X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=8d7e546c7aeb666e8b1eb23d0c8450d30a5b0b98;hb=00653e446d6b1310fa89d3aace70800f9fef4122;hp=b63d8a78d2198e14b11ece4c41845ede50bf428a;hpb=43dc3602effdf0af4f22ce78c0e76565c0be03e6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index b63d8a7..8d7e546 100644 --- a/world_render.c +++ b/world_render.c @@ -798,11 +798,7 @@ static void world_prerender( world_instance *world ){ state->g_debug_indices = k_debug_light_indices; state->g_light_preview = k_light_preview; state->g_debug_complexity = k_debug_light_complexity; - - if( skaterift.activity == k_skaterift_respawning ) - state->g_time_of_day = 0.1f; - else - state->g_time_of_day = vg_fractf( world->time ); + state->g_time_of_day = vg_fractf( world->time ); state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f ); state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf ); @@ -963,7 +959,8 @@ static void render_world_override_pass( world_instance *world, static void render_world_override( world_instance *world, world_instance *lighting_source, m4x3f mmdl, - camera *cam ){ + camera *cam, + ent_spawn *dest_spawn ){ struct world_pass pass = { .cam = cam, .fn_bind_textures = bindpoint_override, @@ -974,9 +971,6 @@ static void render_world_override( world_instance *world, }; shader_scene_override_use(); -#if 0 - respawn_chooser_shader_uniforms(); -#endif shader_scene_override_uTexGarbage(0); shader_scene_override_uTexMain(1); shader_scene_override_uPv( pass.cam->mtx.pv ); @@ -1003,13 +997,10 @@ static void render_world_override( world_instance *world, v3_copy( world->player_co, uPlayerPos ); - m4x3f mmdl_inv; - m4x3_invert_full( mmdl, mmdl_inv ); - v3f localized; - m4x3_mulv( mmdl_inv, localplayer.rb.co, localized ); - ent_spawn *spawn = world_find_closest_spawn( world, localized ); - if( spawn ) - v3_copy( spawn->transform.co, uSpawnPos ); + if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) ) + v3_copy( dest_spawn->transform.co, uSpawnPos ); + else + v3_add( uPlayerPos, (v3f){0,-1,0}, uSpawnPos ); uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos); uSpawnPos[3] = 1.0f/uPlayerPos[3];