From f2c3e6ffba0231be14961f0149106cecbade8124 Mon Sep 17 00:00:00 2001 From: hgn Date: Wed, 23 Aug 2023 16:17:52 +0100 Subject: [PATCH] respawn UI --- build.c | 1 + camera.h | 12 +- gui.h | 6 +- maps_src/mp_spawn/main.mdl | Bin 13328336 -> 13328416 bytes menu.h | 10 + model.h | 3 +- models_src/rs_menu.mdl | Bin 214848 -> 214856 bytes player.c | 3 +- respawn.c | 222 +++++++++++++++ respawn.h | 25 ++ shaders/scene_override.fs | 67 +++++ shaders/scene_override.h | 551 +++++++++++++++++++++++++++++++++++++ skaterift.c | 49 +++- skaterift.h | 3 +- world_render.c | 79 +++++- world_render.h | 1 + 16 files changed, 1007 insertions(+), 25 deletions(-) create mode 100644 respawn.c create mode 100644 respawn.h create mode 100644 shaders/scene_override.fs create mode 100644 shaders/scene_override.h diff --git a/build.c b/build.c index a0a253f..1c17f14 100644 --- a/build.c +++ b/build.c @@ -190,6 +190,7 @@ void build_shaders(void) /* 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" ); diff --git a/camera.h b/camera.h index 7d720f7..6374393 100644 --- a/camera.h +++ b/camera.h @@ -23,15 +23,13 @@ struct camera{ 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 ); @@ -39,6 +37,12 @@ VG_STATIC void camera_lerp( camera *a, camera *b, float t, camera *d ) 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 */ diff --git a/gui.h b/gui.h index 5684e4c..8013cb0 100644 --- a/gui.h +++ b/gui.h @@ -90,7 +90,7 @@ void gui_draw(void) 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 */ @@ -104,7 +104,7 @@ void gui_draw(void) 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); @@ -192,7 +192,7 @@ int gui_location_print_ccmd( int argc, const char *argv[] ){ } 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; } diff --git a/maps_src/mp_spawn/main.mdl b/maps_src/mp_spawn/main.mdl index 97e890efdd832df4a223f8ac9f2cf08bffe9dda8..ca1d3aa12e416f07b8213c1f221aee001b6e3800 100644 GIT binary patch delta 1390 zcmYk(X>1f_9LMozrtFrjSIZ%=xdD4N1cb^*e~sfAX1mp6CCYCr_UF zp}*JJJ<#jyDxJ2oLEt3`L4=XAw4$r6%rBx8VxzO&XD*=@hh%kB!_Ss`|K3Pd@5`(`%i=D+6`p7B}n>mlcb{p?;O)({C^yo`aq z>VmB$Gk>aBzA(9#D@umr3DMJI><@guF>V?SfuwHe!4ykW-_WEVPs`yFYu|6H%FH%@ zl@K*mWAi5ZxH#{BgxI@c?i>!%uIa7bCjM$iKAo4+c{!agIGP_D(5-vwyNla#I#=C+;{KGm)O&tgZHp6y7!MbUa0xEOWw;zypco~XfQgud$+!|z zFcs6_hJvf0;%Zz252oWb4-Vly^x}OS#u0pg57CE@@G*`ehhz8zpW-uojxTT={TRRre2K5{HNL^O PIEhmj%+Pad zO$Zac*?5rmIDI}>z-`>9Mb1-o<)rkhx~b>75Sg+;9b^@8Ark4%eDp^s=qxMqmaq~c zMIKRg_0Da1S+y9S|5Quvo!dfe$Vd=5^o^IPbOj&ZU&N9k;>K?6!Ffi{8z}XbJbH}s z&N&HnshvG(u?sRIo+!`UDokvn>g@4)dt8Bvgs459ShT`?+H^KAea}kUs%V$TAUh9vZY8Oi94K6na!(GMv|MSl!H8V2HN3_>~v!vY=8 zz=|OliVQr9=a7jkWMdeH<9WP*7cl}O@e*FfDCA%?#$YVQVLT>aA|@dhlQ9KTk%wup z;T25B47`e&n1$EyI`Z)b-o#s&jX8K5b799kyo32zfOqj83Q!0K-p2#rPOb ze1Z~`!i6%p;ei(m@hN=pBY;IH$6^Fgfe@CU5=&8qWvE6CmSY80;xp7@6;`7TYp@pU zP>=Qa92@WjzC;7Q!q;d-7)_A)2F>^u5qyX5@dGwu6E@>VY(WdQVjH&OC$!>c?7&X! zLK}AD7qsJ7bYKtmVjnv38@lj2qS%iEIEX*+C;q}AbmK6N;BOqoF&xJ~IDwNm6>Y6P HUGwjKvjH`G diff --git a/menu.h b/menu.h index 59c01f6..71b3570 100644 --- a/menu.h +++ b/menu.h @@ -9,6 +9,7 @@ #include "audio.h" #include "input.h" #include "workshop.h" +#include "respawn.h" #define MENU_STACK_SIZE 8 @@ -210,16 +211,25 @@ static void menu_trigger_item( ent_menuitem *item ) 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; } diff --git a/model.h b/model.h index 9f5bdb5..87755d6 100644 --- a/model.h +++ b/model.h @@ -19,7 +19,8 @@ enum mdl_shader{ 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{ diff --git a/models_src/rs_menu.mdl b/models_src/rs_menu.mdl index dc18773f4eab3fbb81f1fca917295900eab483d1..4810d7cf259dffb43fbac44d1ce67cebf01a26cd 100644 GIT binary patch delta 259 zcmX@m$9tlWcY=!K4n_tBAYv#kDay=CF9xz8pkbn|G-JcWNNL#0R;CpJb$~=WCKrO$^#VzW$txM(vvxSS3lvSB%e0w0 z!