instance *world, camera *cam ){
    glDepthMask( GL_TRUE );
 }
 
-static void render_world_gates( world_instance *world, camera *cam,
-                                   int layer_depth )
-{
+static void render_world_gates( world_instance *world, camera *cam ){
    float closest = INFINITY;
    struct ent_gate *gate = NULL;
 
@@ -775,7 +779,7 @@ static void render_world_gates( world_instance *world, camera *cam,
    
    world->rendering_gate = gate;
    if( gate )
-      render_gate( world, world, gate, cam, layer_depth );
+      render_gate( world, world, gate, cam );
 }
 
 static void world_prerender( world_instance *world ){
@@ -826,20 +830,32 @@ static void world_prerender( world_instance *world ){
 }
 
 static void render_world( world_instance *world, camera *cam,
-                             int layer_depth )
-{
+                          int stenciled, int viewing_from_gate, 
+                          int with_water, int with_cubemaps ){
+   if( stenciled ){
+      glClear( GL_DEPTH_BUFFER_BIT );
+      glStencilFunc( GL_EQUAL, 1, 0xFF );
+      glStencilMask( 0x00 ); 
+      glEnable( GL_CULL_FACE );
+      glEnable( GL_STENCIL_TEST );
+   }
+   else {
+      glStencilMask( 0xFF );
+      glStencilFunc( GL_ALWAYS, 1, 0xFF );
+      glDisable( GL_STENCIL_TEST );
+   }
+
    render_sky( world, cam );
 
-   render_world_routes( world, cam, layer_depth );
+   render_world_routes( world, cam, viewing_from_gate );
    render_world_standard( world, cam );
-   render_world_cubemapped( world, cam, layer_depth );
+   render_world_cubemapped( world, cam, with_cubemaps );
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
    render_terrain( world, cam );
 
-   if( layer_depth == -1 ) return;
-   if( layer_depth == 0 ){
+   if( !viewing_from_gate ){
       world_entity_focus_render();
 
       /* Render SFD's */
@@ -862,30 +878,57 @@ static void render_world( world_instance *world, camera *cam,
       }
    }
 
-   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 } );
+   if( !viewing_from_gate ){
+      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 );
    }
+   
+   if( with_water ){
+      render_water_texture( world, cam );
+      render_fb_bind( gpipeline.fb_main, 1 );
+   }
+
+   if( stenciled ){
+      glStencilFunc( GL_EQUAL, 1, 0xFF );
+      glStencilMask( 0x00 ); 
+      glEnable( GL_CULL_FACE );
+      glEnable( GL_STENCIL_TEST );
+   }
+
+   if( with_water ){
+      render_water_surface( world, cam );
+   }
+
+   render_remote_players( world, cam );
+   ent_miniworld_render( world, cam );
 
-   render_world_fxglow( world, cam, layer_depth );
+   if( stenciled ){
+      glStencilMask( 0xFF );
+      glStencilFunc( GL_ALWAYS, 1, 0xFF );
+      glDisable( GL_STENCIL_TEST );
+   }
 }
 
 
@@ -917,9 +960,10 @@ static void render_world_override_pass( world_instance *world,
 
 static void render_world_override( world_instance *world,
                                    world_instance *lighting_source,
-                                   m4x3f mmdl ){
+                                   m4x3f mmdl,
+                                   camera *cam ){
    struct world_pass pass = {
-      .cam = &skaterift.cam,
+      .cam = cam,
       .fn_bind_textures = bindpoint_override,
       .fn_set_mdl = shader_scene_override_uMdl,
       .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
@@ -942,7 +986,7 @@ static void render_world_override( world_instance *world,
 
    m4x4f mpvm_prev;
    m4x3_expand( mmdl, mpvm_prev );
-   m4x4_mul( skaterift.cam.mtx_prev.pv, mpvm_prev, mpvm_prev );
+   m4x4_mul( cam->mtx_prev.pv, mpvm_prev, mpvm_prev );
 
    m3x3f mnormal;
    m3x3_inv( mmdl, mnormal );
@@ -972,7 +1016,6 @@ static void render_world_override( world_instance *world,
    shader_scene_override_uSpawnPos( uSpawnPos );
 
 
-
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_geo );
    pass.geo_type = k_world_geo_type_solid;
@@ -1026,7 +1069,7 @@ static void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    camera_finalize( &cam );
    camera_finalize( &cam );
 
-   render_world( world, &cam, -1 );
+   render_world( world, &cam, 0, 1, 1, 0 );
 }
 
 static void render_world_cubemaps( world_instance *world ){