X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=5db790a41192a11e26d5e62eaee061542ac3039e;hb=238a3a4ef19bb137e2a878ee38f99d253eddb51c;hp=1b1a9c08399d1d68020c58e37d673e18dc5748a2;hpb=14851c4c820eb07a0db0ec0366a70bdd6518c331;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 1b1a9c0..5db790a 100644 --- a/world_render.c +++ b/world_render.c @@ -24,9 +24,11 @@ static int ccmd_set_time( int argc, const char *argv[] ){ return 0; } -static void async_world_render_init( void *payload, u32 size ){ +static void async_world_render_init( void *payload, u32 size ) +{ vg_info( "Allocate uniform buffers\n" ); - for( int i=0; iubo_bind_point = i; @@ -38,32 +40,6 @@ static void async_world_render_init( void *payload, u32 size ){ glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting ); VG_CHECK_GL_ERR(); } - - vg_info( "Allocate frame buffers\n" ); - for( int i=0; iheightmap; - - fb->display_name = NULL; - fb->link = NULL; - fb->fixed_w = 1024; - fb->fixed_h = 1024; - fb->resolution_div = 0; - - fb->attachments[0].display_name = NULL; - fb->attachments[0].purpose = k_framebuffer_attachment_type_texture; - fb->attachments[0].internalformat = GL_RG16F; - fb->attachments[0].format = GL_RG; - fb->attachments[0].type = GL_FLOAT; - fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0; - - fb->attachments[1].purpose = k_framebuffer_attachment_type_none; - fb->attachments[2].purpose = k_framebuffer_attachment_type_none; - fb->attachments[3].purpose = k_framebuffer_attachment_type_none; - fb->attachments[4].purpose = k_framebuffer_attachment_type_none; - - render_fb_allocate( fb ); - } } void world_render_init(void) @@ -92,6 +68,26 @@ void world_render_init(void) VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, &world_render.tex_terrain_noise ); + vg_info( "Allocate frame buffers\n" ); + for( int i=0; iheightmap = vg_framebuffer_allocate( vg_mem.rtmemory, 1, 0 ); + world->heightmap->display_name = NULL; + world->heightmap->fixed_w = 1024; + world->heightmap->fixed_h = 1024; + world->heightmap->resolution_div = 0; + world->heightmap->attachments[0] = (vg_framebuffer_attachment) + { + NULL, k_framebuffer_attachment_type_texture, + .internalformat = GL_RG16F, + .format = GL_RG, + .type = GL_FLOAT, + .attachment = GL_COLOR_ATTACHMENT0 + }; + vg_framebuffer_create( world->heightmap ); + } + vg_async_call( async_world_render_init, NULL, 0 ); } @@ -109,7 +105,7 @@ void world_bind_position_texture( world_instance *world, GLuint shader, GLuint location, int slot ) { - render_fb_bind_texture( &world->heightmap, 0, slot ); + vg_framebuffer_bind_texture( world->heightmap, 0, slot ); glUniform1i( location, slot ); } @@ -145,25 +141,18 @@ static GLuint world_get_texture( world_instance *world, u32 id ){ else return world->textures[ id ]; } -static void bindpoint_diffuse_texture1( world_instance *world, - struct world_surface *mat ){ - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, - world_get_texture(world,mat->info.tex_diffuse) ); -} - /* * Passes Rendering * ---------------------------------------------------------------------------- */ -struct world_pass{ +struct world_pass +{ vg_camera *cam; enum mdl_shader shader; enum world_geo_type geo_type; - void (*fn_bind_textures)( world_instance *world, - struct world_surface *mat ); + void (*fn_bind)( world_instance *world, struct world_surface *mat ); void (*fn_set_mdl)( m4x3f mdl ); void (*fn_set_uPvmPrev)( m4x4f pvm ); void (*fn_set_uNormalMtx)( m3x3f mnorm ); @@ -177,10 +166,13 @@ void render_world_depth( world_instance *world, vg_camera *cam ); static void world_render_submeshes( world_instance *world, struct world_pass *pass, mdl_transform *transform, - u32 start, u32 count, u32 material_id ){ - for( u32 k=0; kmeta.submeshs, start+k ); - if( sm->material_id != material_id ) continue; + if( sm->material_id != material_id ) + continue; m4x3f mmdl; mdl_transform_m4x3( transform, mmdl ); @@ -200,11 +192,12 @@ static void world_render_submeshes( world_instance *world, * Render props attached to this material */ static void world_render_props( world_instance *world, u32 material_id, - struct world_pass *pass ){ + struct world_pass *pass ) +{ struct world_surface *mat = &world->surfaces[ material_id ]; if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return; - pass->fn_bind_textures( world, mat ); + pass->fn_bind( world, mat ); for( u32 j=0; jent_prop ); j++ ){ ent_prop *prop = mdl_arritm( &world->ent_prop, j ); @@ -219,11 +212,12 @@ static void world_render_props( world_instance *world, u32 material_id, * Render traffic models attactched to this material */ static void world_render_traffic( world_instance *world, u32 material_id, - struct world_pass *pass ){ + struct world_pass *pass ) +{ struct world_surface *mat = &world->surfaces[ material_id ]; if( !