/* Scene */
_S( "scene_standard", "scene.vs", "scene_standard.fs" );
_S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
+ _S( "scene_override", "scene.vs", "scene_override.fs" );
_S( "scene_fxglow", "scene_fxglow.vs", "scene_fxglow.fs" );
_S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
_S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
mtx_prev;
};
-VG_STATIC void camera_lerp_angles( v3f a, v3f b, float t, v3f d )
-{
+VG_STATIC void camera_lerp_angles( v3f a, v3f b, float t, v3f d ){
d[0] = vg_alerpf( a[0], b[0], t );
d[1] = vg_lerpf( a[1], b[1], t );
d[2] = vg_lerpf( a[2], b[2], t );
}
-VG_STATIC void camera_lerp( camera *a, camera *b, float t, camera *d )
-{
+VG_STATIC void camera_lerp( camera *a, camera *b, float t, camera *d ){
v3_lerp( a->pos, b->pos, t, d->pos );
d->angles[0] = vg_alerpf( a->angles[0], b->angles[0], t );
d->angles[1] = vg_lerpf( a->angles[1], b->angles[1], t );
d->fov = vg_lerpf( a->fov, b->fov, t );
}
+VG_STATIC void camera_copy( camera *a, camera *d ){
+ v3_copy( a->pos, d->pos );
+ v3_copy( a->angles, d->angles );
+ d->fov = a->fov;
+}
+
/*
* 1) [angles, pos] -> transform
*/
camera_finalize( &ortho );
gui.factive = vg_lerpf( gui.factive, gui.helper_count?1.0f:0.0f,
- vg.time_delta*2.0f );
+ vg.time_frame_delta*2.0f );
if( gui.factive > 0.01f ){
/* draw bottom bar */
render_fsquad1();
}
- f64 loc_t = (vg.time - gui.location_time) / 5.0;
+ f64 loc_t = (vg.time_real - gui.location_time) / 5.0;
if( (loc_t < 1.0) && (gui.location_time != 0.0) ){
/* yep this code is a mess, i dont care anymore */
glEnable(GL_BLEND);
}
if( !strcmp(gui.location,new_loc) ) return 0;
vg_strncpy( new_loc, gui.location, 64, k_strncpy_always_add_null );
- gui.location_time = vg.time;
+ gui.location_time = vg.time_real;
}
return 0;
}
#include "audio.h"
#include "input.h"
#include "workshop.h"
+#include "respawn.h"
#define MENU_STACK_SIZE 8
if( MDL_CONST_PSTREQ( &menu.model, q, "quit" ) ){
vg.window_should_close = 1;
}
+
+ /* DEPRECATED? */
else if( MDL_CONST_PSTREQ( &menu.model, q, "reset_nearest" ) ){
localplayer_cmd_respawn( 0, NULL );
menu_close();
}
+ /* DEPRECATED? */
else if( MDL_CONST_PSTREQ( &menu.model, q, "reset_home" ) ){
world_set_active_instance( 0 );
localplayer.viewable_world = world_current_instance();
localplayer_cmd_respawn( 1, (const char *[]){"start"} );
menu_close();
}
+
+ else if( MDL_CONST_PSTREQ( &menu.model, q, "reset" ) ){
+ menu_close();
+ respawn_begin_chooser();
+ }
+
else if( MDL_CONST_PSTREQ( &menu.model, q, "credits" ) ){
menu.credits_open = 1;
}
k_shader_invisible = 5,
k_shader_boundary = 6,
k_shader_fxglow = 7,
- k_shader_cubemap = 8
+ k_shader_cubemap = 8,
+ k_shader_override = 30000
};
enum mdl_surface_prop{
(const char *[]){ [k_skaterift_menu] = "menu",
[k_skaterift_replay] = "replay",
[k_skaterift_ent_focus] = "ent_focus",
- [k_skaterift_default] = "default"
+ [k_skaterift_default] = "default",
+ [k_skaterift_respawning]= "respawning",
} [skaterift.activity] );
player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
--- /dev/null
+#ifndef RESPAWN_C
+#define RESPAWN_C
+
+#include "respawn.h"
+#include "skaterift.h"
+#include "world.h"
+#include "input.h"
+#include "gui.h"
+#include "menu.h"
+#include "scene.h"
+
+VG_STATIC void respawn_chooser_get_dir( v3f dir ){
+ /* idk */
+ dir[0] = -sqrtf(0.5f);
+ dir[2] = sqrtf(0.5f);
+ dir[1] = 1.0f;
+ v3_normalize(dir);
+}
+
+VG_STATIC void respawn_chooser_get_plane( v4f plane ){
+ world_instance *world = &world_static.instances[ respawn_chooser.world_id ];
+ f32 h = localplayer.rb.co[1];
+ if( respawn_chooser.world_id != world_static.active_instance )
