- m4x4f world_4x4;
- m4x3_expand( world_matrix, world_4x4 );
-
- m4x4_projection( vg_pv,
- freecam? 90.0f: 130.0f,
- (float)vg_window_x / (float)vg_window_y,
- 0.01f, 1000.0f );
- m4x4_mul( vg_pv, world_4x4, vg_pv );
-
- if( debugroad )
- draw_road_patch_dev( &road_main );
-
- 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 );
-
- v3f board_fwd = { 0.0f, 0.0f, -1.0f };
- v3f board_side = { 1.0f, 0.0f, 0.0f };
-
- m3x3_mulv( player.to_world, board_fwd, board_fwd );
- m3x3_mulv( player.to_world, board_side, board_side );
-
- v3f bnw, bne, bse, bsw;
-
- v3_muladds( player.co, board_fwd, 0.75f, bnw );
- v3_muladds( player.co, board_fwd, -0.75f, bsw );
- v3_muladds( bnw, board_side, 0.1f, bne );
- v3_muladds( bnw, board_side, -0.1f, bnw );
- v3_muladds( bsw, board_side, 0.1f, bse );
- v3_muladds( bsw, board_side, -0.1f, bsw );
-
- vg_line( bnw, bne, 0xff00ff00 );
- vg_line( bne, bse, 0xff00ff00 );
- vg_line( bse, bsw, 0xff00ff00 );
- vg_line( bsw, bnw, 0xff00ff00 );
-
- glEnable( GL_DEPTH_TEST );
-
- SHADER_USE( shader_debug_vcol );
- m4x3f temp;
- m4x4f temp1;
-
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
-
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
- scene_draw( &player_scene, -1, 0 );
-
- m4x3_identity( temp );
- m4x3_expand( temp, temp1 );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_debug_vcol, "uMdl" ),
- 1, GL_FALSE, (float *)temp1 );
-
- vg_tex2d_bind( &tex_norwey, 0 );
- scene_tree_sway = 0.1f;
- scene_draw( &test_scene, -1, 0 );
-
- vg_tex2d_bind( &tex_grid, 0 );
- scene_tree_sway = 0.0f;
- scene_draw( &world_scene, world_terrain_count, 0 );
-
- vg_tex2d_bind( &tex_road, 0 );
- scene_draw( &world_scene, world_road_count, world_terrain_count );