X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=55d13d447a07b067da5042d3d260e8b2e7a9fb29;hb=c16f95624c142beec1572baa24f262e8a661f3fb;hp=0b5b399303bf3039db9d70928c1631ed14509984;hpb=188685bc8454ff40b733d9e9df8da45e3c2e2c39;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 0b5b399..55d13d4 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 ){ @@ -410,32 +412,47 @@ 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 ); + bh_iter_init_range( 0, &it, pos, radius+10.0f ); 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; ient_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 ) ); + scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) ); v3_fill( challenge->transform.s, scale ); @@ -456,11 +473,84 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, 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_unlock); i++ ){ + ent_unlock *unlock = mdl_arritm( &world->ent_unlock, i ); + vg_line_point( unlock->transform.co, 0.2f, VG__GREEN ); + if( unlock->status ) count ++; + } + + int c=0; + c+=highscore_intl( buf+c, count, 3 ); + buf[c++] = '/'; + c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_unlock), 3 ); + buf[c++] = '\0'; + + f32 w = font3d_string_width( &gui.font, 1, buf ); + m4x3f mlocal; + m3x3_identity( mlocal ); + mlocal[3][0] = -w*0.5f; + + for( u32 i=0; ient_unlock, index ); + m4x3f mmdl; + mdl_transform_m4x3( &unlock->transform, mmdl ); + m4x3_mul( mmdl, mlocal, mmdl ); + + vg_line_point( unlock->transform.co, 0.25f, VG__RED ); + + f32 dist = v3_dist( unlock->transform.co, pos ) * (1.0f/radius), + scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ), + colour = 0.0f; + + if( unlock->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_uTexMain(1); shader_scene_fxglow_uPv( cam->mtx.pv ); @@ -485,10 +575,9 @@ 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, @@ -678,7 +767,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam, 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 ){