VG_VAR_I32( k_debug_light_indices );
VG_VAR_I32( k_debug_light_complexity );
VG_VAR_I32( k_light_preview );
+ VG_VAR_I32( k_light_editor );
vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
world_render.sky_rate = 1.0;
/* render texts */
font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam );
- char buf[32];
u32 count = 0;
- for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ )
+ {
ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
if( challenge->status ) count ++;
}
- int c=0;
- c+=highscore_intl( buf+c, count, 3 );
- buf[c++] = '/';
- c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
- buf[c++] = '\0';
+ char buf[32];
+ vg_str str;
+ vg_strnull( &str, buf, sizeof(buf) );
+ vg_strcati32( &str, count );
+ vg_strcatch( &str, '/' );
+ vg_strcati32( &str, mdl_arrcount(&world->ent_challenge) );
f32 w = font3d_string_width( 1, buf );
m4x3f mlocal;
mlocal[3][1] = 0.0f;
mlocal[3][2] = 0.0f;
- for( u32 i=0; i<challenge_count; i++ ){
+ for( u32 i=0; i<challenge_count; i++ )
+ {
u32 index = challenge_list[ i ];
ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
m4x3f mmdl;
state->g_debug_complexity = k_debug_light_complexity;
state->g_time_of_day = vg_fractf( world->time );
+ if( vg.quality_profile == k_quality_profile_high )
+ state->g_shadow_samples = 8;
+ else if( vg.quality_profile == k_quality_profile_low )
+ state->g_shadow_samples = 2;
+ else
+ state->g_shadow_samples = 0;
+
state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
mesh_draw( &world->mesh_geo );
}
+struct ui_enum_opt skybox_setting_options[] = {
+ { 0, "g_daysky_colour" },
+ { 1, "g_nightsky_colour" },
+ { 2, "g_sunset_colour" },
+ { 3, "g_ambient_colour" },
+ { 4, "g_sun_colour" },
+};
+
+static f32 *skybox_prop_location( world_instance *world, i32 index ){
+ switch( index ){
+ case 0: return world->ub_lighting.g_daysky_colour; break;
+ case 1: return world->ub_lighting.g_nightsky_colour; break;
+ case 2: return world->ub_lighting.g_sunset_colour; break;
+ case 3: return world->ub_lighting.g_ambient_colour; break;
+ case 4: return world->ub_lighting.g_sun_colour; break;
+ default: return NULL;
+ }
+}
+
+static void imgui_world_light_edit( world_instance *world ){
+ ui_rect panel = { vg.window_x-400, 0, 400, vg.window_y };
+ ui_fill( panel, ui_colour( k_ui_bg+1 ) );
+ ui_outline( panel, 1, ui_colour( k_ui_bg+7 ), 0 );
+ ui_rect_pad( panel, (ui_px[2]){ 8, 8 } );
+ vg_ui.wants_mouse = 1;
+
+ static i32 option_to_edit = 0;
+ ui_enum( panel, "option", skybox_setting_options, 5, &option_to_edit );
+ ui_colourpicker( panel, "colour",
+ skybox_prop_location( world, option_to_edit ) );
+
+ if( ui_button( panel, "save tweaker file ('/tmp/tweaker.txt')\n" ) == 1 ){
+ FILE *fp = fopen( "/tmp/tweaker.txt", "w" );
+
+ for( i32 i=0; i<5; i ++ ){
+ struct ui_enum_opt *opt = &skybox_setting_options[i];
+ f32 *val = skybox_prop_location( world, i );
+ fprintf( fp, "%s = {%.3ff, %.3ff, %.3ff, %.3ff},\n",
+ opt->alias, val[0], val[1], val[2], val[3] );
+ }
+ fclose( fp );
+ }
+}
+
#endif