#include "lighting.h"
#include "model.h"
+#include "traffic.h" /*TODO: -> world_traffic.h */
+#include "world_routes.h"
+#include "world_sfd.h"
+#include "world_audio.h"
+#include "network.h"
+#include "network_msg.h"
+
#include "shaders/terrain.h"
#include "shaders/sky.h"
#include "shaders/planeinf.h"
#include "shaders/vblend.h"
#include "shaders/gpos.h"
#include "shaders/fscolour.h"
+#include "shaders/alphatest.h"
static struct gworld
{
/* gameplay */
- v3f tutorial;
- teleport_gate gates[64];
- u32 gate_count;
+ struct respawn_point
+ {
+ v3f co;
+ v4f q;
+ char name[32];
+ }
+ spawns[32];
+ u32 spawn_count;
+
+ struct subworld_routes routes;
+ struct subworld_sfd sfd;
+
+ /* Paths */
+ traffic_node traffic[128];
+ u32 traffic_count;
+
+#if 0
+ traffic_driver van_man[6];
+#endif
/* Physics */
- rigidbody temp_rbs[128];
- u32 rb_count;
- bh_tree bhcubes;
/* Rendering & geometry */
- scene geo, foliage, props;
- submodel sm_road, sm_terrain;
+ scene geo, foliage;
+ rigidbody rb_geo;
+
+ /* TODO Maybe make this less hardcoded */
+ mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
+ sm_foliage_main, sm_foliage_alphatest,
+ sm_graffiti, sm_subworld, sm_terrain;
glmesh skybox, skydome;
- submodel dome_upper,
- dome_lower;
+ mdl_submesh dome_upper, dome_lower;
+
+ glmesh cars;
+ mdl_submesh car_holden;
+
+ rigidbody mr_ball;
+
+ /* Load time */
+
+ struct instance_cache
+ {
+ mdl_header *mdl;
+ u32 pstr_file;
+ }
+ * instance_cache;
+ u32 instance_cache_count,
+ instance_cache_cap;
+
+ v3f render_gate_pos;
+ int active_route_board;
}
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",
.flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
.flags = VG_TEXTURE_NEAREST };
+vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
+ .flags = VG_TEXTURE_NEAREST };
+
+vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
+ .flags = VG_TEXTURE_NEAREST };
+
static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
{
for( int i=0; i<3; i++ )
return scene_raycast( &world.geo, pos, dir, hit );
}
+static int ray_hit_is_terrain( ray_hit *hit )
+{
+ u32 valid_start = 0,
+ valid_end = world.sm_terrain.vertex_count;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
+}
+
static int ray_hit_is_ramp( ray_hit *hit )
{
- return hit->tri[0] < world.sm_road.vertex_count;
+ u32 valid_start = world.sm_geo_std.vertex_start,
+ valid_end = world.sm_geo_vb.vertex_start;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
}
static void world_register(void)
shader_planeinf_register();
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 );
-static void world_load(void)
-{
- /*
- * Setup scene
- *
- * TODO: Call world_free when its ready here
- *
- */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
- for( int i=0; i<mworld->layer_count; i++ )
+static void add_all_if_material( m4x3f transform, scene *pscene,
+ mdl_header *mdl, u32 id )
+{
+ for( int i=0; i<mdl->node_count; i++ )
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "surf" ) )
- scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+ mdl_node *pnode = mdl_node_from_id( mdl, i );
- }
- for( int i=0; i<mworld->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "vertex_blend" ) )
+ for( int j=0; j<pnode->submesh_count; j++ )
{
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.geo, mworld, sm, transform );
- }
- }
- scene_copy_slice( &world.geo, &world.sm_road );
-
- for( int i=0; i<mworld->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "terrain" ) )
- scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
- }
-
-
- scene_copy_slice( &world.geo, &world.sm_terrain );
+ mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
- /*
- * TODO: Parametric marker import
- */
- v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
-
- /*
- * Initialize gates
- */
-
- world.gate_count = 0;
- for( int i=0; i<mworld->marker_count; i++ )
- {
- model_marker *ga = model_get_marker( mworld, i );
-
- if( ga->classtype == k_classtype_gate )
- {
- struct classtype_gate *data = get_entdata_raw( mworld, ga );
