turbo chaos
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index cdbe37ebfbbfe022ed2f8eeaff1d9f8cfd5c4dd4..1546429235fe10b36e8643aa2132417a306dcc94 100644 (file)
@@ -798,11 +798,7 @@ static void world_prerender( world_instance *world ){
    state->g_debug_indices = k_debug_light_indices;
    state->g_light_preview = k_light_preview;
    state->g_debug_complexity = k_debug_light_complexity;
-
-   if( skaterift.activity == k_skaterift_respawning )
-      state->g_time_of_day = 0.1f;
-   else
-      state->g_time_of_day = vg_fractf( world->time );
+   state->g_time_of_day = vg_fractf( world->time );
 
    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 );
@@ -847,7 +843,9 @@ static void render_world( world_instance *world, camera *cam,
 
    render_sky( world, cam );
 
-   render_world_routes( world, cam, viewing_from_gate );
+   m4x3f identity;
+   m4x3_identity(identity);
+   render_world_routes( world, world, identity, cam, viewing_from_gate, 0 );
    render_world_standard( world, cam );
    render_world_cubemapped( world, cam, with_cubemaps );
 
@@ -961,7 +959,8 @@ static void render_world_override_pass( world_instance *world,
 static void render_world_override( world_instance *world,
                                    world_instance *lighting_source,
                                    m4x3f mmdl,
-                                   camera *cam ){
+                                   camera *cam,
+                                   ent_spawn *dest_spawn, f32 iso_amt ){
    struct world_pass pass = {
       .cam = cam,
       .fn_bind_textures = bindpoint_override,
@@ -972,12 +971,10 @@ static void render_world_override( world_instance *world,
    };
 
    shader_scene_override_use();
-#if 0
-   respawn_chooser_shader_uniforms();
-#endif
    shader_scene_override_uTexGarbage(0);
    shader_scene_override_uTexMain(1);
    shader_scene_override_uPv( pass.cam->mtx.pv );
+   shader_scene_override_uIsoAmt( iso_amt );
 
    WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
    bind_terrain_noise();
@@ -1001,13 +998,10 @@ static void render_world_override( world_instance *world,
 
    v3_copy( world->player_co, uPlayerPos );
    
-   m4x3f mmdl_inv;
-   m4x3_invert_full( mmdl, mmdl_inv );
-   v3f localized;
-   m4x3_mulv( mmdl_inv, localplayer.rb.co, localized );
-   ent_spawn *spawn = world_find_closest_spawn( world, localized );
-   if( spawn )
-      v3_copy( spawn->transform.co, uSpawnPos );
+   if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) )
+      v3_copy( dest_spawn->transform.co, uSpawnPos );
+   else
+      v3_add( uPlayerPos, (v3f){0,-1,0}, uSpawnPos );
 
    uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
    uSpawnPos[3] = 1.0f/uPlayerPos[3];