- m4x3_identity( world_matrix );
- if( player.is_dead )
- {
- v3f delta;
- v3_sub( player.mdl.ragdoll[k_chpart_head].co, player.follow, delta );
- v3_normalize(delta);
-
- v3f follow_pos;
- v3_muladds( player.mdl.ragdoll[k_chpart_head].co, delta,
- -1.5f, follow_pos );
- v3_lerp( player.follow, follow_pos, 0.1f, player.follow );
- v3_negate( player.follow, final );
-
-
- float yaw = atan2f( delta[0], -delta[2] );
- float pitch = asinf( delta[1] );
- m4x3_rotate_x( world_matrix, -pitch );
- m4x3_rotate_y( world_matrix, yaw );
- }
- else
- {
- v2_lerp( cam_lerped_dir, player.look_dir, 0.04f, cam_lerped_dir );
-
- m4x3_rotate_x( world_matrix,
- freecam?
- cam_lerped_dir[1]:
- 0.6f+shake[1]*0.04f+player.look_dir[1] );
-
- m4x3_rotate_y( world_matrix,
- freecam?
- cam_lerped_dir[0]:
- player.look_dir[0]+shake[0]*0.02f );
- }
-
-
- m4x3_translate( world_matrix, final );
-
- m4x4f world_4x4;
- m4x3_expand( world_matrix, world_4x4 );
-
- float fov = freecam? 60.0f: 120.0f;
- m4x4_projection( vg_pv, fov, (float)vg_window_x / (float)vg_window_y,
- 0.01f, 1000.0f );
-
- m4x4_mul( vg_pv, world_4x4, vg_pv );
-
- vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 1.0f, 0.0f, 0.0f }, 0xffff0000 );
- vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 1.0f, 0.0f }, 0xff00ff00 );
- vg_line( (v3f){ 0.0f, 0.0f, 0.0f }, (v3f){ 0.0f, 0.0f, 1.0f }, 0xff0000ff );
-
- glEnable( GL_DEPTH_TEST );
-
- /*
- * Draw world
- */
- SHADER_USE(shader_standard_lit);
-
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
- 1, GL_FALSE, (float *)identity_matrix );
-
- vg_tex2d_bind( &tex_grid, 0 );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.4f,0.4f,0.4f,1.0f );
-
- scene_bind( &world.geo );
- scene_draw( &world.geo );
-
-#if 0
- if( !replay_record )
- {
- m4x3f *base = &replay_buffer[(PART_COUNT)*replay_buffer_frame];
-
- for( int i=0; i<PART_COUNT; i++ )
- m4x3_copy( base[i], player.mdl.matrices[i] );
-
- replay_buffer_frame ++;
-
- if( replay_buffer_frame == REPLAY_LENGTH )
- replay_buffer_frame = 0;
-
- vg_tex2d_bind( &tex_pallet, 0 );
- character_draw( &player.mdl, 0.0f );
- player_animate();
- }
-#endif
-
- m4x3f cam_transform;
- m4x3_invert_affine( world_matrix, cam_transform );
- render_gate( &gate_a, cam_transform, fov );
-
-
-
- /* Copy the RGB of what we have into the background buffer */
- glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
- glBindFramebuffer( GL_DRAW_FRAMEBUFFER, render.fb_background );
- glBlitFramebuffer( 0,0, vg_window_x, vg_window_y,
- 0,0, vg_window_x, vg_window_y,
- GL_COLOR_BUFFER_BIT,
- GL_LINEAR );
-
- /* Clear out the colour buffer, but keep depth */
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
-
- if( !player.is_dead )
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
- else
- glClear( GL_COLOR_BUFFER_BIT );
-
- draw_player();
-
- /* Draw back in the background */
- glEnable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- SHADER_USE( shader_blit );
-
- glUniform1i( SHADER_UNIFORM(shader_blit,"uTexMain"), 0 );
- glActiveTexture(GL_TEXTURE0);
- glBindTexture( GL_TEXTURE_2D, render.rgb_background );
-
- glBindVertexArray( render.fsquad.vao );
- glDrawArrays( GL_TRIANGLES, 0, 6 );
-
- glDisable(GL_BLEND);
-