X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=8c346b677606b832313031a891f474bcfa2b20a8;hb=fbc68c65e01838feb77f47b30994b45fcc39ebaf;hp=cdbe37ebfbbfe022ed2f8eeaff1d9f8cfd5c4dd4;hpb=d171c9ad5de05c9ac8563fcf9f23760b93fb50f8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index cdbe37e..8c346b6 100644 --- a/world_render.c +++ b/world_render.c @@ -12,6 +12,7 @@ #include "respawn.h" #include "ent_miniworld.h" #include "player_remote.h" +#include "ent_skateshop.h" static int ccmd_set_time( int argc, const char *argv[] ){ world_instance *world = world_current_instance(); @@ -94,7 +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" ); @@ -163,12 +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 ); @@ -178,7 +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 ); @@ -278,18 +276,25 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass ) glEnable( GL_CULL_FACE ); } +static GLuint world_get_texture( world_instance *world, u32 id ){ + if( id & 0x80000000 ) + return skaterift.rt_textures[id & ~0x80000000]; + else + return world->textures[ id ]; +} + static void bindpoint_diffuse_texture1( world_instance *world, - struct world_surface *mat ) - -{ + struct world_surface *mat ){ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); } 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 ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); u32 cubemap_id = mat->info.tex_none0, cubemap_index = 0; @@ -448,9 +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; @@ -610,18 +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] ); @@ -635,8 +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); } @@ -645,7 +689,8 @@ static void bindpoint_terrain( world_instance *world, struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_terrain_uSandColour( mat->info.colour ); shader_scene_terrain_uBlendOffset( mat->info.colour1 ); @@ -658,7 +703,8 @@ static void bindpoint_override( world_instance *world, } else{ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_override_uAlphatest(1); } } @@ -763,9 +809,9 @@ 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|k_ent_gate_nonlocal_DELETED| - k_ent_gate_locked)) ) - 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] ); @@ -778,8 +824,27 @@ static void render_world_gates( world_instance *world, camera *cam ){ } world->rendering_gate = gate; - if( gate ) - render_gate( world, world, gate, cam ); + + if( gate ){ + if( gate->flags & k_ent_gate_locked ){ + world->rendering_gate = NULL; + return; + } + + if( gate->flags & k_ent_gate_nonlocal ){ + 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; + } + + world_instance *dest_world = &world_static.instances[ gate->target ]; + render_gate( world, dest_world, gate, cam ); + } + else + render_gate( world, world, gate, cam ); + } } static void world_prerender( world_instance *world ){ @@ -791,6 +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; @@ -798,11 +867,7 @@ static void world_prerender( world_instance *world ){ state->g_debug_indices = k_debug_light_indices; state->g_light_preview = k_light_preview; state->g_debug_complexity = k_debug_light_complexity; - - 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_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 ); @@ -847,7 +912,9 @@ static void render_world( world_instance *world, camera *cam, render_sky( world, cam ); - render_world_routes( world, cam, viewing_from_gate ); + m4x3f identity; + m4x3_identity(identity); + render_world_routes( world, world, identity, cam, viewing_from_gate, 0 ); render_world_standard( world, cam ); render_world_cubemapped( world, cam, with_cubemaps ); @@ -902,7 +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 ){ @@ -961,7 +1028,8 @@ static void render_world_override_pass( world_instance *world, static void render_world_override( world_instance *world, world_instance *lighting_source, m4x3f mmdl, - camera *cam ){ + camera *cam, + ent_spawn *dest_spawn, v4f map_info ){ struct world_pass pass = { .cam = cam, .fn_bind_textures = bindpoint_override, @@ -972,12 +1040,10 @@ static void render_world_override( world_instance *world, }; shader_scene_override_use(); -#if 0 - respawn_chooser_shader_uniforms(); -#endif shader_scene_override_uTexGarbage(0); shader_scene_override_uTexMain(1); shader_scene_override_uPv( pass.cam->mtx.pv ); + shader_scene_override_uMapInfo( map_info ); WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override ); bind_terrain_noise(); @@ -1001,13 +1067,10 @@ static void render_world_override( world_instance *world, v3_copy( world->player_co, uPlayerPos ); - m4x3f mmdl_inv; - m4x3_invert_full( mmdl, mmdl_inv ); - v3f localized; - m4x3_mulv( mmdl_inv, localplayer.rb.co, localized ); - ent_spawn *spawn = world_find_closest_spawn( world, localized ); - if( spawn ) - v3_copy( spawn->transform.co, uSpawnPos ); + if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) ) + v3_copy( dest_spawn->transform.co, uSpawnPos ); + else + v3_add( uPlayerPos, (v3f){0,-1,0}, uSpawnPos ); uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos); uSpawnPos[3] = 1.0f/uPlayerPos[3]; @@ -1024,6 +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,