#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"
struct subworld_routes routes;
struct subworld_sfd sfd;
- /* ...
- struct subworld_spawns system_spawns;
- struct subworld_physics system_physics;
- */
-
/* Paths */
traffic_node traffic[128];
u32 traffic_count;
instance_cache_cap;
v3f render_gate_pos;
+ int active_route_board;
}
world;
{
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
glDepthMask( GL_TRUE );
}
-static void render_world_gates( m4x4f projection, m4x3f camera )
+static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
{
float closest = INFINITY;
int id = 0;
}
}
- render_gate( &world.routes.gates[id].gate, camera );
+ render_gate( &world.routes.gates[id].gate, playerco, camera );
v3_lerp( world.render_gate_pos,
world.routes.gates[id].gate.co[0],
1.0f,
render_world_alphatest( projection, camera[3] );
render_terrain( projection, camera[3] );
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
- identity_matrix[3][1] = 125.0f;
+ 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] );
- v4f t;
- q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f );
- q_m3x3( t, identity_matrix );
+ if( dist < min_dist )
+ {
+ min_dist = dist;
+ closest = i;
+ }
+ }
- //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
+ sfd_render( &world.sfd.tester, projection, camera[3],
+ world.routes.routes[closest].scoreboard_transform );
}
static void render_world_depth( m4x4f projection, m4x3f camera )