+ h = (world->scene_geo.bbx[0][1] + world->scene_geo.bbx[1][1]) * 0.5f;
+
+ v4_copy( (v4f){0.0f,1.0f,0.0f,h}, plane );
+}
+
+VG_STATIC void respawn_world_to_plane_pos( v3f pos, v2f plane_pos ){
+ v3f dir;
+ respawn_chooser_get_dir( dir );
+ v3_negate(dir,dir);
+ v4f plane;
+ respawn_chooser_get_plane( plane );
+
+ v3f co;
+ f32 t = ray_plane( plane, pos, dir );
+ v3_muladds( pos, dir, t, co );
+ plane_pos[0] = co[0];
+ plane_pos[1] = co[2];
+}
+
+VG_STATIC void respawn_chooser_setworld( u32 next ){
+ world_instance *nw = &world_static.instances[next];
+ if( nw->status == k_world_status_loaded ){
+ respawn_chooser.world_id = next;
+
+ v3f target;
+ if( next == world_static.active_instance )
+ v3_copy( localplayer.rb.co, target );
+ else {
+ scene_context *sc = &nw->scene_geo;
+ v3_lerp( sc->bbx[0], sc->bbx[1], 0.5f, target );
+ }
+ respawn_world_to_plane_pos( target, respawn_chooser.plane_pos );
+ }
+}
+
+VG_STATIC void respawn_chooser_gohome(void){
+ respawn_chooser_setworld(0);
+ world_instance *world = &world_static.instances[ respawn_chooser.world_id ];
+
+ const char **alias = respawn_homes[respawn_chooser.home_select];
+ ent_spawn *spawn = world_find_spawn_by_name( world, alias[0] );
+
+ if( spawn ){
+ respawn_world_to_plane_pos( spawn->transform.co,
+ respawn_chooser.plane_pos );
+
+ gui_location_print_ccmd( 1, (const char *[]){ alias[1] } );
+ }
+ else
+ gui_location_print_ccmd( 1, (const char *[]){ "Invalid home ID" } );
+}
+
+
+VG_STATIC void respawn_chooser_pre_update(void){
+ if( skaterift.activity != k_skaterift_respawning ) return;
+
+ gui_helper_action( joystick_display_string(k_srjoystick_steer,2), "move" );
+ if( world_static.instances[0].status == k_world_status_loaded )
+ gui_helper_action( axis_display_string(k_sraxis_mbrowse_h), "world" );
+ gui_helper_action( button_display_string(k_srbind_maccept), "spawn" );
+ gui_helper_action( axis_display_string(k_sraxis_mbrowse_v), "home" );
+
+ if( button_down( k_srbind_mback ) ){
+ srinput.enabled = 0;
+ skaterift.activity = k_skaterift_menu;
+ menu.page = 0xffffffff;
+ menu_open_page( "Main Menu" );
+ return;
+ }
+
+ if( button_down( k_srbind_maccept ) ){
+ skaterift.activity = k_skaterift_default;
+ srinput.enabled = 0;
+
+ if( respawn_chooser.spawn ){
+ world_static.active_instance = respawn_chooser.world_id;
+ localplayer.viewable_world =
+ &world_static.instances[ respawn_chooser.world_id ];
+ player__spawn( &localplayer, respawn_chooser.spawn );
+ }
+ return;
+ }
+
+ if( button_down( k_srbind_mleft ) ){
+ if( respawn_chooser.world_id > 0 )
+ respawn_chooser_setworld( respawn_chooser.world_id-1 );
+ }
+
+ if( button_down( k_srbind_mright ) ){
+ u32 next = respawn_chooser.world_id+1;
+ if( next < vg_list_size(world_static.instances) )
+ respawn_chooser_setworld( next );
+ }
+
+ if( button_down(k_srbind_mup) ){
+ respawn_chooser.home_select ++;
+ if( respawn_chooser.home_select >= vg_list_size(respawn_homes) )
+ respawn_chooser.home_select = 0;
+ respawn_chooser_gohome();
+ }
+ else if( button_down(k_srbind_mdown) ){
+ if( respawn_chooser.home_select == 0 )
+ respawn_chooser.home_select = vg_list_size(respawn_homes)-1;
+ else
+ respawn_chooser.home_select --;
+ respawn_chooser_gohome();
+ }
+
+ world_instance *world = &world_static.instances[ respawn_chooser.world_id ];
+ v3f *bbx = world->scene_geo.bbx;
+ f32 *pos = respawn_chooser.plane_pos;
+
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+ v2_normalize_clamp( steer );
+
+ m2x2f rm;
+ m2x2_create_rotation( rm, -0.25f*VG_PIf );
+ m2x2_mulv( rm, steer, steer );
+
