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[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index a6d8d8dca038dd457b834b760ede7852d77a4b5d..f790aefc2cd9373e828f0536c39a1f1b2029d9f8 100644 (file)
 
 #if 1
 
-#define SR_NETWORKED
-//#define VG_DEVWINDOW
+//#define SR_NETWORKED
+
+#ifndef VG_RELEASE
+ #define VG_DEVWINDOW
+#endif
 
 /* 
  *     system headers
@@ -358,6 +361,10 @@ VG_STATIC void present_view_with_post_processing(void){
                                      (vg.time_frame_delta*60.0) );
       shader_blitblur_uInverseRatio( inverse );
 
+      inverse[0] -= 0.0001f;
+      inverse[1] -= 0.0001f;
+      shader_blitblur_uClampUv( inverse );
+
       static f64 effect_time = 133.0;
       effect_time += vg.time_frame_delta;
       shader_blitblur_uTime( effect_time );
@@ -407,16 +414,10 @@ VG_STATIC void render_player_transparent(void){
    camera_finalize( &small_cam );
 
    /* Draw player to window buffer and blend background ontop */
-   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-   glViewport( 0,0, vg.window_x, vg.window_y );
    player__render( &small_cam, &localplayer );
 }
 
 VG_STATIC void render_scene(void){
-   render_fb_bind( gpipeline.fb_main, 1 );
-   glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
-   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
-
    /* Draw world */
    glEnable( GL_DEPTH_TEST );
 
@@ -456,7 +457,7 @@ VG_STATIC void skaterift_composite_maincamera(void){
                 vg_smoothstepf(global_skateshop.factive), &skaterift.cam );
 
    if( skaterift.activity == k_skaterift_replay ){
-      replay_get_camera( &skaterift.replay, &skaterift.cam );
+      skaterift_get_replay_camera( &skaterift.cam );
    }
 
    skaterift.cam.nearz = 0.1f;
@@ -489,20 +490,44 @@ VG_STATIC void render_main_game(void){
 
    skaterift_composite_maincamera();
 
-   render_scene();
+   /* --------------------------------------------------------------------- */
 
+   /* variable res target */
+   render_fb_bind( gpipeline.fb_main, 1 );
+   glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+
+   render_scene();
    glEnable( GL_DEPTH_TEST );
 
-   render_player_transparent();
+   /* full res target */
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glViewport( 0,0, vg.window_x, vg.window_y );
+
+   render_player_transparent(); /* needs to read the depth buffer before we fuck
+                                   it up with the oblique rendering inside the
+                                   portals */
+
+   //world_render_challenges( localplayer.viewable_world );
+
+   /* continue with variable rate */
    render_scene_gate_subview();
 
+   /* composite */
    present_view_with_post_processing();
 
+   /* --------------------------------------------------------------------- */
+
    /* capture the current resume frame at the very last point */
    if( button_down( k_srbind_reset ) ){
       if( skaterift.activity == k_skaterift_default ){
          skaterift.activity = k_skaterift_replay;
          skaterift_record_frame( &skaterift.replay, 1 );
+         if( skaterift.replay.head ){
+            skaterift.replay.cursor = skaterift.replay.head->time;
+            skaterift.replay.cursor_frame = skaterift.replay.head;
+         }
+         skaterift.replay_control = k_replay_control_scrub;
       }
    }
 }