X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=37b095c7bd8939816e4d30115e06dc1018baab68;hb=333430b27b5f9f73cbe9ad7921a4735aaff444f1;hp=a7ff25ccf3639c1eff192e104e13064c30139937;hpb=6ab4435fb19beb6af6c52691793d5ca17a120f69;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index a7ff25c..37b095c 100644 --- a/world_render.c +++ b/world_render.c @@ -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]; + world_instance *world = &world_static.instances[i]; world->ubo_bind_point = i; glGenBuffers( 1, &world->ubo_lighting ); @@ -37,7 +40,7 @@ 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; @@ -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 +78,8 @@ 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(); @@ -99,13 +104,13 @@ 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 ) { @@ -113,7 +118,7 @@ VG_STATIC void world_bind_position_texture( world_instance *world, 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 ) { @@ -122,7 +127,7 @@ VG_STATIC void world_bind_light_array( world_instance *world, 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 ) { @@ -131,13 +136,13 @@ VG_STATIC void world_bind_light_index( world_instance *world, 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 ); @@ -154,7 +159,7 @@ struct world_pass{ void (*fn_set_uPvmPrev)( m4x4f pvm ); }; -VG_STATIC +static void world_render_traffic( world_instance *world, u32 material_id, struct world_pass *pass ){ if( !mdl_arrcount( &world->ent_traffic ) ) return; @@ -192,7 +197,7 @@ void world_render_traffic( world_instance *world, u32 material_id, } } -VG_STATIC +static void world_render_pass( world_instance *world, struct world_pass *pass ){ for( int i=0; isurface_count; i++ ){ struct world_surface *mat = &world->surfaces[i]; @@ -222,7 +227,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){ } } -VG_STATIC +static void world_render_both_stages( world_instance *world, struct world_pass *pass ) { mesh_bind( &world->mesh_geo ); @@ -236,7 +241,7 @@ void world_render_both_stages( world_instance *world, struct world_pass *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 ) { @@ -244,7 +249,26 @@ 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); @@ -274,8 +298,7 @@ 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); @@ -291,7 +314,10 @@ 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, @@ -303,8 +329,55 @@ 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); @@ -339,59 +412,203 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) glEnable(GL_CULL_FACE); } -VG_STATIC +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; + if( world != world_current_instance() ) 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; - 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 ) ); + 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; - v3_fill( challenge->transform.s, scale ); + 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; 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 ); + } +} + +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 ); @@ -415,13 +632,12 @@ 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, +static void bindpoint_terrain( world_instance *world, struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); @@ -431,7 +647,19 @@ 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); @@ -462,7 +690,7 @@ 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 @@ -511,7 +739,7 @@ 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; @@ -535,13 +763,15 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, world->rendering_gate = gate; if( gate ){ + 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{ @@ -550,7 +780,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, } } -VG_STATIC void world_prerender( world_instance *world ) +static void world_prerender( world_instance *world ) { if( mdl_arrcount( &world->ent_light ) ){ @@ -564,11 +794,16 @@ 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 ); @@ -594,45 +829,199 @@ 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_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; - - 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( 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 ); - 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 ); } + } + + 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 ); +} + + +static +void render_world_override_pass( world_instance *world, + struct world_pass *pass ){ + for( int i=0; isurface_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; - ent_route *route = mdl_arritm( &world->ent_route, closest ); - sfd_render( world, cam, route->board_transform ); + 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_link_lighting_ub( world, _shader_scene_override.id ); + world_bind_position_texture( world, _shader_scene_override.id, + _uniform_scene_override_g_world_depth, 2 ); + world_bind_light_array( world, _shader_scene_override.id, + _uniform_scene_override_uLightsArray, 3 ); + world_bind_light_index( world, _shader_scene_override.id, + _uniform_scene_override_uLightsIndex, 4 ); + + 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; 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 ); + } } } -VG_STATIC void render_world_depth( world_instance *world, camera *cam ) +static void render_world_depth( world_instance *world, camera *cam ) { m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -648,7 +1037,7 @@ 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 );