+ v2_muladds( pos, steer, vg.time_frame_delta * 200.0f, pos );
+ v2_minv( (v2f){ bbx[1][0], bbx[1][2] }, pos, pos );
+ v2_maxv( (v2f){ bbx[0][0], bbx[0][2] }, pos, pos );
+
+ /* update camera */
+ camera *cam = &respawn_chooser.cam;
+ v3f dir;
+ respawn_chooser_get_dir(dir);
+
+ v4f plane;
+ respawn_chooser_get_plane( plane );
+
+ v3f co = { pos[0], plane[3]*plane[1], pos[1] };
+ v3_muladds( co, dir, respawn_chooser.boom_dist, cam->pos );
+
+ vg_line_cross( co, VG__RED, 10.0f );
+
+ cam->angles[0] = 0.25f * VG_PIf;
+ cam->angles[1] = 0.25f * VG_PIf;
+ cam->farz = 5000.0f;
+ cam->nearz = 10.0f;
+ cam->fov = 40.0f;
+
+ camera_update_transform( cam );
+ camera_update_view( cam );
+ camera_update_projection( cam );
+ camera_finalize( cam );
+
+ /* pick spawn */
+ respawn_chooser.spawn = NULL;
+ f32 closest2 = INFINITY;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ ent_spawn *spawn = mdl_arritm(&world->ent_spawn,i);
+
+ v4f v;
+ v3_copy( spawn->transform.co, v );
+ v[3] = 1.0f;
+ m4x4_mulv( cam->mtx.pv, v, v );
+
+ f32 d2 = v2_length2(v);
+ if( d2 < closest2 ){
+ respawn_chooser.spawn = spawn;
+ closest2 = d2;
+ }
+ }
+
+ if( respawn_chooser.spawn ){
+ vg_line_cross( respawn_chooser.spawn->transform.co, VG__GREEN, 5.0f );
+ }
+}
+
+VG_STATIC void respawn_begin_chooser(void){
+ skaterift.activity = k_skaterift_respawning;
+ respawn_chooser.world_id = world_static.active_instance;
+
+ world_instance *world = &world_static.instances[ respawn_chooser.world_id ];
+ v3f *bbx = world->scene_geo.bbx;
+
+ respawn_world_to_plane_pos( localplayer.rb.co, respawn_chooser.plane_pos );
+ respawn_chooser.boom_dist = 400.0f;
+ respawn_chooser.home_select = 0;
+}
+
+VG_STATIC void respawn_chooser_shader_uniforms(void){
+ v4f uPlayerPos, uSpawnPos;
+ v4_zero( uPlayerPos );
+ v4_zero( uSpawnPos );
+
+ v3_copy( localplayer.rb.co, uPlayerPos );
+
+ if( respawn_chooser.spawn )
+ v3_copy( respawn_chooser.spawn->transform.co, uSpawnPos );
+
+ shader_scene_override_uPlayerPos( uPlayerPos );
+ shader_scene_override_uSpawnPos( uSpawnPos );
+}
+
+#endif /* RESPAWN_C */
--- /dev/null
+#ifndef RESPAWN_H
+#define RESPAWN_H
+
+#include "skaterift.h"
+
+struct {
+ v2f plane_pos;
+ f32 boom_dist;
+ u32 world_id;
+ u32 home_select;
+
+ ent_spawn *spawn;
+ camera cam;
+}
+static respawn_chooser;
+
+static const char *respawn_homes[][2] = {
+ { "skateshop", "Skateshop" },
+ { "world_select", "World Selector" },
+};
+
+VG_STATIC void respawn_begin_chooser(void);
+VG_STATIC void respawn_chooser_shader_uniforms(void);
+
+#endif /* RESPAWN_H */
--- /dev/null
+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexMain;
+uniform vec3 uCamera;
+uniform vec4 uPlane;
+
+uniform vec4 uPlayerPos;
+uniform vec4 uSpawnPos;
+
+#include "common_scene.glsl"
+#include "motion_vectors_fs.glsl"
+
+vec2 smin( float a, float b, float k )
+{
+ float h = max( k-abs(a-b), 0.0 )/k;
+ float m = h*h*0.5;
+ float s = m*k*(1.0/2.0);
+
+ if( a < b )
+ return vec2(a-s,m);
+ else
+ return vec2(b-s,1.0-m);
+}
+
+void main()
+{
+ vec2 ssuv = gl_FragCoord.xy;
+ vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );
+ float dither = fract( vDither.g / 71.0 ) - 0.5;
+
+ if( (aWorldCo.y*0.1 + dither) > ((uPlayerPos.y+40.0)*0.1) )
+ discard;
+
+ compute_motion_vectors();
+
+ vec3 vfrag = vec3(0.5,0.5,0.5);
+ vec3 qnorm = aNorm.xyz;
+
+ if( !gl_FrontFacing ){
+ qnorm *= -1.0;
+ }
+
+ vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
+
+ float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;
+ float d1 = distance( aWorldCo, uSpawnPos.xyz );
+
+ vec2 dm = smin( d0, d1, 10.0 );
