X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=b18ede47466dd8116e1e567524746f23af763823;hb=b270d9efa9bedb7ca0813acffc1632f84900c0de;hp=fa9459ca3557dbe235f965d72d713906ec7a369c;hpb=3901e08513eb75b706b26aa51acfa20f80c1f81a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index fa9459c..b18ede4 100644 --- a/skaterift.c +++ b/skaterift.c @@ -14,7 +14,10 @@ #if 1 #define SR_NETWORKED -//#define VG_DEVWINDOW + +#ifndef VG_RELEASE + #define VG_DEVWINDOW +#endif /* * system headers @@ -411,16 +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 ); @@ -460,7 +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; @@ -483,25 +480,43 @@ VG_STATIC void skaterift_composite_maincamera(void){ } VG_STATIC void render_main_game(void){ - player__animate( &localplayer ); if( skaterift.activity == k_skaterift_replay ){ player__animate_from_replay( &localplayer, &skaterift.replay ); } - else + else{ + player__animate( &localplayer ); skaterift_record_frame( &skaterift.replay, 0 ); + } player__pre_render( &localplayer ); 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 */ + + /* 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 ){