-
- if( data->target )
+ if( sm->material_id == id )
{
- model_marker *gb = model_get_marker( mworld, data->target );
-
- teleport_gate *gate = &world.gates[ world.gate_count ++ ];
-
- v3_copy( ga->co, gate->co[0] );
- v3_copy( gb->co, gate->co[1] );
- v4_copy( ga->q, gate->q[0] );
- v4_copy( gb->q, gate->q[1] );
- v2_copy( ga->s, gate->dims );
-
- gate_transform_update( gate );
+ m4x3f transform2;
+ mdl_node_transform( pnode, transform2 );
+ m4x3_mul( transform, transform2, transform2 );
+
+ scene_add_submesh( pscene, mdl, sm, transform2 );
}
}
- }
- /*
- * Load water mesh (1 per world)
- */
- for( int i=0; i<mworld->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "water" ) )
+ if( pnode->classtype == k_classtype_instance )
{
- glmesh surf;
- model_unpack_submodel( mworld, &surf, sm );
-
- water_init();
- water_set_surface( &surf, sm->pivot[1] );
+ if( pnode->sub_uid )
+ {
+ u32 instance_id = pnode->sub_uid -1;
+ struct instance_cache *cache = &world.instance_cache[instance_id];
+ mdl_header *mdl2 = cache->mdl;
- vg_info( "%.3f\n", sm->pivot[1] );
+ m4x3f transform2;
+ mdl_node_transform( pnode, transform2 );
+ m4x3_mul( transform, transform2, transform2 );
- break;
+ add_all_if_material( transform2, pscene, mdl2, id );
+ }
}
}
-
- scene_bh_create( &world.geo );
- scene_upload( &world.geo );
-
- scene_init( &world.foliage );
- model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+}
- /*
- * TODO: Load any other meshes into the foliage scene, and create rbs for
- * them.
- *
- * then compute bvh
- */
-
- for( int i=0; i<mworld->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "surf" ) ||
- !strcmp( sm->material, "terrain" ) ||
- !strcmp( sm->material, "water" ) ||
- !strcmp( sm->material, "vertex_blend") )
- continue;
-
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.foliage, mworld, sm, transform );
-
- rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
-
- box_copy( sm->bbx, rb->bbx );
- v3_copy( sm->pivot, rb->co );
- rb_init( rb );
- v4_copy( sm->q, rb->q );
- rb_update_transform( rb );
- }
+static void world_apply_procedural_foliage(void)
+{
+ mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
v3f volume;
v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
volume[1] = 1.0f;
m4x3f transform;
-
- submodel *sm_blob = submodel_get( mfoliage, "blob" ),
- *sm_tree = submodel_get( mfoliage, "tree" );
+ mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
+ mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
for( int i=0;i<100000;i++ )
{
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
- if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
- hit.pos[1] > water_height()+10.0f )
+ if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
+ (hit.pos[1] > water_height()+10.0f) )
{
v4f qsurface, qrandom;
v3f axis;
q_m3x3( qsurface, transform );
v3_copy( hit.pos, transform[3] );
-
- if( vg_randf() < 0.0006f )
- {
- m3x3_identity( transform );
- scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
- }
- else
- scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
+ scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
}
}
}
-
free( mfoliage );
- scene_upload( &world.foliage );
-
+}
+
+static void world_load(void)
+{
+ mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
+
+ world.spawn_count = 0;
+ world.traffic_count = 0;
+ world.instance_cache = NULL;
- /* Prop layer */
- scene_init( &world.props );
- for( int i=0; i<mworld->layer_count; i++ )
+ /*
+ * Process entities
+ */
+ for( int i=0; i<mworld->node_count; i++ )
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "vertex_blend" ) )
+ mdl_node *pnode = mdl_node_from_id( mworld, i );
+
+ if( pnode->classtype == k_classtype_none )
+ {}
+ else if( pnode->classtype == k_classtype_spawn )
{
+ struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+
+ v3_copy( pnode->co, rp->co );
+ v4_copy( pnode->q, rp->q );
+ strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) );
+ }
+ else if( pnode->classtype == k_classtype_water )
