X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=8c346b677606b832313031a891f474bcfa2b20a8;hb=fbc68c65e01838feb77f47b30994b45fcc39ebaf;hp=04db5a008a123f8314a8447272c88c8007ebaaf7;hpb=bdd98e4458be4a143cd415e5077b373129b1b0d9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 04db5a0..8c346b6 100644 --- a/world_render.c +++ b/world_render.c @@ -95,7 +95,7 @@ static void world_render_init(void) mdl_context msky; mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch ); mdl_load_metadata_block( &msky, vg_mem.scratch ); - mdl_async_load_glmesh( &msky, &world_render.skydome ); + mdl_async_load_glmesh( &msky, &world_render.skydome, NULL ); mdl_close( &msky ); vg_info( "Loading default world textures\n" ); @@ -164,12 +164,6 @@ void world_render_props( world_instance *world, u32 material_id, struct world_pass *pass ){ if( !mdl_arrcount( &world->ent_prop ) ) return; - /* HACK: use the first material for every prop entity */ - ent_prop *first = mdl_arritm( &world->ent_prop, 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 ); @@ -179,7 +173,10 @@ void world_render_props( world_instance *world, u32 material_id, if( prop->flags & 0x1 ) continue; for( u32 k=0; ksubmesh_count; k++ ){ - sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k ); + mdl_submesh *sm = + mdl_arritm( &world->meta.submeshs, prop->submesh_start+k ); + + if( sm->material_id != material_id ) continue; m4x3f mmdl; mdl_transform_m4x3( &prop->transform, mmdl ); @@ -456,9 +453,8 @@ static void render_world_alphatest( world_instance *world, camera *cam ){ glEnable(GL_CULL_FACE); } -static -void world_render_challenges( world_instance *world, struct world_pass *pass, - v3f pos ){ +static void world_render_challenges( world_instance *world, + struct world_pass *pass, v3f pos ){ if( !world ) return; if( skaterift.activity == k_skaterift_replay ) return; if( world != world_current_instance() ) return; @@ -618,18 +614,21 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, } } -static void render_world_fxglow( world_instance *world, camera *cam ){ +static void render_world_fxglow( world_instance *host_world, + world_instance *world, camera *cam, + m4x3f world_mmdl, + int generic, int challenges, int regions ){ 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 ); - world_link_lighting_ub( world, _shader_scene_fxglow.id ); - world_bind_position_texture( world, _shader_scene_fxglow.id, + world_link_lighting_ub( host_world, _shader_scene_fxglow.id ); + world_bind_position_texture( host_world, _shader_scene_fxglow.id, _uniform_scene_fxglow_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_fxglow.id, + world_bind_light_array( host_world, _shader_scene_fxglow.id, _uniform_scene_fxglow_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_fxglow.id, + world_bind_light_index( host_world, _shader_scene_fxglow.id, _uniform_scene_fxglow_uLightsIndex, 4 ); shader_scene_fxglow_uCamera( cam->transform[3] ); @@ -643,8 +642,45 @@ static void render_world_fxglow( world_instance *world, camera *cam ){ .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev, }; - world_render_both_stages( world, &pass ); - world_render_challenges( world, &pass, cam->pos ); + if( generic ) + world_render_both_stages( world, &pass ); + + if( regions ){ + mesh_bind( &world->mesh_no_collide ); + + u32 last_material = 0; + for( u32 i=0; ient_region); i ++ ){ + shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); + ent_region *region = mdl_arritm( &world->ent_region, i ); + + f32 offset = 0.0f; + if( region->flags & k_ent_route_flag_achieve_gold ) + offset = 2.0f; + else if( region->flags & k_ent_route_flag_achieve_silver ) + offset = 1.0f; + + shader_scene_fxglow_uUvOffset( (v2f){ (8.0f/256.0f)*offset, 0.0f } ); + + m4x3f mmdl; + mdl_transform_m4x3( ®ion->transform, mmdl ); + m4x3_mul( world_mmdl, mmdl, mmdl ); + shader_scene_fxglow_uMdl( mmdl ); + + for( u32 j=0; jsubmesh_count; j++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + region->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 ); + } + } + } + + if( challenges ) + world_render_challenges( world, &pass, cam->pos ); glEnable(GL_CULL_FACE); } @@ -772,8 +808,10 @@ static void render_world_gates( world_instance *world, camera *cam ){ for( u32 i=0; ient_gate); i++ ){ ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - if( !(gi->flags & k_ent_gate_linked) ) - continue; + + if( !(gi->flags & k_ent_gate_nonlocal) ) + if( !(gi->flags & k_ent_gate_linked) ) + continue; float dist = v3_dist2( gi->co[0], cam->transform[3] ); @@ -794,8 +832,10 @@ static void render_world_gates( world_instance *world, camera *cam ){ } if( gate->flags & k_ent_gate_nonlocal ){ - if( world_static.load_state != k_world_loader_none ){ + if( !(gate->flags & k_ent_gate_linked) || + (world_static.load_state != k_world_loader_none) ){ world->rendering_gate = NULL; + render_gate_unlinked( world, gate, cam ); return; } @@ -816,6 +856,10 @@ static void world_prerender( world_instance *world ){ world->time = 0.834; } + if( world->info.flags & 0x1 ){ + world->time = world->info.timezone; + } + struct ub_world_lighting *state = &world->ub_lighting; state->g_time = world->time; @@ -925,7 +969,7 @@ static void render_world( world_instance *world, camera *cam, GL_COLOR_ATTACHMENT1 } ); } - render_world_fxglow( world, cam ); + render_world_fxglow( world, world, cam, NULL, 1, 1, 0 ); } if( with_water ){ @@ -1043,6 +1087,8 @@ static void render_world_override( world_instance *world, pass.geo_type = k_world_geo_type_nonsolid; render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev ); glEnable( GL_CULL_FACE ); + + render_world_fxglow( world, world, cam, mmdl, 0, 0, 1 ); } static void render_cubemap_side( world_instance *world, ent_cubemap *cm,