-$11D784XgkjZWe`eLq70eQBlRvPrY@WjTg_Eg+adMY%9@7-Y$rstgCJTr}Fs%SH Un;S&h8$=j^m}z^12=f6W02N3=jsO4v delta 253 zcmX@n$9tfUcY=!K8b$^NAYv#kDay=CF9xz8pkkt}G-JiYNNL#vY!DSTK#AOxocP?t zlGLKi#2m1?i4&z61tzWq5htZ(1=txFSb*X>K%AOa5}%xyn_83zR>*K*G9#ljqrzla zAlWe4l2KZ=K?EYB0i-|%XQx)C6#;dCL>nd-g4Oi`NrA~L8Q-&J7_smLO`glNd2$T1 z3iGN}t2Wm&OR_OCZJx>bos;_lP>%!yKLaxZ@AUeUOrn!F2nR5BOlB0xXPnbqDAHai P!U)7n+Y3dQuNwgXscene_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; ient_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 */ diff --git a/respawn.h b/respawn.h new file mode 100644 index 0000000..002ffff --- /dev/null +++ b/respawn.h @@ -0,0 +1,25 @@ +#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 */ diff --git a/shaders/scene_override.fs b/shaders/scene_override.fs new file mode 100644 index 0000000..a182654 --- /dev/null +++ b/shaders/scene_override.fs @@ -0,0 +1,67 @@ +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 ); +} diff --git a/shaders/scene_override.h b/shaders/scene_override.h new file mode 100644 index 0000000..d43acca --- /dev/null +++ b/shaders/scene_override.h @@ -0,0 +1,551 @@ +#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 */ diff --git a/skaterift.c b/skaterift.c index c2fc266..983ca9b 100644 --- a/skaterift.c +++ b/skaterift.c @@ -50,6 +50,7 @@ #include "addon.c" #include "highscores.c" #include "save.c" +#include "respawn.c" static struct player_avatar localplayer_avatar; @@ -297,8 +298,10 @@ VG_STATIC void vg_pre_update(void){ /* 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 ); @@ -309,6 +312,7 @@ VG_STATIC void vg_pre_update(void){ 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){ @@ -456,17 +460,28 @@ VG_STATIC void render_scene(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; @@ -484,15 +499,23 @@ VG_STATIC void skaterift_composite_maincamera(void){ 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 ); diff --git a/skaterift.h b/skaterift.h index 15a17de..7624fd4 100644 --- a/skaterift.h +++ b/skaterift.h @@ -49,7 +49,8 @@ struct{ 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; diff --git a/world_render.c b/world_render.c index 1272879..a7bb693 100644 --- a/world_render.c +++ b/world_render.c @@ -9,6 +9,7 @@ #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 ){ @@ -77,6 +78,7 @@ VG_STATIC void world_render_init(void) 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(); @@ -644,6 +646,11 @@ VG_STATIC void bindpoint_terrain( world_instance *world, 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(); @@ -779,11 +786,16 @@ VG_STATIC void world_prerender( world_instance *world ) 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 ); @@ -872,6 +884,69 @@ VG_STATIC void render_world( world_instance *world, camera *cam, 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; isurface_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; diff --git a/world_render.h b/world_render.h index d71b44e..d90c01b 100644 --- a/world_render.h +++ b/world_render.h @@ -12,6 +12,7 @@ #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" -- 2.25.1