+ {
+ if( wrender.enabled )
+ {
+ vg_warn( "Multiple water surfaces in level! ('%s')\n",
+ mdl_pstr( mworld, pnode->pstr_name ));
+ continue;
+ }
+
+ mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 );
+
+ if( sm )
+ {
+ glmesh surf;
+ mdl_unpack_submesh( mworld, &surf, sm );
+ water_init();
+ water_set_surface( &surf, pnode->co[1] );
+ }
+ }
+ else if( pnode->classtype == k_classtype_car_path )
+ {
+ struct classtype_car_path *p = mdl_get_entdata( mworld, pnode );
+ traffic_node *tn = &world.traffic[ world.traffic_count ];
+ tn->mn_next = NULL;
+ tn->mn_next1 = NULL;
+
+ if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target );
+ if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 );
+
m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.props, mworld, sm, transform );
+ mdl_node_transform( pnode, transform );
+ m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h );
+ v3_copy( transform[3], tn->co );
+
+ pnode->sub_uid = world.traffic_count ++;
}
+ else if( pnode->classtype == k_classtype_instance )
+ {
+ struct classtype_instance *inst = mdl_get_entdata( mworld, pnode );
+ pnode->sub_uid = 0;
+
+ int cached = 0;
+ for( int i=0; i<world.instance_cache_count; i++ )
+ {
+ struct instance_cache *cache = &world.instance_cache[i];
+ if( inst->pstr_file == cache->pstr_file )
+ {
+ cached = 1;
+ pnode->sub_uid = i+1;
+ break;
+ }
+ }
+
+ if( !cached )
+ {
+ world.instance_cache = buffer_reserve(
+ world.instance_cache, world.instance_cache_count,
+ &world.instance_cache_cap, 1,
+ sizeof(struct instance_cache) );
+
+ struct instance_cache *cache =
+ &world.instance_cache[world.instance_cache_count];
+
+ const char *filename = mdl_pstr(mworld, inst->pstr_file);
+
+ cache->pstr_file = inst->pstr_file;
+ cache->mdl = mdl_load( filename );
+
+ if( cache->mdl )
+ {
+ world.instance_cache_count ++;
+ pnode->sub_uid = world.instance_cache_count;
+ mdl_link_materials( mworld, cache->mdl );
+ vg_success( "Cached %s\n", filename );
+ }
+ else
+ {
+ vg_warn( "Failed to cache %s\n", filename );
+ }
+ }
+ }
+ }
+
+ world.instance_cache = buffer_fix( world.instance_cache,
+ world.instance_cache_count,
+ &world.instance_cache_cap,
+ sizeof( struct instance_cache ) );
+
+#if 0
+ traffic_finalize( world.traffic, world.traffic_count );
+ for( int i=0; i<vg_list_size(world.van_man); i++ )
+ world.van_man[i].current =&world.traffic[vg_randint(world.traffic_count)];
+#endif
+
+ /*
+ * Compile meshes into the world scenes
+ */
+ scene_init( &world.geo );
+
+ u32 mat_surf = 0,
+ mat_surf_oob = 0,
+ mat_vertex_blend = 0,
+ mat_alphatest = 0,
+ mat_graffiti = 0,
+ mat_subworld = 0,
+ mat_terrain = 0;
+
+ for( int i=1; i<mworld->material_count; i++ )
+ {
+ mdl_material *mat = mdl_material_from_id( mworld, i );
+ const char *mat_name = mdl_pstr( mworld, mat->pstr_name );
+
+ if( !strcmp( "surf", mat_name ))
+ mat_surf = i;
+ else if( !strcmp( "surf_oob", mat_name ))
+ mat_surf_oob = i;
+ else if( !strcmp( "vertex_blend", mat_name ))
+ mat_vertex_blend = i;
+ else if( !strcmp( "alphatest", mat_name ))
+ mat_alphatest = i;
+ else if( !strcmp( "graffitibox", mat_name ))
+ mat_graffiti = i;
+ else if( !strcmp( "terrain", mat_name ) )
+ mat_terrain = i;
}
- scene_upload( &world.props );
+ m4x3f midentity;
+ m4x3_identity( midentity );
+
+ if( mat_terrain )
+ add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
+ scene_copy_slice( &world.geo, &world.sm_terrain );
+
+ if( mat_surf_oob )
+ add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob );
+ else
+ vg_warn( "No OOB surface\n" );
+ scene_copy_slice( &world.geo, &world.sm_geo_std_oob );
+
+ if( mat_surf )
+ add_all_if_material( midentity, &world.geo, mworld, mat_surf );
+ scene_copy_slice( &world.geo, &world.sm_geo_std );
+
+ if( mat_vertex_blend )
+ add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend );
+ scene_copy_slice( &world.geo, &world.sm_geo_vb );
+
+ scene_upload( &world.geo );
+ scene_bh_create( &world.geo );
+
+
+ /* Foliage /nocollide layer.
