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reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git]
/
main.c
diff --git
a/main.c
b/main.c
index def609d6c915b063db19fba3a135ea68c810261f..ba6f384ca48debf596103cdfce8fc4c24c3866f0 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-1,3
+1,7
@@
+/*
+ * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
#include "common.h"
/* Resources */
#include "common.h"
/* Resources */
@@
-17,6
+21,7
@@
static int sv_debugcam = 0;
#include "road.h"
#include "scene.h"
#include "ik.h"
#include "road.h"
#include "scene.h"
#include "ik.h"
+#include "audio.h"
#include "terrain.h"
#include "character.h"
#include "ragdoll.h"
#include "terrain.h"
#include "character.h"
#include "ragdoll.h"
@@
-35,14
+40,24
@@
void vg_register(void)
{
shader_blit_register();
shader_standard_register();
{
shader_blit_register();
shader_standard_register();
+ shader_vblend_register();
shader_unlit_register();
shader_unlit_register();
-
terrain
_register();
+
world
_register();
character_register();
water_register();
gate_register();
}
character_register();
water_register();
gate_register();
}
+static void init_other(void)
+{
+ render_init();
+ gate_init();
+ world_init();
+ character_init();
+ audio_init();
+}
+
vg_tex2d *texture_list[] =
{
&tex_norwey,
vg_tex2d *texture_list[] =
{
&tex_norwey,
@@
-119,11
+134,8
@@
void vg_start(void)
});
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
});
vg_tex2d_init( texture_list, vg_list_size( texture_list ) );
-
- render_init();
- gate_init();
- terrain_init();
- character_init();
+
+ init_other();
character_load( &player.mdl, "ch_default" );
character_init_ragdoll( &player.mdl );
character_load( &player.mdl, "ch_default" );
character_init_ragdoll( &player.mdl );
@@
-167,10
+179,10
@@
void vg_render(void)
m4x4f world_4x4;
m4x3_expand( player.camera_inverse, world_4x4 );
m4x4f world_4x4;
m4x3_expand( player.camera_inverse, world_4x4 );
- gpipeline.fov = freecam? 60.0f: 1
20
.0f; /* 120 */
+ gpipeline.fov = freecam? 60.0f: 1
35
.0f; /* 120 */
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
m4x4_projection( vg_pv, gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
- 0.
025f, 10
00.0f );
+ 0.
1f, 21
00.0f );
m4x4_mul( vg_pv, world_4x4, vg_pv );
m4x4_mul( vg_pv, world_4x4, vg_pv );