- glClearColor( 0.1f, 0.0f, 0.2f, 1.0f );
- glClearColor(141.0f/255.0f, 176.0f/255.0f, 215.0f/255.0f,1.0f);
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- v3f pos_inv;
- static v3f cam_lerped = {0.0f,0.0f,0.0f};
- v3_lerp( cam_lerped, player.view, 0.08f, cam_lerped );
-
- m4x3_mulv( player.to_world, cam_lerped, pos_inv );
- v3_negate( pos_inv, pos_inv );
-
- static float vertical_lerp = 0.0f;
- vertical_lerp = vg_lerpf( vertical_lerp, pos_inv[1], 1.0f );
- v3f final = { pos_inv[0], vertical_lerp, pos_inv[2] };
-
- float speed = v3_length( player.v );
- v3f shake = { vg_randf()-0.5f, vg_randf()-0.5f, vg_randf()-0.5f };
- v3_muls( shake, speed*0.01f, shake );
-
- m4x3_identity( world_matrix );
- m4x3_rotate_x( world_matrix,
- freecam?
- player.look_dir[1]:
- 0.6f+shake[1]*0.04f+player.look_dir[1] );
-
- m4x3_rotate_y( world_matrix, player.look_dir[0]+shake[0]*0.02f );
- m4x3_translate( world_matrix, final );
-
- m4x4f world_4x4;
- m4x3_expand( world_matrix, world_4x4 );
- m4x4_projection( vg_pv,
- freecam? 90.0f: 120.0f,
- (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 );
-
- scene_foliage_shader_use();
- m4x3f temp1;
- m4x3_identity( temp1 );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
-
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
-
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- if( debugsdf )
- scene_debugsdf( &world.foliage );
-
- SHADER_USE(shader_unlit);
- m4x3f temp2;
- m4x3_identity(temp2);
- m4x3_translate( temp2, player.co );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_unlit, "uMdl" ),
- 1, GL_FALSE, (float *)temp2 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_unlit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
-
- glUniform1i( SHADER_UNIFORM( shader_unlit, "uTexMain" ), 0 );
- vg_tex2d_bind( &tex_sky, 0 );
-
- mesh_bind( &world.skydome );
- mesh_draw( &world.skydome );
-
-#if 0
- vg_tex2d_bind( &tex_cement, 0 );
- mesh_bind( &world.cement );
- mesh_draw( &world.cement );
-#endif
-
- SHADER_USE(shader_standard_lit);
-
- glUniformMatrix4fv( SHADER_UNIFORM( shader_standard_lit, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniform1i( SHADER_UNIFORM( shader_standard_lit, "uTexMain" ), 0 );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_standard_lit, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
-
- vg_tex2d_bind( &tex_grid, 0 );
-
- scene_bind( &world.geo );
-#if 1
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.36f,0.25f,1.0f );
- submodel_draw( &world.terrain );
-
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.2f,0.2f,0.21f,1.0f );
- submodel_draw( &world.terrain_rocks );
- glUniform4f( SHADER_UNIFORM(shader_standard_lit,"uColour"),
- 0.4f,0.4f,0.4f,1.0f );
- submodel_draw( &world.terrain_road );
-#endif
-
- scene_bind( &world.detail );
- scene_draw( &world.detail );
-
-
-
- /* 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 );