unlock rendering
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index c332aced5431851cb0b0bf17e14e5c962e6a1547..ec2ec8a263bfa206557edcbbcb2aff1fb0b0d391 100644 (file)
@@ -7,6 +7,8 @@
 
 #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 ){
@@ -23,7 +25,7 @@ VG_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];
+      world_instance *world = &world_static.instances[i];
       world->ubo_bind_point = i;
 
       glGenBuffers( 1, &world->ubo_lighting );
@@ -37,7 +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++ ){
-      world_instance *world = &world_static.worlds[i];
+      world_instance *world = &world_static.instances[i];
       struct framebuffer *fb = &world->heightmap;
 
       fb->display_name = NULL;
@@ -75,6 +77,7 @@ VG_STATIC void world_render_init(void)
 
    shader_scene_standard_register();
    shader_scene_standard_alphatest_register();
+   shader_scene_cubemapped_register();
    shader_scene_fxglow_register();
    shader_scene_vertex_blend_register();
    shader_scene_terrain_register();
@@ -154,18 +157,59 @@ struct world_pass{
    void (*fn_set_uPvmPrev)( m4x4f pvm );
 };
 
-VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
-{
+VG_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 );
+      }
+   }
+}
+
+VG_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;
@@ -177,27 +221,6 @@ 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 );
-            }
-         }
       }
    }
 }
@@ -207,12 +230,12 @@ 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 );
 }
 
@@ -224,6 +247,25 @@ 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,
+                                                 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 );
+}
+
 VG_STATIC void render_world_vb( world_instance *world, camera *cam )
 {
    shader_scene_vertex_blend_use();
@@ -254,8 +296,7 @@ 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 )
-{
+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);
@@ -271,7 +312,10 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam )
 
    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,
@@ -283,8 +327,55 @@ 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 )
-{
+VG_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 );
+   }
+}
+
+VG_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);
@@ -319,9 +410,85 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
    glEnable(GL_CULL_FACE);
 }
 
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
-   glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+VG_STATIC
+void world_render_challenges( world_instance *world, struct world_pass *pass,
+                              v3f pos, int layer_depth ){
+   if( !world ) return;
+
+   /* 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 ) {
+         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;
+      }
+   }
+
+   /* 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 ) );
+
+      v3_fill( challenge->transform.s, scale );
+
+      m4x3f mmdl;
+      mdl_transform_m4x3( &challenge->transform, mmdl );
+      shader_scene_fxglow_uMdl( mmdl );
+
+      for( u32 j=0; j<challenge->submesh_count; j++ ){
+         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
+                                       challenge->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} );
 
+   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 );
@@ -346,9 +513,9 @@ VG_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 );
 
    glEnable(GL_CULL_FACE);
-   glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
 }
 
 VG_STATIC void bindpoint_terrain( world_instance *world,
@@ -450,7 +617,7 @@ 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] );
@@ -463,25 +630,22 @@ 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;
    }
 }
 
@@ -537,9 +701,11 @@ VG_STATIC void render_world( world_instance *world, camera *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_world_fxglow( world, cam );
+   render_world_fxglow( world, cam, layer_depth );
    render_terrain( world, cam );
 
    if( layer_depth == 0 ){
@@ -567,6 +733,72 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
    }
 }
 
+VG_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 );
+}
+
+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 );
+      }
+   }
+}
+
 VG_STATIC void render_world_depth( world_instance *world, camera *cam )
 {
    m4x3f identity_matrix;