X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=12728799bf2cbd4b0d1ae33b559bde16720793c9;hb=1d06671f87a9d24596fc6808d8e0db889a818750;hp=525d6daca747206ef3745088dffe2d8c8a7ec979;hpb=14b3d5c13faab36bd37ae27aa8c1501ba7146f89;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 525d6da..1272879 100644 --- a/world_render.c +++ b/world_render.c @@ -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 ){ @@ -294,7 +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); @@ -310,7 +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, @@ -322,36 +327,52 @@ 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 ){ +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 ); - - 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 ); + if( layer_depth == -1 ){ + world_shader_standard_bind( world, cam ); - 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, - }; + 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 ); + 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 ){ @@ -391,57 +412,200 @@ 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; + if( skaterift.activity == k_skaterift_replay ) return; - glDisable( GL_CULL_FACE ); - mesh_bind( &world->mesh_no_collide ); + /* sort lists */ + f32 radius = 40.0f; - u32 last_material = 0; + u32 objective_list[ 32 ], + challenge_list[ 16 ]; - const f32 radius = 40.0f; + v2f objective_uv_offsets[ 32 ]; - bh_iter it; - bh_iter_init_range( 0, &it, pos, radius ); - i32 idx; + u32 objective_count = 0, + challenge_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 ); + 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( type != k_ent_challenge ) continue; + 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); + } + } - ent_challenge *challenge = mdl_arritm(&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; + } - 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 ) ); + 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; + } + } + } - v3_fill( challenge->transform.s, scale ); + /* render objectives */ + glDisable( GL_CULL_FACE ); + mesh_bind( &world->mesh_no_collide ); + u32 last_material = 0; + for( u32 i=0; ient_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; jsubmesh_count; j++ ){ + for( u32 j=0; jsubmesh_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 ); } } -} -VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){ - //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); + /* 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 ); + + char buf[32]; + u32 count = 0; + + for( u32 i=0; ient_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( &gui.font, 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; ient_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 ); + + 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 ); + } +} + +VG_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 ); @@ -465,10 +629,9 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){ }; world_render_both_stages( world, &pass ); - world_render_challenges( world, &pass, cam->pos ); + 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, @@ -646,7 +809,6 @@ 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, int layer_depth ) { @@ -654,92 +816,124 @@ VG_STATIC void render_world( world_instance *world, camera *cam, 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_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; ient_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; ient_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_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; ient_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; ient_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 ); } } }