#include "traffic.h" /*TODO: -> world_traffic.h */
#include "world_routes.h"
+#include "world_sfd.h"
#include "shaders/terrain.h"
#include "shaders/sky.h"
u32 spawn_count;
struct subworld_routes routes;
+ struct subworld_sfd sfd;
/* ...
struct subworld_spawns system_spawns;
struct subworld_physics system_physics;
*/
- teleport_gate gates[64];
- u32 gate_count;
-
/* Paths */
traffic_node traffic[128];
u32 traffic_count;
world;
static struct subworld_routes *subworld_routes(void) { return &world.routes; }
+static struct subworld_sfd *subworld_sfd(void) { return &world.sfd; }
vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
shader_gpos_register();
shader_fscolour_register();
shader_alphatest_register();
+
+ world_routes_register();
+ world_sfd_register();
}
static void world_free(void)
{
/* TODO.. */
+
+ world_sfd_free();
}
static void render_world_depth( m4x4f projection, m4x3f camera );
mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
world.spawn_count = 0;
- world.gate_count = 0;
world.traffic_count = 0;
world.instance_cache = NULL;
if( pnode->classtype == k_classtype_none )
{}
-#if 0
- else if( pnode->classtype == k_classtype_gate )
- {
- struct classtype_gate *entgate = mdl_get_entdata( mworld, pnode );
-
- if( entgate->target )
- {
- mdl_node *pother = mdl_node_from_id( mworld, entgate->target );
-
- teleport_gate *gate = &world.gates[ world.gate_count ++ ];
-
- v3_copy( pnode->co, gate->co[0] );
- v3_copy( pother->co, gate->co[1] );
- v4_copy( pnode->q, gate->q[0] );
- v4_copy( pother->q, gate->q[1] );
- v2_copy( pnode->s, gate->dims );
-
- gate_transform_update( gate );
- }
- }
-#endif
else if( pnode->classtype == k_classtype_spawn )
{
struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
scene_upload( &world.foliage );
- world_routes_init( mworld );
+ world_routes_loadfrom( mworld );
for( int i=0; i<world.instance_cache_count; i++ )
free( world.instance_cache[i].mdl );
world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
free(msky);
+
+
+ /* Other systems */
+ world_sfd_init();
}
static void world_update(void)
{
world_routes_debug();
+ sfd_update( &world.sfd.tester );
#if 0
rb_solver_reset();
glDepthMask( GL_TRUE );
}
+static void render_world_gates( m4x4f projection, m4x3f camera )
+{
+ int count = 0;
+ for( int i=0; i<world.routes.gate_count; i++ )
+ {
+ struct route_gate *rg = &world.routes.gates[i];
+ count += render_gate( &rg->gate, camera );
+
+ if( count == 2 )
+ return;
+ }
+}
+
static void render_world( m4x4f projection, m4x3f camera )
{
render_sky( camera );
+ render_world_routes( projection, camera[3] );
render_world_vb( projection, camera[3] );
render_world_alphatest( projection, camera[3] );
render_terrain( projection, camera[3] );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+ identity_matrix[3][1] = 125.0f;
+
+ v4f t;
+ q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f );
+ q_m3x3( t, identity_matrix );
+
+ sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
}
static void render_world_depth( m4x4f projection, m4x3f camera )