(mat->flags & WORLD_SURFACE_HAS_TRAFFIC) ) return; - pass->fn_bind_textures( world, mat ); + pass->fn_bind( world, mat ); for( u32 j=0; jent_traffic ); j++ ){ ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j ); @@ -238,17 +232,22 @@ static void world_render_traffic( world_instance *world, u32 material_id, * Iterate and render all materials which match the passes shader and geometry * type. Includes props/traffic. */ -static void world_render_pass( world_instance *world, struct world_pass *pass ){ - for( int i=0; isurface_count; i++ ){ +static void world_render_pass( world_instance *world, struct world_pass *pass ) +{ + for( int i=0; isurface_count; i++ ) + { struct world_surface *mat = &world->surfaces[i]; - if( mat->info.shader == pass->shader ){ + if( mat->info.shader == pass->shader ) + { mdl_submesh *sm; - if( pass->geo_type == k_world_geo_type_solid ){ + if( pass->geo_type == k_world_geo_type_solid ) + { sm = &mat->sm_geo; } - else{ + else + { world_render_traffic( world, i, pass ); world_render_props( world, i, pass ); sm = &mat->sm_no_collide; @@ -261,8 +260,7 @@ static void world_render_pass( world_instance *world, struct world_pass *pass ){ m4x3_identity( mmdl ); pass->fn_set_mdl( mmdl ); pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv ); - - pass->fn_bind_textures( world, mat ); + pass->fn_bind( world, mat ); mdl_draw_submesh( sm ); } } @@ -274,7 +272,8 @@ static void world_render_pass( world_instance *world, struct world_pass *pass ){ */ static void world_render_both_stages( world_instance *world, - struct world_pass *pass ){ + struct world_pass *pass ) +{ mesh_bind( &world->mesh_geo ); pass->geo_type = k_world_geo_type_solid; world_render_pass( world, pass ); @@ -286,7 +285,21 @@ static void world_render_both_stages( world_instance *world, glEnable( GL_CULL_FACE ); } -static void render_world_vb( world_instance *world, vg_camera *cam ){ +static void bindpoint_world_vb( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_vertex_blend *props = mat->info.props.compiled; + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); + +#if 0 + shader_scene_vertex_blend_uOffset( props->blend_offset ); +#endif +} + +static void render_world_vb( world_instance *world, vg_camera *cam ) +{ shader_scene_vertex_blend_use(); shader_scene_vertex_blend_uTexGarbage(0); shader_scene_vertex_blend_uTexGradients(1); @@ -298,10 +311,11 @@ static void render_world_vb( world_instance *world, vg_camera *cam ){ shader_scene_vertex_blend_uPv( cam->mtx.pv ); shader_scene_vertex_blend_uCamera( cam->transform[3] ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_standard_vertex_blend, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_world_vb, .fn_set_mdl = shader_scene_vertex_blend_uMdl, .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev, }; @@ -309,7 +323,8 @@ static void render_world_vb( world_instance *world, vg_camera *cam ){ world_render_both_stages( world, &pass ); } -static void world_shader_standard_bind( world_instance *world, vg_camera *cam ){ +static void world_shader_standard_bind( world_instance *world, vg_camera *cam ) +{ shader_scene_standard_use(); shader_scene_standard_uTexGarbage(0); shader_scene_standard_uTexMain(1); @@ -320,12 +335,23 @@ static void world_shader_standard_bind( world_instance *world, vg_camera *cam ){ shader_scene_standard_uCamera( cam->transform[3] ); } -static void render_world_standard( world_instance *world, vg_camera *cam ){ +static void bindpoint_standard( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_standard *props = mat->info.props.compiled; + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); +} + +static void render_world_standard( world_instance *world, vg_camera *cam ) +{ world_shader_standard_bind( world, cam ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_standard, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_standard, .fn_set_mdl = shader_scene_standard_uMdl, .