small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index c4b24c4959df1f3808613f6a90f15773a3350155..e6c709afb0d141438a9726256d4889cf06f74a46 100644 (file)
@@ -7,6 +7,9 @@
 
 #include "world.h"
 #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 ){
@@ -19,11 +22,11 @@ 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++ ){
-      world_instance *world = &world_static.worlds[i];
+   for( int i=0; i<k_world_max; i++ ){
+      world_instance *world = &world_static.instances[i];
       world->ubo_bind_point = i;
 
       glGenBuffers( 1, &world->ubo_lighting );
@@ -36,8 +39,8 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
    }
 
    vg_info( "Allocate frame buffers\n" );
-   for( int i=0; i<4; i++ ){
-      world_instance *world = &world_static.worlds[i];
+   for( int i=0; i<k_world_max; i++ ){
+      world_instance *world = &world_static.instances[i];
       struct framebuffer *fb = &world->heightmap;
 
       fb->display_name = NULL;
@@ -62,7 +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 );
@@ -75,6 +78,9 @@ 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();
    shader_scene_terrain_register();
    shader_scene_depth_register();
@@ -98,46 +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 );
 }
@@ -153,18 +154,59 @@ struct world_pass{
    void (*fn_set_uPvmPrev)( m4x4f pvm );
 };
 
-VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
-{
+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 );
+      }
+   }
+}
+
+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;
@@ -176,46 +218,25 @@ 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 );
-            }
-         }
       }
    }
 }
 
-VG_STATIC 
+static 
 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 );
 }
 
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
+static void bindpoint_diffuse_texture1( world_instance *world,
                                            struct world_surface *mat )
                                          
 {
@@ -223,8 +244,26 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
 }
 
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
-{
+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 ] );
+
+   u32 cubemap_id = mat->info.tex_none0,
+       cubemap_index = 0;
+
+   if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
+      cubemap_index = mdl_entity_id_id( cubemap_id );
+   }
+
+   ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
+   glActiveTexture( GL_TEXTURE10 );
+   glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
+
+   shader_scene_cubemapped_uColour( mat->info.colour );
+}
+
+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);
@@ -253,8 +292,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_world_standard( 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);
@@ -270,7 +308,10 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam )
 
    bind_terrain_noise();
    shader_scene_standard_uCamera( cam->transform[3] );
-   
+}
+
+static void render_world_standard( world_instance *world, camera *cam ){
+   world_shader_standard_bind( world, cam );
    struct world_pass pass = {
       .shader = k_shader_standard,
       .cam = cam,
@@ -282,8 +323,55 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_world_alphatest( 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;
+
+   if( layer_depth == -1 ){
+      world_shader_standard_bind( world, cam );
+
+      struct world_pass pass = {
+         .shader = k_shader_cubemap,
+         .cam = cam,
+         .fn_bind_textures = bindpoint_diffuse_texture1,
+         .fn_set_mdl = shader_scene_standard_uMdl,
+         .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
+      };
+
+      world_render_both_stages( world, &pass );
+   }
+   else {
+      shader_scene_cubemapped_use();
+      shader_scene_cubemapped_uTexGarbage(0);
+      shader_scene_cubemapped_uTexMain(1);
+      shader_scene_cubemapped_uTexCubemap(10);
+      shader_scene_cubemapped_uPv( cam->mtx.pv );
+
+      world_link_lighting_ub( world, _shader_scene_cubemapped.id );
+      world_bind_position_texture( world, _shader_scene_cubemapped.id, 
+                                   _uniform_scene_cubemapped_g_world_depth, 2 );
+      world_bind_light_array( world, _shader_scene_cubemapped.id,
+                                   _uniform_scene_cubemapped_uLightsArray, 3 );
+      world_bind_light_index( world, _shader_scene_cubemapped.id,
+                                   _uniform_scene_cubemapped_uLightsIndex, 4 );
+
+      bind_terrain_noise();
+      shader_scene_cubemapped_uCamera( cam->transform[3] );
+      
+      struct world_pass pass = {
+         .shader = k_shader_cubemap,
+         .cam = cam,
+         .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
+         .fn_set_mdl = shader_scene_cubemapped_uMdl,
+         .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
+      };
+
+      world_render_both_stages( world, &pass );
+   }
+}
+
+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);
@@ -318,7 +406,201 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
    glEnable(GL_CULL_FACE);
 }
 
