fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / world_sfd.h
index 3f94c4ed86fae271a5948d20c521179ccf395c65..3fbbe949482a775ebba620a53b71e25b36f86c50 100644 (file)
@@ -7,8 +7,10 @@
 
 #include "world.h"
 
+#if 0
 #include "shaders/scoretext.h"
 #include "shaders/vblend.h"
+#endif
 
 vg_tex2d tex_scoretext = { .path = "textures/scoretext.qoi",
                            .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
@@ -102,10 +104,10 @@ VG_STATIC void sfd_update(void)
 }
 
 VG_STATIC void bind_terrain_noise(void);
-VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
+VG_STATIC void sfd_render( camera *cam, m4x3f transform )
 {
+#if 0
    mesh_bind( &world.sfd.mesh_display );
-
    shader_scoretext_use();
    shader_scoretext_uTexGarbage(0);
    shader_scoretext_uTexGradients(1);
@@ -113,9 +115,14 @@ VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
    bind_terrain_noise();
    vg_tex2d_bind( &tex_scoretext, 1 );
 
-   shader_scoretext_uPv( projection );
+   m4x4f pvm_prev;
+   m4x3_expand( transform, pvm_prev );
+   m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
+
+   shader_scoretext_uPv( cam->mtx.pv );
+   shader_scoretext_uPvmPrev( pvm_prev );
    shader_scoretext_uMdl( transform );
-   shader_scoretext_uCamera( camera );
+   shader_scoretext_uCamera( cam->transform[3] );
 
    for( int y=0;y<world.sfd.h; y++ )
    {
@@ -134,12 +141,15 @@ VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
    bind_terrain_noise();
    vg_tex2d_bind( &tex_scoretext, 1 );
 
-   shader_vblend_uPv( projection );
+   shader_vblend_uPv( cam->mtx.pv );
+   shader_vblend_uPvmPrev( pvm_prev );
+
    shader_vblend_uMdl( transform );
-   shader_vblend_uCamera( camera );
+   shader_vblend_uCamera( cam->transform[3] );
    
    mesh_bind( &world.sfd.mesh_base );
    mesh_draw( &world.sfd.mesh_base );
+#endif
 }
 
 VG_STATIC int world_sfd_test( int argc, const char *argv[] )
@@ -156,7 +166,10 @@ VG_STATIC int world_sfd_test( int argc, const char *argv[] )
 VG_STATIC void world_sfd_init(void)
 {
    vg_info( "world_sfd_init\n" );
+
+#if 0
    shader_scoretext_register();
+#endif
 
        vg_function_push( (struct vg_cmd){
                .name = "sfd",
@@ -177,11 +190,13 @@ VG_STATIC void world_sfd_init(void)
    m4x3f identity;
    m4x3_identity( identity );
 
+   /* FIXME: dont use scene header for this you fucking idiots */
    for( int i=4;i<6;i++ )
    {
       u32 vert_start = sc->vertex_count;
-      scene_add_submesh( sc, mboard, card, identity );
+      scene_add_mdl_submesh( sc, mboard, card, identity );
 
+#if 0
       for( int j=0; j<card->vertex_count; j++ )
       {
          mdl_vert *vert = &sc->arrvertices[ vert_start+j ];
@@ -191,6 +206,7 @@ VG_STATIC void world_sfd_init(void)
          vert->colour[0] = 0.0f;
          vert->colour[1] = i*36;
       }
+#endif
    }
 
    vg_acquire_thread_sync();