+ float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);
+
+ vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;
+
+
+
+
+ vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);
+ float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),
+ distance(uSpawnPos.xyz,uPlayerPos.xyz));
+
+ vec3 p0 = uPlayerPos.xyz + v0*t;
+ float d3 = distance(p0,aWorldCo);
+
+ float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);
+
+ emit += vec3(lp);
+
+ oColour = vec4( vfrag+emit, 1.0 );
+}
--- /dev/null
+#ifndef SHADER_scene_override_H
+#define SHADER_scene_override_H
+static void shader_scene_override_link(void);
+static void shader_scene_override_register(void);
+static struct vg_shader _shader_scene_override = {
+ .name = "scene_override",
+ .link = shader_scene_override_link,
+ .vs =
+{
+.orig_file = "shaders/scene.vs",
+.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec4 a_norm;\n"
+"layout (location=2) in vec2 a_uv;\n"
+"\n"
+"#line 1 1 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line 6 0 \n"
+"\n"
+"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
+"\n"
+"out vec2 aUv;\n"
+"out vec4 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
+" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
+"\n"
+" vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+" gl_Position = vproj0;\n"
+"\n"
+" aUv = a_uv;\n"
+" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
+" aCo = a_co;\n"
+" aWorldCo = world_pos0;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "shaders/scene_override.fs",
+.static_src =
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexMain;\n"
+"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\n"
+"\n"
+"uniform vec4 uPlayerPos;\n"
+"uniform vec4 uSpawnPos;\n"
+"\n"
+"#line 1 1 \n"
+"// :D\n"
+"\n"
+"in vec2 aUv;\n"
+"in vec4 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"\n"
+"#line 1 1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
+"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+" vec4 g_cube_min;\n"
+" vec4 g_cube_inv_range;\n"
+"\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+"\n"
+" vec4 g_daysky_colour;\n"
+" vec4 g_nightsky_colour;\n"
+" vec4 g_sunset_colour;\n"
+" vec4 g_ambient_colour;\n"
+" vec4 g_sunset_ambient;\n"
+" vec4 g_sun_colour;\n"
+" vec4 g_sun_dir;\n"
+" vec4 g_board_0;\n"
+" vec4 g_board_1;\n"
+"\n"
+" float g_water_fog;\n"
+" float g_time;\n"
+" float g_realtime;\n"
+" float g_shadow_length;\n"
+" float g_shadow_spread;\n"
+"\n"
+" float g_time_of_day;\n"
+" float g_day_phase;\n"
+" float g_sunset_phase;\n"
+"\n"
+" int g_light_preview;\n"
+" int g_shadow_samples;\n"
+"\n"
+" int g_debug_indices;\n"
+" int g_debug_complexity;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"uniform samplerBuffer uLightsArray;\n"
+"uniform usampler3D uLightsIndex;\n"
+"\n"
+"#line 1 1 \n"
+"//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
+"//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
+"//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
+"//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
+"//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
+"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
+"\n"
+"const float SUN_ANGLE = 0.0001;\n"
+"const float PI = 3.14159265;\n"
+"\n"
+"//struct world_info\n"
+"//{\n"
+"// float time,\n"
+"// time_of_day,\n"
+"// day_phase,\n"
+"// sunset_phase;\n"
+"// \n"
+"// vec3 sun_dir;\n"
+"//};\n"
+"\n"
+"float luminance( vec3 v )\n"
+"{\n"
+" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+"}\n"
+"\n"
+"vec3 clearskies_ambient( vec3 dir )\n"
+"{\n"
+" float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