-VG_STATIC void bindpoint_terrain( world_instance *world,
+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 */
+   f32 radius = 40.0f;
+
+   u32 objective_list[ 32 ],
+       challenge_list[ 16 ];
+
+   v2f objective_uv_offsets[ 32 ];
+
+   u32 objective_count = 0,
+       challenge_count = 0;
+
+   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;
+      }
+
+      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);
+      }
+   }
+
+   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<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;
+      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<objective->submesh_count; j++ ){
+         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
+                                       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, 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<challenge_count; i++ ){
+      u32 index = challenge_list[ i ];
+      ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+      m4x3f 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 );
+   }
+}
+
+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 );
+
+   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, layer_depth );
+
+   glEnable(GL_CULL_FACE);
+}
+
+static void bindpoint_terrain( world_instance *world,
                                   struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
@@ -328,20 +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 );
 
@@ -359,7 +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
@@ -408,7 +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;
@@ -417,12 +703,12 @@ 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] );
 
-      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;
@@ -430,29 +716,26 @@ 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->flags & k_ent_gate_locked ) return;
 
-      if( gate->type == k_gate_type_teleport ){
-         render_gate( world, gate, cam, layer_depth );
-      }
-      else if( gate->type == k_gate_type_nonlocel ){
-         if( world_loader.state != k_world_loader_none ){
+      if( gate->flags & k_ent_gate_nonlocal ){
+         if( world_static.load_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 );
+         world_instance *dest_world = &world_static.instances[ gate->target ];
+         render_gate( world, 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 )
+static void world_prerender( world_instance *world )
 {
 
    if( mdl_arrcount( &world->ent_light ) ){
@@ -466,11 +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 );
 
@@ -496,45 +784,192 @@ 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 );
 
    render_world_routes( world, cam, layer_depth );
    render_world_standard( world, cam );
+   render_world_cubemapped( world, cam, layer_depth );
+
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
    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_world_depth( world_instance *world, camera *cam )
-{
+
+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,
+         GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 );
+   glClear( GL_DEPTH_BUFFER_BIT );
+
+   v3f forward[6] = {
+      { -1.0f,  0.0f,  0.0f },
+      {  1.0f,  0.0f,  0.0f },
+      {  0.0f, -1.0f,  0.0f },
+      {  0.0f,  1.0f,  0.0f },
+      {  0.0f,  0.0f, -1.0f },
+      {  0.0f,  0.0f,  1.0f }
+   };
+   v3f up[6] = {
+      { 0.0f, -1.0f,  0.0f },
+      { 0.0f, -1.0f,  0.0f },
+      { 0.0f,  0.0f,  1.0f },
+      { 0.0f,  0.0f, -1.0f },
+      { 0.0f, -1.0f,  0.0f },
+      { 0.0f, -1.0f,  0.0f }
+   };
+
+   v3_zero( cam.angles );
+   v3_copy( cm->co, cam.pos );
+
+   v3_copy( forward[side], cam.transform[2] );
+   v3_copy( up[side], cam.transform[1] );
+   v3_cross( up[side], forward[side], cam.transform[0] );
+   v3_copy( cm->co, cam.transform[3] );
+   m4x3_invert_affine( cam.transform, cam.transform_inverse );
+
+   camera_update_view( &cam );
+
+   cam.nearz = 0.1f;
+   cam.farz = 1000.0f;
+   cam.fov = 90.0f;
+   m4x4_copy( cam.mtx.p,  cam.mtx_prev.p );
+   m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz );
+   camera_finalize( &cam );
+   camera_finalize( &cam );
+
+   render_world( world, &cam, -1 );
+}
+
+static void render_world_cubemaps( world_instance *world ){
+   if( world->cubemap_cooldown )
+      world->cubemap_cooldown --;
+   else{
+      world->cubemap_cooldown = 60;
+
+      glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
+      for( u32 i=0; i<mdl_arrcount( &world->ent_cubemap ); i++ ){
+         ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i );
+         glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
+
+         world->cubemap_side ++;
+         if( world->cubemap_side >= 6 )
+            world->cubemap_side = 0;
+
+         render_cubemap_side( world, cm, world->cubemap_side );
+      }
+   }
+}
+
+static void render_world_depth( world_instance *world, camera *cam ){
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
@@ -549,8 +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 );