#include "world.h"
#include "world_render.h"
+#include "font.h"
+#include "gui.h"
static int ccmd_set_time( int argc, const char *argv[] ){
if( argc == 1 ){
world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
+VG_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);
bind_terrain_noise();
shader_scene_standard_uCamera( cam->transform[3] );
-
+}
+
+VG_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,
world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam ){
+VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
+ int layer_depth ){
if( !mdl_arrcount( &world->ent_cubemap ) )
return;
- 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 );
+ if( layer_depth == -1 ){
+ world_shader_standard_bind( world, cam );
- 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 );
+ 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,
+ };
- 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 );
+ 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 );
+ }
}
VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
VG_STATIC
void world_render_challenges( world_instance *world, struct world_pass *pass,
- v3f pos ){
+ v3f pos, int layer_depth ){
if( !world ) return;
- glDisable( GL_CULL_FACE );
- mesh_bind( &world->mesh_no_collide );
-
- u32 last_material = 0;
-
+ /* sort lists */
const f32 radius = 40.0f;
-
bh_iter it;
bh_iter_init_range( 0, &it, pos, radius );
i32 idx;
+ u32 challenge_list[ 32 ],
+ unlock_list[ 32 ];
+
+ u32 challenge_count = 0,
+ unlock_count = 0;
+
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;
+ if( type == k_ent_challenge ) {
+ if( challenge_count < vg_list_size(challenge_list) )
+ challenge_list[ challenge_count ++ ] = index;
+ }
+ else if( type == k_ent_unlock ){
+ if( unlock_count < vg_list_size(unlock_list) )
+ unlock_list[ unlock_count ++ ] = index;
+ }
+ }
- ent_challenge *challenge = mdl_arritm(&world->ent_challenge,index);
+ /* render challenges */
+ 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 ) );
mdl_draw_submesh( sm );
}
}
-}
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
- //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+ /* render texts */
+ font3d_bind( &gui.font, &skaterift.cam );
+ shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+ for( u32 i=0; i<unlock_count; i++ ){
+ u32 index = unlock_list[ i ];
+ ent_unlock *unlock = mdl_arritm( &world->ent_unlock, index );
+ m4x3f mmdl;
+ mdl_transform_m4x3( &unlock->transform, mmdl );
+ font3d_simple_draw( &gui.font, 0, "Test!", &skaterift.cam, mmdl );
+ }
+}
+
+VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+ int layer_depth ){
shader_scene_fxglow_use();
shader_scene_fxglow_uTexMain(1);
shader_scene_fxglow_uPv( cam->mtx.pv );
};
world_render_both_stages( world, &pass );
- world_render_challenges( world, &pass, cam->pos );
+ world_render_challenges( world, &pass, cam->pos, layer_depth );
glEnable(GL_CULL_FACE);
- //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
}
VG_STATIC void bindpoint_terrain( world_instance *world,
render_world_routes( world, cam, layer_depth );
render_world_standard( world, cam );
-
- if( layer_depth != -1 ){
- /* TODO: RENDER ONLY BASETEXTURE */
- render_world_cubemapped( world, cam );
- }
+ render_world_cubemapped( world, cam, layer_depth );
render_world_vb( world, cam );
render_world_alphatest( world, cam );
- render_world_fxglow( world, cam );
+ render_world_fxglow( world, cam, layer_depth );
render_terrain( world, cam );
if( layer_depth == 0 ){
}
}
-VG_STATIC void render_world_cubemaps( world_instance *world ){
- glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
+VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
+ u32 side ){
camera cam;
- for( u32 i=0; i<mdl_arrcount( &world->ent_cubemap ); i++ ){
- ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i );
+ 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 }
+ };
- glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
-
- for( u32 j=0; j<6; j++ ){
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 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[j], cam.transform[2] );
- v3_copy( up[j], cam.transform[1] );
- v3_cross( up[j], forward[j], 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 );
+ 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 );
+}
+
+VG_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 );
}
}
}