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev, }; @@ -333,16 +359,20 @@ static void render_world_standard( world_instance *world, vg_camera *cam ){ world_render_both_stages( world, &pass ); } -static void bindpoint_diffuse1_and_cubemap10( world_instance *world, - struct world_surface *mat ){ +static void bindpoint_world_cubemapped( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_cubemapped *props = mat->info.props.compiled; + glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, - world_get_texture(world,mat->info.tex_diffuse) ); + world_get_texture( world,props->tex_diffuse ) ); - u32 cubemap_id = mat->info.tex_none0, + u32 cubemap_id = props->cubemap_entity, cubemap_index = 0; - if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){ + if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ) + { cubemap_index = mdl_entity_id_id( cubemap_id ); } @@ -350,28 +380,42 @@ static void bindpoint_diffuse1_and_cubemap10( world_instance *world, glActiveTexture( GL_TEXTURE10 ); glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id ); - shader_scene_cubemapped_uColour( mat->info.colour ); + shader_scene_cubemapped_uColour( props->tint ); +} + +static void bindpoint_world_cubemapped_disabled( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_cubemapped *props = mat->info.props.compiled; + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture( world, props->tex_diffuse ) ); } static void render_world_cubemapped( world_instance *world, vg_camera *cam, - int enabled ){ + int enabled ) +{ if( !mdl_arrcount( &world->ent_cubemap ) ) return; - if( !enabled ){ + if( !enabled ) + { world_shader_standard_bind( world, cam ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_cubemap, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_world_cubemapped_disabled, .fn_set_mdl = shader_scene_standard_uMdl, .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev, }; world_render_both_stages( world, &pass ); } - else { + else + { shader_scene_cubemapped_use(); shader_scene_cubemapped_uTexGarbage(0); shader_scene_cubemapped_uTexMain(1); @@ -383,10 +427,11 @@ static void render_world_cubemapped( world_instance *world, vg_camera *cam, bind_terrain_noise(); shader_scene_cubemapped_uCamera( cam->transform[3] ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_cubemap, .cam = cam, - .fn_bind_textures = bindpoint_diffuse1_and_cubemap10, + .fn_bind = bindpoint_world_cubemapped, .fn_set_mdl = shader_scene_cubemapped_uMdl, .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev, }; @@ -395,7 +440,8 @@ static void render_world_cubemapped( world_instance *world, vg_camera *cam, } } -static void render_world_alphatest( world_instance *world, vg_camera *cam ){ +static void render_world_alphatest( world_instance *world, vg_camera *cam ) +{ shader_scene_standard_alphatest_use(); shader_scene_standard_alphatest_uTexGarbage(0); shader_scene_standard_alphatest_uTexMain(1); @@ -407,10 +453,11 @@ static void render_world_alphatest( world_instance *world, vg_camera *cam ){ shader_scene_standard_alphatest_uCamera( cam->transform[3] ); glDisable(GL_CULL_FACE); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_standard_cutout, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_standard, .fn_set_mdl = shader_scene_standard_alphatest_uMdl, .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev, }; @@ -419,7 +466,8 @@ static void render_world_alphatest( world_instance *world, vg_camera *cam ){ glEnable(GL_CULL_FACE); } -static void render_world_foliage( world_instance *world, vg_camera *cam ){ +static void render_world_foliage( world_instance *world, vg_camera *cam ) +{ shader_scene_foliage_use(); shader_scene_foliage_uTexGarbage(0); shader_scene_foliage_uTexMain(1); @@ -431,10 +479,11 @@ static void render_world_foliage( world_instance *world, vg_camera *cam ){ shader_scene_foliage_uCamera( cam->transform[3] ); glDisable(GL_CULL_FACE); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_foliage, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_standard, .fn_set_mdl = shader_scene_foliage_uMdl, .