+" float sky_gradient = dir.y;\n"
+" \n"
+" /* Blend phase colours */\n"
+" vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
+" ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
+" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
+" \n"
+" /* Add gradient */\n"
+" ambient -= sky_gradient * luminance(ambient);\n"
+" \n"
+" return ambient;\n"
+"}\n"
+"\n"
+"vec3 clearskies_sky( vec3 ray_dir )\n"
+"{\n"
+" ray_dir.y = abs( ray_dir.y );\n"
+" vec3 sky_colour = clearskies_ambient( ray_dir );\n"
+" \n"
+" /* Sun */\n"
+" float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
+" float sun_shape = pow( sun_size, 2000.0 );\n"
+" sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+" \n"
+" vec3 composite = sky_colour + sun_colour;\n"
+" return composite;\n"
+"}\n"
+"\n"
+"vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
+"{\n"
+" float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
+" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
+" * g_sun_colour.rgb * g_day_phase;\n"
+"\n"
+" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
+" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" return ambient + (light_sun + sky_reflection) * shadow;\n"
+"}\n"
+"\n"
+"#line 44 0 \n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float world_water_depth( vec3 pos )\n"
+"{\n"
+" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+" return world_depth_sample( pos ) - ref_depth;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 vdir )\n"
+"{\n"
+" vec3 sample_pos = aWorldCo + vdir;\n"
+" float height_sample = world_depth_sample( sample_pos );\n"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
+"}\n"
+"\n"
+"float newlight_compute_sun_shadow( vec3 dir )\n"
+"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return 1.0;\n"
+" }\n"
+"\n"
+" float fspread = g_shadow_spread;\n"
+" float flength = g_shadow_length;\n"
+"\n"
+" float famt = 0.0;\n"
+" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"\n"
+" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"\n"
+" return 1.0 - famt;\n"
+"}\n"
+"\n"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
+"{\n"
+" vec3 specdir = reflect( -dir, wnormal );\n"
+" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
+"\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
+"{\n"
+" float dist = pow(fdist*0.0010,0.78);\n"
+" return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_light( int light_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
+" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+" vec3 light_delta = light_co.xyz-co;\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
+" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+" if( light_dir.w < 0.999999 ){\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
+" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
+" }\n"
+"\n"
+" return light_colour.rgb * attenuation * falloff \n"
+" * step( g_day_phase, light_colour.w );\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" uint light_count = packed_index & 0x3u;\n"
+"\n"
+" vec3 l = vec3(0.0);\n"
+"\n"
+" if( light_count >= 1u ){\n"
+" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
+" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
+" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
+"\n"
+" l += scene_calculate_light( index_0, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 2u ){\n"
+" l += scene_calculate_light( index_1, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 3u ){\n"
+" l += scene_calculate_light( index_2, halfview, co, normal );\n"
+" }\n"
+" }\n"
+" }\n"
+"\n"
