k_gui_icon_board,
k_gui_icon_world,
k_gui_icon_rift,
+ k_gui_icon_rift_run,
+ k_gui_icon_friend,
k_gui_icon_count,
};
struct icon_call {
enum gui_icon icon;
v4f location;
+ v4f colour;
+ int colour_changed;
}
icon_draw_buffer[32];
u32 icon_draw_count;
+ v4f cur_icon_colour;
+ int colour_changed;
char location[64];
f64 location_time;
mdl_submesh *icons[ k_gui_icon_count ];
}
-static gui;
+static gui = {.cur_icon_colour = {1.0f,1.0f,1.0f,1.0f},.colour_changed=1};
static
void gui_helper_action( const char *bindstr, const char *text ){
helper->text = text;
}
-static
-void gui_draw(void)
-{
+static void gui_draw(void){
if( v3_dist2(localplayer.rb.co,gui.trick_co) > 2.0f ){
gui.trick_type = k_guitrick_type_none;
}
m4x3_identity( mmdl );
shader_model_font_uMdl( mmdl );
- shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, gui.icons_texture );
shader_model_font_uTexMain( 0 );
for( u32 i=0; i<gui.icon_draw_count; i++ ){
struct icon_call *call = &gui.icon_draw_buffer[i];
+
+ if( call->colour_changed )
+ shader_model_font_uColour( call->colour );
+
shader_model_font_uOffset( call->location );
mdl_submesh *sm = gui.icons[ call->icon ];
gui.helper_count = 0;
}
-static
-int gui_location_print_ccmd( int argc, const char *argv[] ){
+static int gui_location_print_ccmd( int argc, const char *argv[] ){
if( argc > 0 ){
char new_loc[64];
vg_str str;
call->location[1] = co[1] * (f32)vg.window_y;
call->location[2] = 0.0f;
call->location[3] = size * (f32)vg.window_x;
+
+ v4_copy( gui.cur_icon_colour, call->colour );
+ call->colour_changed = gui.colour_changed;
+ gui.colour_changed = 0;
+}
+
+static void gui_icon_setcolour( v4f colour ){
+ gui.colour_changed = 1;
+ v4_copy( colour, gui.cur_icon_colour );
}
static mdl_submesh *gui_find_icon( const char *name ){
gui.icons[ k_gui_icon_board ] = gui_find_icon( "icon_board" );
gui.icons[ k_gui_icon_world ] = gui_find_icon( "icon_world" );
gui.icons[ k_gui_icon_rift ] = gui_find_icon( "icon_rift" );
+ gui.icons[ k_gui_icon_rift_run ] = gui_find_icon( "icon_rift_run" );
+ gui.icons[ k_gui_icon_friend ] = gui_find_icon( "icon_friend" );
vg_linear_clear( vg_mem.scratch );
if( !mdl_arrcount( &gui.model_icons.textures ) )
for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
ent_route *route = mdl_arritm( &world->ent_route, i );
- int target = route->active_checkpoint == 0xffff? 0: 1;
- route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
+ int target = (route->active_checkpoint == 0xffff? 0: 1) ||
+ skaterift.activity == k_skaterift_respawning;
+ route->factive = vg_lerpf( route->factive, target,
+ 0.6f*vg.time_frame_delta );
}
for( u32 i=0; i<world_render.text_particle_count; i++ ){
}
}
-static void world_routes_fixedupdate( world_instance *world )
-{
+static void world_routes_fixedupdate( world_instance *world ){
rb_solver_reset();
for( u32 i=0; i<world_render.text_particle_count; i++ ){
}
}
+static void render_gate_markers( int run_id, ent_gate *gate ){
+ for( u32 j=0; j<4; j++ ){
+ if( gate->routes[j] == run_id ){
+ m4x3f mmdl;
+ ent_gate_get_mdl_mtx( gate, mmdl );
+ shader_model_gate_uMdl( mmdl );
+ mdl_draw_submesh( &world_gates.sm_marker[j] );
+ break;
+ }
+ }
+}
+
static void render_world_routes( world_instance *world, camera *cam,
- int layer_depth )
-{
+ int layer_depth ){
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
/* skip writing into the motion vectors for this */
glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+ glDisable( GL_CULL_FACE );
- for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
- ent_route *route = mdl_arritm( &world->ent_route, i );
+ if( skaterift.activity == k_skaterift_respawning ){
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
- if( route->active_checkpoint != 0xffff ){
v4f colour;
- float brightness = 0.3f + world->ub_lighting.g_day_phase;
- v3_muls( route->colour, brightness, colour );
- colour[3] = 1.0f-route->factive;
+ v3_muls( route->colour, 1.6666f, colour );
+ colour[3] = 0.0f;
shader_model_gate_uColour( colour );
- u32 next = route->active_checkpoint+1+layer_depth;
- next = next % route->checkpoints_count;
- next += route->checkpoints_start;
+ for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, j );
+ if( !(gate->flags & k_ent_gate_nonlocal) )
+ render_gate_markers( i, gate );
+ }
+ }
+ }
+ else{
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
- ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
- ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
+ if( route->active_checkpoint != 0xffff ){
+ v4f colour;
+ float brightness = 0.3f + world->ub_lighting.g_day_phase;
+ v3_muls( route->colour, brightness, colour );
+ colour[3] = 1.0f-route->factive;
- m4x3f mmdl;
- ent_gate_get_mdl_mtx( gate, mmdl );
- shader_model_gate_uMdl( mmdl );
+ shader_model_gate_uColour( colour );
- for( u32 j=0; j<4; j++ ){
- if( gate->routes[j] == i ){
- mdl_draw_submesh( &world_gates.sm_marker[j] );
- break;
- }
+ u32 next = route->active_checkpoint+1+layer_depth;
+ next = next % route->checkpoints_count;
+ next += route->checkpoints_start;
+
+ ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
+ ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
+ render_gate_markers( i, gate );
}
}
}
+ glEnable( GL_CULL_FACE );
glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
}