#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 ){
{
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 );
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;
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();
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();
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_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);
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,
if( gate->flags & k_ent_gate_locked ) return;
if( gate->flags & k_ent_gate_nonlocal ){
- if( world_loader.state != k_world_loader_none ){
+ if( world_static.load_state != k_world_loader_none ){
world->rendering_gate = NULL;
return;
}
- world_instance *dest_world = &world_static.worlds[ gate->target ];
+ world_instance *dest_world = &world_static.instances[ gate->target ];
render_gate( world, dest_world, gate, cam, layer_depth );
}
else{
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 ){
}
}
+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;