+" return l;\n"
+"}\n"
+"\n"
+"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
+" float light_mask )\n"
+"{\n"
+" if( g_light_preview == 1 )\n"
+" diffuse = vec3(0.75);\n"
+"\n"
+" // Lighting\n"
+" vec3 halfview = uCamera - co;\n"
+" float fdist = length(halfview);\n"
+" halfview /= fdist;\n"
+"\n"
+" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
+" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"\n"
+" vec3 total_light = clearskies_lighting( \n"
+" normal, min( light_mask, world_shadow ), halfview );\n"
+"\n"
+" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+" cube_coord = floor( cube_coord );\n"
+"\n"
+" if( g_debug_indices == 1 )\n"
+" {\n"
+" return rand33(cube_coord);\n"
+" }\n"
+"\n"
+" if( g_debug_complexity == 1 )\n"
+" {\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+" }\n"
+"\n"
+" // FIXME: this coord should absolutely must be clamped!\n"
+" \n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.x,\n"
+" halfview, co, normal ) \n"
+" * light_mask;\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.y,\n"
+" halfview, co, normal )\n"
+" * light_mask;\n"
+"\n"
+" // Take a section of the sky function to give us a matching fog colour\n"
+"\n"
+" vec3 fog_colour = clearskies_ambient( -halfview );\n"
+" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
+" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+"\n"
+" fog_colour += sun_colour;\n"
+" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
+"}\n"
+"\n"
+"#line 9 0 \n"
+"\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+" vec3 pa = p - a;\n"
+" vec3 ba = b - a;\n"
+"\n"
+" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+" return length( pa - ba*h );\n"
+"}\n"
+"\n"
+"float compute_board_shadow()\n"
+"{\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
+" g_board_1.xyz )-0.1 );\n"
+" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" return 1.0 - player_shadow*0.8;\n"
+"}\n"
+"\n"
+"vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
+"{\n"
+" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
+"}\n"
+"\n"
+"#line 10 0 \n"
+"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+" // Write motion vectors\n"
+" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"\n"
+" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line 11 0 \n"
+"\n"
+"vec2 smin( float a, float b, float k )\n"
+"{\n"
+" float h = max( k-abs(a-b), 0.0 )/k;\n"
+" float m = h*h*0.5;\n"
+" float s = m*k*(1.0/2.0);\n"
+"\n"
+" if( a < b )\n"
+" return vec2(a-s,m);\n"
+" else\n"
+" return vec2(b-s,1.0-m);\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec2 ssuv = gl_FragCoord.xy;\n"
+" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
+" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
+"\n"
+" if( (aWorldCo.y*0.1 + dither) > ((uPlayerPos.y+40.0)*0.1) )\n"
+" discard;\n"
+"\n"
+" compute_motion_vectors();\n"
+"\n"
+" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+" vec3 qnorm = aNorm.xyz;\n"
+"\n"
+" if( !gl_FrontFacing ){\n"
+" qnorm *= -1.0;\n"
+" }\n"
+"\n"
+" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
+"\n"
+" float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
+" float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
+"\n"
+" vec2 dm = smin( d0, d1, 10.0 );\n"
+" float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n"
+"\n"
+" vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+" vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n"
+" float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n"
+" distance(uSpawnPos.xyz,uPlayerPos.xyz));\n"
+"\n"
+" vec3 p0 = uPlayerPos.xyz + v0*t;\n"
