#include "shaders/routeui.h"
-VG_STATIC
+static
void world_routes_local_set_record( world_instance *world, ent_route *route,
f64 lap_time )
{
}
-VG_STATIC void world_routes_clear( world_instance *world )
+static void world_routes_clear( world_instance *world )
{
for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
ent_route *route = mdl_arritm( &world->ent_route, i );
world_static.last_use = 0.0;
}
-VG_STATIC void world_routes_time_lap( world_instance *world, ent_route *route )
+static void world_routes_time_lap( world_instance *world, ent_route *route )
{
vg_info( "------- time lap %s -------\n",
mdl_pstr(&world->meta,route->pstr_name) );
/*
* When going through a gate this is called for bookkeeping purposes
*/
-VG_STATIC void world_routes_activate_entry_gate( world_instance *world,
+static void world_routes_activate_entry_gate( world_instance *world,
ent_gate *rg )
{
world_static.last_use = world_static.time;
}
/* draw lines along the paths */
-VG_STATIC void world_routes_debug( world_instance *world )
+static void world_routes_debug( world_instance *world )
{
for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
ent_route_node *rn = mdl_arritm(&world->ent_route_node,i);
}
}
-VG_STATIC
+static
void world_routes_pointcloud_spot( world_instance *world,
pointcloud_buffer *pcbuf,
v3f co, f32 radius, u32 samples, v4f colour )
* /#\
* -'###`-
*/
-VG_STATIC
+static
void world_routes_pointcloud_tower( world_instance *world,
pointcloud_buffer *pcbuf,
v3f co, f32 radius, f32 height,
}
}
-VG_STATIC
+static
void world_routes_place_curve( world_instance *world, ent_route *route,
v4f h[3], v3f n0, v3f n2, scene_context *scene,
pointcloud_buffer *pcbuf )
}
}
-VG_STATIC void world_routes_gen_meshes( world_instance *world, u32 route_id,
+static void world_routes_gen_meshes( world_instance *world, u32 route_id,
scene_context *sc,
pointcloud_buffer *pcbuf )
{
scene_copy_slice( sc, &route->sm );
}
-VG_STATIC
+static
struct world_surface *world_tri_index_surface( world_instance *world,
u32 index );
-VG_STATIC f64 world_routes_scatter_surface_points( world_instance *world,
+static f64 world_routes_scatter_surface_points( world_instance *world,
pointcloud_buffer *pcbuf,
f32 rate )
{
return total_area;
}
-VG_STATIC void world_routes_surface_grid( world_instance *world,
+static void world_routes_surface_grid( world_instance *world,
pointcloud_buffer *pcbuf )
{
i32 const k_gridlines = 32,
}
}
-VG_STATIC void world_write_preview( addon_reg *reg, pointcloud_buffer *pcbuf ){
+static void world_write_preview( addon_reg *reg, pointcloud_buffer *pcbuf ){
if( reg->alias.workshop_id ) return;
/*
/*
* Create the strips of colour that run through the world along course paths
*/
-VG_STATIC void world_gen_routes_generate( u32 instance_id ){
+static void world_gen_routes_generate( u32 instance_id ){
world_instance *world = &world_static.instances[ instance_id ];
vg_info( "Generating route meshes\n" );
vg_async_stall();
if( instance_id <= 1 /*world_loader.generate_point_cloud*/ ){
f64 area = 0.0;
+
+#if VG_RELEASE
area = world_routes_scatter_surface_points( world, pcbuf, 16.0f );
world_routes_surface_grid( world, pcbuf );
2.0f, 50.0f, 128,
(v4f){0.2f,0.2f,0.2f,1.0f} );
}
+#endif
- vg_info( "Distrubuted %u points over %fkm^2!\n",
+ vg_info( "Distributed %u points over %fkm^2!\n",
pcbuf->count, area/1e6f );
world_write_preview( instance_id? world_static.addon_client:
}
/* load all routes from model header */
-VG_STATIC void world_gen_routes_ent_init( world_instance *world ){
+static void world_gen_routes_ent_init( world_instance *world ){
vg_info( "Initializing routes\n" );
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
* -----------------------------------------------------------------------------
*/
-VG_STATIC void world_routes_init(void)
+static void world_routes_init(void)
{
world_static.current_run_version = 200;
world_static.time = 300.0;
shader_routeui_register();
}
-VG_STATIC void world_routes_update( world_instance *world )
+static void world_routes_update( world_instance *world )
{
world_static.time += vg.time_delta;
}
}
-VG_STATIC void world_routes_fixedupdate( world_instance *world )
+static void world_routes_fixedupdate( world_instance *world )
{
rb_solver_reset();
}
}
-VG_STATIC void bind_terrain_noise(void);
-VG_STATIC void world_bind_light_array( world_instance *world,
+static void bind_terrain_noise(void);
+static void world_bind_light_array( world_instance *world,
GLuint shader, GLuint location,
int slot );
-VG_STATIC void world_bind_light_index( world_instance *world,
+static void world_bind_light_index( world_instance *world,
GLuint shader, GLuint location,
int slot );
-VG_STATIC void world_routes_update_timer_texts( world_instance *world )
+static void world_routes_update_timer_texts( world_instance *world )
{
world_render.timer_text_count = 0;
}
}
-VG_STATIC void world_routes_fracture( world_instance *world, ent_gate *gate,
+static void world_routes_fracture( world_instance *world, ent_gate *gate,
v3f imp_co, v3f imp_v )
{
world_render.text_particle_count = 0;
}
}
-VG_STATIC void render_world_routes( world_instance *world, camera *cam,
+static void render_world_routes( world_instance *world, camera *cam,
int layer_depth )
{
m4x3f identity_matrix;