#include "bvh.h"
#include "model.h"
#include "entity.h"
+#include "font.h"
#include "shaders/scene_standard.h"
#include "shaders/scene_standard_alphatest.h"
static const float k_light_cube_size = 8.0f;
-struct world_instance
-{
+struct world_instance {
/* Fixed items
* -------------------------------------------------------
*/
char world_name[ 64 ];
- struct
- {
+ struct{
boxf depthbounds;
int depth_computed;
water;
/* STD140 */
- struct ub_world_lighting
- {
+ struct ub_world_lighting{
v4f g_cube_min,
g_cube_inv_range;
GLuint *textures;
u32 texture_count;
- struct world_surface
- {
+ struct world_surface{
mdl_material info;
mdl_submesh sm_geo,
sm_no_collide;
mesh_no_collide,
mesh_water;
- rigidbody rb_geo; /* todo.. ... */
+ rb_object rb_geo;
};
-VG_STATIC struct world_global
-{
+VG_STATIC struct world_global{
/*
* Allocated as system memory
* --------------------------------------------------------------------------
double time, rewind_from, rewind_to, last_use;
/* water rendering */
- struct
- {
+ struct{
struct framebuffer fbreflect, fbdepth;
}
water;
/* split flap display */
- struct
- {
+ struct{
glmesh mesh_base, mesh_display;
mdl_submesh sm_base;
u32 active_route_board;
world_instance worlds[4];
u32 world_count;
u32 active_world;
+
+ /* text particles */
+ font3d font;
+
+ struct timer_text{
+ char text[8];
+ m4x3f transform;
+ ent_gate *gate;
+ ent_route *route;
+ }
+ timer_texts[4];
+ u32 timer_text_count;
+
+ struct text_particle{
+ rigidbody *rb;
+ ent_glyph *glyph;
+ }
+ text_particles[6*4];
+ u32 text_particle_count;
+
}
world_global;
world_global.sky_target_rate,
vg.time_delta * 5.0 );
+ world_routes_update_timer_texts( world );
world_routes_update( world );
- world_routes_debug( world );
+ //world_routes_debug( world );
/* ---- SFD ------------ */