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[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_sfd.h
diff --git
a/world_sfd.h
b/world_sfd.h
index 5b5bd9973e5bb907860fb77e9518b8d5b9d406ff..9f41992bc84de7d43e42634797bd9d22038cc7a1 100644
(file)
--- a/
world_sfd.h
+++ b/
world_sfd.h
@@
-60,16
+60,18
@@
VG_STATIC void sfd_encode( u32 row, const char *str )
for( int i=0; i<world.sfd.w; i++ )
{
for( int i=0; i<world.sfd.w; i++ )
{
+ u32 idx = (world.sfd.w*row_h + i) * 2;
+
if( end )
{
if( end )
{
- world.sfd.buffer[
world.sfd.w*row_h + i
] = 0.0f;
+ world.sfd.buffer[
idx
] = 0.0f;
}
else
{
if( !str[i] )
end = 1;
}
else
{
if( !str[i] )
end = 1;
- world.sfd.buffer[
world.sfd.w*row_h + i
] = sfd_encode_glyph( str[i] );
+ world.sfd.buffer[
idx
] = sfd_encode_glyph( str[i] );
}
}
}
}
}
}
@@
-100,7
+102,7
@@
VG_STATIC void sfd_update(void)
}
VG_STATIC void bind_terrain_noise(void);
}
VG_STATIC void bind_terrain_noise(void);
-VG_STATIC void sfd_render(
m4x4f projection, v3f camera
, m4x3f transform )
+VG_STATIC void sfd_render(
camera *cam
, m4x3f transform )
{
mesh_bind( &world.sfd.mesh_display );
{
mesh_bind( &world.sfd.mesh_display );
@@
-111,9
+113,14
@@
VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
- shader_scoretext_uPv( projection );
+ m4x4f pvm_prev;
+ m4x3_expand( transform, pvm_prev );
+ m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
+
+ shader_scoretext_uPv( cam->mtx.pv );
+ shader_scoretext_uPvmPrev( pvm_prev );
shader_scoretext_uMdl( transform );
shader_scoretext_uMdl( transform );
- shader_scoretext_uCamera( cam
era
);
+ shader_scoretext_uCamera( cam
->transform[3]
);
for( int y=0;y<world.sfd.h; y++ )
{
for( int y=0;y<world.sfd.h; y++ )
{
@@
-132,9
+139,11
@@
VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
bind_terrain_noise();
vg_tex2d_bind( &tex_scoretext, 1 );
- shader_vblend_uPv( projection );
+ shader_vblend_uPv( cam->mtx.pv );
+ shader_vblend_uPvmPrev( pvm_prev );
+
shader_vblend_uMdl( transform );
shader_vblend_uMdl( transform );
- shader_vblend_uCamera( cam
era
);
+ shader_vblend_uCamera( cam
->transform[3]
);
mesh_bind( &world.sfd.mesh_base );
mesh_draw( &world.sfd.mesh_base );
mesh_bind( &world.sfd.mesh_base );
mesh_draw( &world.sfd.mesh_base );