+ * TODO: Probably should have material traits for this
+ */
+ scene_init( &world.foliage );
+
+ world_apply_procedural_foliage();
+ scene_copy_slice( &world.foliage, &world.sm_foliage_main );
+
+ add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest );
+ scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
+
+ add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
+ scene_copy_slice( &world.foliage, &world.sm_graffiti );
+
+ scene_upload( &world.foliage );
+ world_routes_loadfrom( mworld );
+
+ for( int i=0; i<world.instance_cache_count; i++ )
+ free( world.instance_cache[i].mdl );
+
+ free( world.instance_cache );
free( mworld );
- bh_create( &world.bhcubes,
- &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
-
+
/*
* Rendering the depth map
*/
winfo->g_water_fog = 0.04f;
render_update_lighting_ub();
+
+
+ world.mr_ball.type = k_rb_shape_sphere;
+ world.mr_ball.inf.sphere.radius = 2.0f;
+ v3_copy( (v3f){ 0.0f, 110.0f, 0.0f }, world.mr_ball.co );
+
+ q_identity(world.mr_ball.q);
+ rb_init( &world.mr_ball );
+
+ /*
+ * Setup scene collider
+ */
+ v3_zero( world.rb_geo.co );
+ q_identity( world.rb_geo.q );
+
+ world.rb_geo.type = k_rb_shape_scene;
+ world.rb_geo.inf.scene.pscene = &world.geo;
+ world.rb_geo.is_world = 1;
+ rb_init( &world.rb_geo );
}
static void world_init(void)
{
vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise }, 2 );
+ &tex_terrain_noise,
+ &tex_alphatest,
+ &tex_graffiti }, 4 );
+ mdl_header *mcars = mdl_load( "models/rs_cars.mdl" );
+ mdl_unpack_glmesh( mcars, &world.cars );
+ mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
+ world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
+ free(mcars);
- model *msky = vg_asset_read("models/rs_skydome.mdl");
- model_unpack( msky, &world.skydome );
-
- world.dome_lower = *submodel_get( msky, "dome_lower" );
- world.dome_upper = *submodel_get( msky, "dome_upper" );
+ mdl_header *msky = mdl_load("models/rs_skydome.mdl");
+ mdl_unpack_glmesh( msky, &world.skydome );
+
+ mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
+ *nupper = mdl_node_from_name( msky, "dome_upper" );
+
+ 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();
+ world_audio_init();
+}
+
+static void world_update(void)
+{
+ world_routes_update();
+ world_routes_debug();
+
+ int closest = 0;
+ float min_dist = INFINITY;
+
+ for( int i=0; i<world.routes.route_count; i++ )
+ {
+ float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
+ player_get_pos() );
+
+ if( dist < min_dist )
+ {
+ min_dist = dist;
+ closest = i;
+ }
+ }
+
+ if( (world.active_route_board != closest) || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world.active_route_board = closest;
+ struct subworld_sfd *sfd = subworld_sfd();
+
+ struct route *route = &world.routes.routes[closest];
+
+ u32 id = route->track_id;
+
+ if( id != 0xffffffff )
+ {
+ struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+
+ for( int i=0; i<13; i++ )
+ {
+ sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+ }
+ }
+ }
+
+ sfd_update( &world.sfd.tester );
+
+#if 0
+ rb_solver_reset();
+ rb_build_manifold_terrain_sphere( &world.mr_ball );
+
+ for( int i=0; i<5; i++ )
+ rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+
+ rb_iter( &world.mr_ball );
+ rb_update_transform( &world.mr_ball );
+ rb_debug( &world.mr_ball, 0 );
+
+ for( int i=0; i<vg_list_size(world.van_man); i++ )
+ {
+ traffic_drive( &world.van_man[i] );
+ traffic_visualize_car( &world.van_man[i] );
+ }
+#endif
}
/*
vg_tex2d_bind( &tex_terrain_colours, 1 );
}
-static void render_props( m4x4f projection, v3f camera )
