#include "ent_region.h"
#include "scene_rigidbody.h"
-static void world_routes_clear( world_instance *world )
+void world_routes_clear( world_instance *world )
{
for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
ent_route *route = mdl_arritm( &world->ent_route, i );
/*
* When going through a gate this is called for bookkeeping purposes
*/
-static void world_routes_activate_entry_gate( world_instance *world,
- ent_gate *rg )
+void world_routes_activate_entry_gate( world_instance *world, ent_gate *rg )
{
world_static.last_use = world_static.time;
ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
scene_copy_slice( sc, &route->sm );
}
-static
struct world_surface *world_tri_index_surface( world_instance *world,
u32 index );
/*
* Create the strips of colour that run through the world along course paths
*/
-static void world_gen_routes_generate( u32 instance_id ){
+void world_gen_routes_generate( u32 instance_id )
+{
world_instance *world = &world_static.instances[ instance_id ];
vg_info( "Generating route meshes\n" );
vg_async_stall();
}
/* load all routes from model header */
-static void world_gen_routes_ent_init( world_instance *world ){
+void world_gen_routes_ent_init( world_instance *world )
+{
vg_info( "Initializing routes\n" );
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
world_routes_clear( world );
}
-static void world_routes_recv_scoreboard( world_instance *world,
- vg_msg *body, u32 route_id,
- enum request_status status ){
+void world_routes_recv_scoreboard( world_instance *world,
+ vg_msg *body, u32 route_id,
+ enum request_status status )
+{
if( route_id >= mdl_arrcount( &world->ent_route ) ){
vg_error( "Scoreboard route_id out of range (%u)\n", route_id );
return;
* -----------------------------------------------------------------------------
*/
-static void world_routes_init(void){
+void world_routes_init(void)
+{
world_static.current_run_version = 200;
world_static.time = 300.0;
world_static.last_use = 0.0;
-
- shader_scene_route_register();
- shader_routeui_register();
}
-static void world_routes_update( world_instance *world ){
+void world_routes_update( world_instance *world )
+{
world_static.time += vg.time_delta;
for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
}
}
-static void world_routes_fixedupdate( world_instance *world ){
+void world_routes_fixedupdate( world_instance *world )
+{
rb_solver_reset();
rigidbody _null = {0};
}
}
-static void bind_terrain_noise(void);
-static void world_bind_light_array( world_instance *world,
- GLuint shader, GLuint location,
- int slot );
-static void world_bind_light_index( world_instance *world,
- GLuint shader, GLuint location,
- int slot );
+void bind_terrain_noise(void);
+void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
-static void world_routes_update_timer_texts( world_instance *world ){
+void world_routes_update_timer_texts( world_instance *world )
+{
world_render.timer_text_count = 0;
for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
}
}
-static void world_routes_fracture( world_instance *world, ent_gate *gate,
- v3f imp_co, v3f imp_v )
+void world_routes_fracture( world_instance *world, ent_gate *gate,
+ v3f imp_co, v3f imp_v )
{
world_render.text_particle_count = 0;
}
}
-static void render_world_routes( world_instance *world,
- world_instance *host_world,
- m4x3f mmdl, camera *cam,
- int viewing_from_gate, int viewing_from_hub ){
-
+void render_world_routes( world_instance *world,
+ world_instance *host_world,
+ m4x3f mmdl, vg_camera *cam,
+ int viewing_from_gate, int viewing_from_hub )
+{
shader_scene_route_use();
shader_scene_route_uTexGarbage(0);
world_link_lighting_ub( host_world, _shader_scene_route.id );