+" float d3 = distance(p0,aWorldCo);\n"
+"\n"
+" float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n"
+"\n"
+" emit += vec3(lp);\n"
+"\n"
+" oColour = vec4( vfrag+emit, 1.0 );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_scene_override_uMdl;
+static GLuint _uniform_scene_override_uPv;
+static GLuint _uniform_scene_override_uPvmPrev;
+static GLuint _uniform_scene_override_uTexGarbage;
+static GLuint _uniform_scene_override_uTexMain;
+static GLuint _uniform_scene_override_uCamera;
+static GLuint _uniform_scene_override_uPlane;
+static GLuint _uniform_scene_override_uPlayerPos;
+static GLuint _uniform_scene_override_uSpawnPos;
+static GLuint _uniform_scene_override_g_world_depth;
+static GLuint _uniform_scene_override_uLightsArray;
+static GLuint _uniform_scene_override_uLightsIndex;
+static void shader_scene_override_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_scene_override_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_override_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_override_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_override_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_override_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_override_uTexGarbage(int i){
+ glUniform1i(_uniform_scene_override_uTexGarbage,i);
+}
+static void shader_scene_override_uTexMain(int i){
+ glUniform1i(_uniform_scene_override_uTexMain,i);
+}
+static void shader_scene_override_uCamera(v3f v){
+ glUniform3fv(_uniform_scene_override_uCamera,1,v);
+}
+static void shader_scene_override_uPlane(v4f v){
+ glUniform4fv(_uniform_scene_override_uPlane,1,v);
+}
+static void shader_scene_override_uPlayerPos(v4f v){
+ glUniform4fv(_uniform_scene_override_uPlayerPos,1,v);
+}
+static void shader_scene_override_uSpawnPos(v4f v){
+ glUniform4fv(_uniform_scene_override_uSpawnPos,1,v);
+}
+static void shader_scene_override_g_world_depth(int i){
+ glUniform1i(_uniform_scene_override_g_world_depth,i);
+}
+static void shader_scene_override_register(void){
+ vg_shader_register( &_shader_scene_override );
+}
+static void shader_scene_override_use(void){ glUseProgram(_shader_scene_override.id); }
+static void shader_scene_override_link(void){
+ _uniform_scene_override_uMdl = glGetUniformLocation( _shader_scene_override.id, "uMdl" );
+ _uniform_scene_override_uPv = glGetUniformLocation( _shader_scene_override.id, "uPv" );
+ _uniform_scene_override_uPvmPrev = glGetUniformLocation( _shader_scene_override.id, "uPvmPrev" );
+ _uniform_scene_override_uTexGarbage = glGetUniformLocation( _shader_scene_override.id, "uTexGarbage" );
+ _uniform_scene_override_uTexMain = glGetUniformLocation( _shader_scene_override.id, "uTexMain" );
+ _uniform_scene_override_uCamera = glGetUniformLocation( _shader_scene_override.id, "uCamera" );
+ _uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" );
+ _uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
+ _uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
+ _uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
+ _uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
+ _uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );
+}
+#endif /* SHADER_scene_override_H */
#include "addon.c"
#include "highscores.c"
#include "save.c"
+#include "respawn.c"
static struct player_avatar localplayer_avatar;
/* time rate */
f32 target = 1;
- if( skaterift.activity & (k_skaterift_replay|k_skaterift_menu) )
+ if( skaterift.activity & (k_skaterift_replay|k_skaterift_menu|
+ k_skaterift_respawning) ) {
target = 0;
+ }
vg_slewf( &skaterift.time_rate, target, vg.time_frame_delta * (1.0f/0.3f) );