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev, }; @@ -443,7 +492,8 @@ static void render_world_foliage( world_instance *world, vg_camera *cam ){ } static void world_render_challenges( world_instance *world, - struct world_pass *pass, v3f pos ){ + struct world_pass *pass, v3f pos ) +{ if( !world ) return; if( skaterift.activity == k_skaterift_replay ) return; if( world != world_current_instance() ) return; @@ -515,7 +565,8 @@ static void world_render_challenges( world_instance *world, glDisable( GL_CULL_FACE ); mesh_bind( &world->mesh_no_collide ); u32 last_material = 0; - for( u32 i=0; ient_objective, index ); if( (objective->flags & k_ent_objective_hidden) && @@ -523,7 +574,8 @@ static void world_render_challenges( world_instance *world, f32 scale = 1.0f; - if( running ){ + if( running ) + { u32 passed = objective->flags & k_ent_objective_passed; f32 target = passed? 0.0f: 1.0f; vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f); @@ -534,7 +586,8 @@ static void world_render_challenges( world_instance *world, else shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } ); } - else { + else + { f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius); scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) ); } @@ -545,13 +598,15 @@ static void world_render_challenges( world_instance *world, v3_copy( objective->transform.co, mmdl[3] ); shader_scene_fxglow_uMdl( mmdl ); - for( u32 j=0; jsubmesh_count; j++ ){ + for( u32 j=0; jsubmesh_count; j++ ) + { mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, objective->submesh_start + j ); - if( sm->material_id != last_material ){ + if( sm->material_id != last_material ) + { last_material = sm->material_id; - pass->fn_bind_textures( world, &world->surfaces[sm->material_id] ); + pass->fn_bind( world, &world->surfaces[sm->material_id] ); } mdl_draw_submesh( sm ); } @@ -605,10 +660,20 @@ static void world_render_challenges( world_instance *world, } } +static void bindpoint_fxglow( world_instance *world, + struct world_surface *mat ) +{ + struct shader_props_standard *props = mat->info.props.compiled; + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); +} + static void render_world_fxglow( world_instance *host_world, world_instance *world, vg_camera *cam, m4x3f world_mmdl, - int generic, int challenges, int regions ){ + int generic, int challenges, int regions ) +{ shader_scene_fxglow_use(); shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); shader_scene_fxglow_uTexMain(1); @@ -618,10 +683,11 @@ static void render_world_fxglow( world_instance *host_world, shader_scene_fxglow_uCamera( cam->transform[3] ); glDisable(GL_CULL_FACE); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_fxglow, .cam = cam, - .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_bind = bindpoint_fxglow, .fn_set_mdl = shader_scene_fxglow_uMdl, .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev, }; @@ -650,13 +716,15 @@ static void render_world_fxglow( world_instance *host_world, m4x3_mul( world_mmdl, mmdl, mmdl ); shader_scene_fxglow_uMdl( mmdl ); - for( u32 j=0; jsubmesh_count; j++ ){ + for( u32 j=0; jsubmesh_count; j++ ) + { mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, region->submesh_start + j ); - if( sm->material_id != last_material ){ + if( sm->material_id != last_material ) + { last_material = sm->material_id; - pass.fn_bind_textures(world,&world->surfaces[sm->material_id]); + pass.fn_bind( world, &world->surfaces[sm->material_id] ); } mdl_draw_submesh( sm ); } @@ -670,30 +738,33 @@ static void render_world_fxglow( world_instance *host_world, } static void bindpoint_terrain( world_instance *world, - struct world_surface *mat ) + struct world_surface *mat ) { - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, - world_get_texture(world,mat->info.tex_diffuse) ); + struct shader_props_terrain *props = mat->info.props.compiled; - shader_scene_terrain_uSandColour( mat->info.colour ); - shader_scene_terrain_uBlendOffset( mat->info.colour1 ); + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) ); + shader_scene_terrain_uBlendOffset( props->blend_offset ); + shader_scene_terrain_uSandColour( props->sand_colour ); } static void bindpoint_override( world_instance *world, - struct world_surface *mat ){ - if( mat->info.flags & k_material_flag_collision ){ + struct world_surface *mat ) +{ + if( mat->info.flags & k_material_flag_collision ) + { shader_scene_override_uAlphatest(0); } - else{ + else + { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, - world_get_texture(world,mat->info.tex_diffuse) ); + glBindTexture( GL_TEXTURE_2D, world_get_texture(world, mat->alpha_tex) ); shader_scene_override_uAlphatest(1); } } -static void render_terrain( world_instance *world, vg_camera *cam ){ +static void render_terrain( world_instance *world, vg_camera *cam ) +{ shader_scene_terrain_use(); shader_scene_terrain_uTexGarbage(0); shader_scene_terrain_uTexGradients(1); @@ -705,10 +776,11 @@ static void render_terrain( world_instance *world, vg_camera *cam ){ shader_scene_terrain_uPv( cam->mtx.pv ); shader_scene_terrain_uCamera( cam->transform[3] ); - struct world_pass pass = { + struct world_pass pass = + { .shader = k_shader_terrain_blend, .cam = cam, - .fn_bind_textures = bindpoint_terrain, + .fn_bind = bindpoint_terrain, .fn_set_mdl = shader_scene_terrain_uMdl, .