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[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_routes.h
diff --git
a/world_routes.h
b/world_routes.h
index 97fc557b604201517f4240a43a15f4c20cf4715b..3aeaf05e931afe3885f880ee6772bcef1c9f7352 100644
(file)
--- a/
world_routes.h
+++ b/
world_routes.h
@@
-5,6
+5,7
@@
#ifndef ROUTES_H
#define ROUTES_H
#ifndef ROUTES_H
#define ROUTES_H
+#include <time.h>
#include "world.h"
#include "world_gate.h"
#include "world.h"
#include "world_gate.h"
@@
-530,6
+531,17
@@
VG_STATIC void world_routes_verify_run( u32 route )
world.routes[route].latest_pass = world.time;
}
world.routes[route].latest_pass = world.time;
}
+VG_STATIC void world_routes_clear(void)
+{
+ for( u32 i=0; i<world.route_count; i++ )
+ {
+ struct route *route = &world.routes[i];
+ route->active = 0;
+ }
+ world.current_run_version += 4;
+ world.last_use = 0.0;
+}
+
/*
* When going through a gate this is called for bookkeeping purposes
*/
/*
* When going through a gate this is called for bookkeeping purposes
*/
@@
-1119,8
+1131,8
@@
VG_STATIC void world_routes_update(void)
}
}
}
}
-VG_STATIC void bind_terrain_
textures
(void);
-VG_STATIC void render_world_routes(
m4x4f projection, v3f camera
)
+VG_STATIC void bind_terrain_
noise
(void);
+VG_STATIC void render_world_routes(
camera *cam
)
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
@@
-1128,11
+1140,14
@@
VG_STATIC void render_world_routes( m4x4f projection, v3f camera )
shader_route_use();
shader_route_uTexGarbage(0);
shader_link_standard_ub( _shader_route.id, 2 );
shader_route_use();
shader_route_uTexGarbage(0);
shader_link_standard_ub( _shader_route.id, 2 );
- bind_terrain_
textures
();
+ bind_terrain_
noise
();
- shader_route_uPv( projection );
+ shader_route_uPv( cam->mtx.pv );
+ shader_route_uPvmPrev( cam->mtx_prev.pv );
shader_route_uMdl( identity_matrix );
shader_route_uMdl( identity_matrix );
- shader_route_uCamera( camera );
+ shader_route_uCamera( cam->transform[3] );
+ shader_route_uBoard0( TEMP_BOARD_0 );
+ shader_route_uBoard1( TEMP_BOARD_1 );
mesh_bind( &world.mesh_route_lines );
mesh_bind( &world.mesh_route_lines );