vg.time_rate = vg_smoothstepf( skaterift.time_rate );
world_update( world_current_instance(), localplayer.rb.co );
audio_ambient_sprites_update( world_current_instance(), localplayer.rb.co );
+ respawn_chooser_pre_update();
}
VG_STATIC void vg_fixed_update(void){
}
}
- render_world( view_world, &skaterift.cam, 0 );
-
- render_water_texture( view_world, &skaterift.cam, 0 );
- render_fb_bind( gpipeline.fb_main, 1 );
- render_water_surface( view_world, &skaterift.cam );
+ if( skaterift.activity == k_skaterift_respawning ){
+ glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+ glClearColor( 0.624f, 0.659f, 0.769f, 0.0f );
+ glClear( GL_COLOR_BUFFER_BIT );
+ glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1 } );
+ view_world = &world_static.instances[respawn_chooser.world_id];
+ render_world_override( view_world );
+ }
+ else{
+ render_world( view_world, &skaterift.cam, 0 );
+ render_water_texture( view_world, &skaterift.cam, 0 );
+ render_fb_bind( gpipeline.fb_main, 1 );
+ render_water_surface( view_world, &skaterift.cam );
+ }
}
VG_STATIC void render_scene_gate_subview(void){
render_fb_bind( gpipeline.fb_main, 1 );
world_instance *view_world = localplayer.viewable_world;
if( !view_world ) return; /* ??? */
+ if( skaterift.activity == k_skaterift_respawning ) return;
int depth = 1;
if( localplayer.gate_waiting ) depth = 0;
skaterift.cam.nearz = 0.1f;
skaterift.cam.farz = 2100.0f;
+ if( skaterift.activity == k_skaterift_respawning ){
+ camera_copy( &respawn_chooser.cam, &skaterift.cam );
+ skaterift.cam.nearz = 4.0f;
+ skaterift.cam.farz = 3100.0f;
+ }
+
camera_update_transform( &skaterift.cam );
- if( localplayer.gate_waiting ){
- m3x3_mul( localplayer.basis_gate, skaterift.cam.transform,
- skaterift.cam.transform );
- }
- else{
- m3x3_mul( localplayer.basis, skaterift.cam.transform,
- skaterift.cam.transform );
+ if( skaterift.activity != k_skaterift_respawning ){
+ if( localplayer.gate_waiting ){
+ m3x3_mul( localplayer.basis_gate, skaterift.cam.transform,
+ skaterift.cam.transform );
+ }
+ else{
+ m3x3_mul( localplayer.basis, skaterift.cam.transform,
+ skaterift.cam.transform );
+ }
}
camera_update_view( &skaterift.cam );
k_skaterift_default = 0x00,
k_skaterift_replay = 0x01,
k_skaterift_ent_focus = 0x02,
- k_skaterift_menu = 0x04
+ k_skaterift_menu = 0x04,
+ k_skaterift_respawning = 0x08
}
activity;
#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 ){
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_uBlendOffset( mat->info.colour1 );
}
+VG_STATIC void bindpoint_none( world_instance *world,
+ struct world_surface *mat ){
+
+}
+
VG_STATIC void render_terrain( world_instance *world, camera *cam )
{
shader_scene_terrain_use();
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 );
render_world_fxglow( world, cam, layer_depth );
}
+
+VG_STATIC
+void render_world_override_pass( world_instance *world,
+ struct world_pass *pass ){
+ for( int i=0; i<world->surface_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;
+
+ 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 );
+ }
+}
+
+VG_STATIC void render_world_override( world_instance *world ){
+ struct world_pass pass = {
+ .cam = &skaterift.cam,
+ .fn_bind_textures = bindpoint_none,
+ .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 );
+}
+
VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
u32 side ){
camera cam;
#include "shaders/scene_standard.h"
#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_override.h"
#include "shaders/scene_cubemapped.h"
#include "shaders/scene_vertex_blend.h"
#include "shaders/scene_terrain.h"