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev, }; @@ -716,7 +788,8 @@ static void render_terrain( world_instance *world, vg_camera *cam ){ world_render_both_stages( world, &pass ); } -static void render_sky( world_instance *world, vg_camera *cam ){ +static void render_sky( world_instance *world, vg_camera *cam ) +{ /* * Modify matrix to remove clipping and view translation */ @@ -1028,19 +1101,22 @@ void render_world( world_instance *world, vg_camera *cam, render_world_fxglow( world, world, cam, NULL, 1, 1, 0 ); } - if( with_water ){ + if( with_water ) + { render_water_texture( world, cam ); - render_fb_bind( gpipeline.fb_main, 1 ); + vg_framebuffer_bind( gpipeline.fb_main, k_render_scale ); } - if( stenciled ){ + if( stenciled ) + { glStencilFunc( GL_EQUAL, 1, 0xFF ); glStencilMask( 0x00 ); glEnable( GL_CULL_FACE ); glEnable( GL_STENCIL_TEST ); } - if( with_water ){ + if( with_water ) + { render_water_surface( world, cam ); } @@ -1048,7 +1124,8 @@ void render_world( world_instance *world, vg_camera *cam, render_other_entities( world, cam ); ent_miniworld_render( world, cam ); - if( stenciled ){ + if( stenciled ) + { glStencilMask( 0xFF ); glStencilFunc( GL_ALWAYS, 1, 0xFF ); glDisable( GL_STENCIL_TEST ); @@ -1059,8 +1136,10 @@ void render_world( world_instance *world, vg_camera *cam, static void render_world_override_pass( world_instance *world, struct world_pass *pass, m4x3f mmdl, m3x3f mnormal, - m4x4f mpvm_prev ){ - for( int i=0; isurface_count; i++ ){ + m4x4f mpvm_prev ) +{ + for( int i=0; isurface_count; i++ ) + { struct world_surface *mat = &world->surfaces[i]; if( mat->info.flags & k_material_flag_ghosts ) continue; @@ -1076,7 +1155,7 @@ static void render_world_override_pass( world_instance *world, pass->fn_set_mdl( mmdl ); pass->fn_set_uNormalMtx( mnormal ); pass->fn_set_uPvmPrev( mpvm_prev ); - pass->fn_bind_textures( world, mat ); + pass->fn_bind( world, mat ); mdl_draw_submesh( sm ); } } @@ -1087,9 +1166,10 @@ void render_world_override( world_instance *world, vg_camera *cam, ent_spawn *dest_spawn, v4f map_info ) { - struct world_pass pass = { + struct world_pass pass = + { .cam = cam, - .fn_bind_textures = bindpoint_override, + .fn_bind = bindpoint_override, .fn_set_mdl = shader_scene_override_uMdl, .fn_set_uPvmPrev = shader_scene_override_uPvmPrev, .fn_set_uNormalMtx = shader_scene_override_uNormalMtx, @@ -1121,7 +1201,6 @@ void render_world_override( world_instance *world, v4f uPlayerPos, uSpawnPos; v4_zero( uPlayerPos ); v4_zero( uSpawnPos ); - v3_copy( world->player_co, uPlayerPos ); if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) ) @@ -1271,20 +1350,21 @@ static f32 *skybox_prop_location( world_instance *world, i32 index ){ } } -void imgui_world_light_edit( world_instance *world ) +void imgui_world_light_edit( ui_context *ctx, world_instance *world ) { ui_rect panel = { vg.window_x-400, 0, 400, vg.window_y }; - ui_fill( panel, ui_colour( k_ui_bg+1 ) ); - ui_outline( panel, 1, ui_colour( k_ui_bg+7 ), 0 ); + ui_fill( ctx, panel, ui_colour( ctx, k_ui_bg+1 ) ); + ui_outline( ctx, panel, 1, ui_colour( ctx, k_ui_bg+7 ), 0 ); ui_rect_pad( panel, (ui_px[2]){ 8, 8 } ); - vg_ui.wants_mouse = 1; + ui_capture_mouse(ctx, 1); static i32 option_to_edit = 0; - ui_enum( panel, "option", skybox_setting_options, 5, &option_to_edit ); - ui_colourpicker( panel, "colour", + ui_enum( ctx, panel, "option", skybox_setting_options, 5, &option_to_edit ); + ui_colourpicker( ctx, panel, "colour", skybox_prop_location( world, option_to_edit ) ); - if( ui_button( panel, "save tweaker file ('/tmp/tweaker.txt')\n" ) == 1 ){ + if( ui_button( ctx, panel, "save tweaker file ('/tmp/tweaker.txt')\n" ) == 1 ) + { FILE *fp = fopen( "/tmp/tweaker.txt", "w" ); for( i32 i=0; i<5; i ++ ){