small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 55d13d447a07b067da5042d3d260e8b2e7a9fb29..e6c709afb0d141438a9726256d4889cf06f74a46 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 ){
@@ -21,10 +22,10 @@ static int ccmd_set_time( int argc, const char *argv[] ){
    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;
 
@@ -38,7 +39,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
    }
 
    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;
 
@@ -64,7 +65,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
    }
 }
 
-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 );
@@ -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();
@@ -102,46 +104,41 @@ VG_STATIC void world_render_init(void)
    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 );
 }
@@ -157,7 +154,7 @@ struct world_pass{
    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;
@@ -195,7 +192,7 @@ void world_render_traffic( world_instance *world, u32 material_id,
    }
 }
 
-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];
@@ -225,7 +222,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
    }
 }
 
-VG_STATIC 
+static 
 void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
    mesh_bind( &world->mesh_geo );
@@ -239,7 +236,7 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
    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 )
                                          
 {
@@ -247,7 +244,7 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
    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 ] );
@@ -266,8 +263,7 @@ VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    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);
@@ -296,7 +292,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    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);
@@ -314,7 +310,7 @@ VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
    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,
@@ -327,7 +323,7 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
    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;
@@ -375,7 +371,7 @@ VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
    }
 }
 
-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);
@@ -410,148 +406,172 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
    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+10.0f );
-   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( 5.0f-dist*5.0f, 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 */
-   shader_scene_font_use();
-   shader_scene_font_uTexGarbage(0);
-   shader_scene_font_uTexMain(1);
-   shader_scene_font_uPv( skaterift.cam.mtx.pv );
-   shader_scene_font_uTime( vg.time );
-
-   /* TODO: Code dupe... */
-   world_link_lighting_ub( world, _shader_scene_font.id );
-   world_bind_position_texture( world, _shader_scene_font.id, 
-                                _uniform_scene_font_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_font.id,
-                                _uniform_scene_font_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_font.id,
-                                _uniform_scene_font_uLightsIndex, 4 );
-
-   bind_terrain_noise();
-   shader_scene_font_uCamera( skaterift.cam.transform[3] );
-
-   //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, gui.font.texture );
-
-   mesh_bind( &gui.font.mesh );
+   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_unlock); i++ ){
-      ent_unlock *unlock = mdl_arritm( &world->ent_unlock, i );
-      vg_line_point( unlock->transform.co, 0.2f, VG__GREEN );
-      if( unlock->status ) count ++;
+   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_unlock), 3 );
+   c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
    buf[c++] = '\0';
 
-   f32 w = font3d_string_width( &gui.font, 1, buf );
+   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 );
+      mdl_transform_m4x3( &challenge->transform, mmdl );
       m4x3_mul( mmdl, mlocal, mmdl );
 
-      vg_line_point( unlock->transform.co, 0.25f, VG__RED );
+      vg_line_point( challenge->transform.co, 0.25f, VG__RED );
 
-      f32 dist = v3_dist( unlock->transform.co, pos ) * (1.0f/radius),
+      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( unlock->status )
+      if( challenge->status )
          colour = 1.0f;
 
       shader_scene_font_uOpacity( scale );
       shader_scene_font_uColourize( colour );
-
-      struct font3d_render render = {
-         .font = &gui.font,
-         .variant_id = 1,
-         .shader = k_font_shader_world
-      };
-
-      font3d_begin( buf, &skaterift.cam, mmdl, &render );
-      font3d_draw( &render );
+      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 );
 
@@ -580,7 +600,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
    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 );
@@ -590,20 +610,24 @@ VG_STATIC void bindpoint_terrain( world_instance *world,
    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 );
 
@@ -621,7 +645,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    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
@@ -670,7 +694,7 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
    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;
@@ -711,7 +735,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    }
 }
 
-VG_STATIC void world_prerender( world_instance *world )
+static void world_prerender( world_instance *world )
 {
 
    if( mdl_arrcount( &world->ent_light ) ){
@@ -725,11 +749,16 @@ 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 );
 
@@ -755,8 +784,7 @@ VG_STATIC void world_prerender( world_instance *world )
                     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 );
@@ -767,35 +795,115 @@ VG_STATIC void render_world( world_instance *world, camera *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;
+      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 );
 
-      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,
@@ -841,7 +949,7 @@ VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    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{
@@ -861,8 +969,7 @@ VG_STATIC void render_world_cubemaps( world_instance *world ){
    }
 }
 
-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 );
 
@@ -877,8 +984,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam )
    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 );