+static void render_world_vb( m4x4f projection, v3f camera )
{
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
shader_vblend_uMdl( identity_matrix );
shader_vblend_uCamera( camera );
- scene_bind( &world.props );
- scene_draw( &world.props );
+ scene_bind( &world.geo );
+ mdl_draw_submesh( &world.sm_geo_vb );
+
+ mesh_bind( &world.cars );
+
+#if 0
+ for( int i=0; i<vg_list_size(world.van_man); i++ )
+ {
+ shader_vblend_uMdl( world.van_man[i].transform );
+ mdl_draw_submesh( &world.car_holden );
+ }
+#endif
+}
+
+static void render_world_alphatest( m4x4f projection, v3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_alphatest_use();
+ shader_alphatest_uTexGarbage(0);
+ shader_alphatest_uTexMain(1);
+ shader_link_standard_ub( _shader_alphatest.id, 2 );
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_alphatest, 1 );
+
+ shader_alphatest_uPv( projection );
+ shader_alphatest_uMdl( identity_matrix );
+ shader_alphatest_uCamera( camera );
+
+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ mdl_draw_submesh( &world.sm_foliage_alphatest );
+
+ vg_tex2d_bind( &tex_graffiti, 1 );
+ mdl_draw_submesh( &world.sm_graffiti );
+
+ glEnable(GL_CULL_FACE);
}
static void render_terrain( m4x4f projection, v3f camera )
shader_terrain_uCamera( camera );
scene_bind( &world.geo );
- scene_draw( &world.geo );
+ mdl_draw_submesh( &world.sm_terrain );
+ mdl_draw_submesh( &world.sm_geo_std_oob );
+ mdl_draw_submesh( &world.sm_geo_std );
+ mdl_draw_submesh( &world.sm_subworld );
+ /* TODO: Dont draw in reflection */
glDisable(GL_CULL_FACE);
scene_bind( &world.foliage );
- scene_draw( &world.foliage );
+ mdl_draw_submesh( &world.sm_foliage_main );
glEnable(GL_CULL_FACE);
}
shader_planeinf_uPv(full);
shader_planeinf_uCamera(camera[3]);
shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
-
- submodel_draw( &world.dome_lower );
+
+ mdl_draw_submesh( &world.dome_lower );
}
static void render_sky(m4x3f camera)
glDisable( GL_DEPTH_TEST );
mesh_bind( &world.skydome );
- submodel_draw( &world.dome_upper );
+ mdl_draw_submesh( &world.dome_upper );
glEnable( GL_DEPTH_TEST );
glDepthMask( GL_TRUE );
}
+static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
+{
+ float closest = INFINITY;
+ int id = 0;
+
+ for( int i=0; i<world.routes.gate_count; i++ )
+ {
+ struct route_gate *rg = &world.routes.gates[i];
+ float dist = v3_dist2( rg->gate.co[0], camera[3] );
+
+ if( dist < closest )
+ {
+ closest = dist;
+ id = i;
+ }
+ }
+
+ render_gate( &world.routes.gates[id].gate, playerco, camera );
+ v3_lerp( world.render_gate_pos,
+ world.routes.gates[id].gate.co[0],
+ 1.0f,
+ world.render_gate_pos );
+}
+
static void render_world( m4x4f projection, m4x3f camera )
{
render_sky( camera );
- render_props( projection, camera[3] );
+ render_world_routes( projection, camera[3] );
+ render_world_vb( projection, camera[3] );
+ render_world_alphatest( projection, camera[3] );
render_terrain( projection, camera[3] );
+
+ int closest = 0;
+ float min_dist = INFINITY;
+
+ for( int i=0; i<world.routes.route_count; i++ )
+ {
+ float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
+ camera[3] );
+
+ if( dist < min_dist )
+ {
+ min_dist = dist;
+ closest = i;
+ }
+ }
+
+ sfd_render( &world.sfd.tester, projection, camera[3],
+ world.routes.routes[closest].scoreboard_transform );
}
static void render_world_depth( m4x4f projection, m4x3f camera )
scene_draw( &world.foliage );
glEnable(GL_CULL_FACE);
#endif
-
- scene_bind( &world.props );
- scene_draw( &world.props );
}
#endif /* WORLD_H */