X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=357c59375710d67a9285b9e2c8ef250884935f99;hb=99df437e740aa12d6e578d15bcf14140f648a6d1;hp=a6d8d8dca038dd457b834b760ede7852d77a4b5d;hpb=bf8478e3656ae729248a594a57d111f08bed41e0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index a6d8d8d..357c593 100644 --- a/skaterift.c +++ b/skaterift.c @@ -13,8 +13,11 @@ #if 1 -#define SR_NETWORKED -//#define VG_DEVWINDOW +//#define SR_NETWORKED + +#ifndef VG_RELEASE + #define VG_DEVWINDOW +#endif /* * system headers @@ -358,6 +361,10 @@ VG_STATIC void present_view_with_post_processing(void){ (vg.time_frame_delta*60.0) ); shader_blitblur_uInverseRatio( inverse ); + inverse[0] -= 0.0001f; + inverse[1] -= 0.0001f; + shader_blitblur_uClampUv( inverse ); + static f64 effect_time = 133.0; effect_time += vg.time_frame_delta; shader_blitblur_uTime( effect_time ); @@ -407,16 +414,10 @@ VG_STATIC void render_player_transparent(void){ camera_finalize( &small_cam ); /* Draw player to window buffer and blend background ontop */ - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0,0, vg.window_x, vg.window_y ); player__render( &small_cam, &localplayer ); } VG_STATIC void render_scene(void){ - render_fb_bind( gpipeline.fb_main, 1 ); - glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT ); - /* Draw world */ glEnable( GL_DEPTH_TEST ); @@ -456,7 +457,7 @@ VG_STATIC void skaterift_composite_maincamera(void){ vg_smoothstepf(global_skateshop.factive), &skaterift.cam ); if( skaterift.activity == k_skaterift_replay ){ - replay_get_camera( &skaterift.replay, &skaterift.cam ); + skaterift_get_replay_camera( &skaterift.cam ); } skaterift.cam.nearz = 0.1f; @@ -489,20 +490,44 @@ VG_STATIC void render_main_game(void){ skaterift_composite_maincamera(); - render_scene(); + /* --------------------------------------------------------------------- */ + /* variable res target */ + render_fb_bind( gpipeline.fb_main, 1 ); + glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT ); + + render_scene(); glEnable( GL_DEPTH_TEST ); - render_player_transparent(); + /* full res target */ + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + glViewport( 0,0, vg.window_x, vg.window_y ); + + render_player_transparent(); /* needs to read the depth buffer before we fuck + it up with the oblique rendering inside the + portals */ + + world_render_challenges( localplayer.viewable_world ); + + /* continue with variable rate */ render_scene_gate_subview(); + /* composite */ present_view_with_post_processing(); + /* --------------------------------------------------------------------- */ + /* capture the current resume frame at the very last point */ if( button_down( k_srbind_reset ) ){ if( skaterift.activity == k_skaterift_default ){ skaterift.activity = k_skaterift_replay; skaterift_record_frame( &skaterift.replay, 1 ); + if( skaterift.replay.head ){ + skaterift.replay.cursor = skaterift.replay.head->time; + skaterift.replay.cursor_frame = skaterift.replay.head; + } + skaterift.replay_control = k_replay_control_scrub; } } }