X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=e6c709afb0d141438a9726256d4889cf06f74a46;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=ec2ec8a263bfa206557edcbbcb2aff1fb0b0d391;hpb=5bfb36032928ba9f8d12e72961af68bfab9ea648;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index ec2ec8a..e6c709a 100644 --- a/world_render.c +++ b/world_render.c @@ -9,6 +9,7 @@ #include "world_render.h" #include "font.h" #include "gui.h" +#include "respawn.h" static int ccmd_set_time( int argc, const char *argv[] ){ if( argc == 1 ){ @@ -21,10 +22,10 @@ static int ccmd_set_time( int argc, const char *argv[] ){ return 0; } -VG_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; i<4; i++ ){ + for( int i=0; iubo_bind_point = i; @@ -38,7 +39,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size ) } vg_info( "Allocate frame buffers\n" ); - for( int i=0; i<4; i++ ){ + for( int i=0; iheightmap; @@ -64,7 +65,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size ) } } -VG_STATIC void world_render_init(void) +static void world_render_init(void) { VG_VAR_F32( k_day_length ); VG_VAR_I32( k_debug_light_indices ); @@ -77,6 +78,7 @@ VG_STATIC void world_render_init(void) shader_scene_standard_register(); shader_scene_standard_alphatest_register(); + shader_scene_override_register(); shader_scene_cubemapped_register(); shader_scene_fxglow_register(); shader_scene_vertex_blend_register(); @@ -102,46 +104,41 @@ VG_STATIC void world_render_init(void) vg_async_call( async_world_render_init, NULL, 0 ); } -VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader ) -{ +static void world_link_lighting_ub( world_instance *world, GLuint shader ){ GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" ); glUniformBlockBinding( shader, idx, world->ubo_bind_point ); } -VG_STATIC void world_bind_position_texture( world_instance *world, +static void world_bind_position_texture( world_instance *world, GLuint shader, GLuint location, - int slot ) -{ + int slot ){ render_fb_bind_texture( &world->heightmap, 0, slot ); glUniform1i( location, slot ); } -VG_STATIC void world_bind_light_array( world_instance *world, +static void world_bind_light_array( world_instance *world, GLuint shader, GLuint location, - int slot ) -{ + int slot ){ glActiveTexture( GL_TEXTURE0 + slot ); glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities ); glUniform1i( location, slot ); } -VG_STATIC void world_bind_light_index( world_instance *world, +static void world_bind_light_index( world_instance *world, GLuint shader, GLuint location, - int slot ) -{ + int slot ){ glActiveTexture( GL_TEXTURE0 + slot ); glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes ); glUniform1i( location, slot ); } -VG_STATIC void render_world_depth( world_instance *world, camera *cam ); +static void render_world_depth( world_instance *world, camera *cam ); /* * Rendering */ -VG_STATIC void bind_terrain_noise(void) -{ +static void bind_terrain_noise(void){ glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); } @@ -157,7 +154,7 @@ struct world_pass{ void (*fn_set_uPvmPrev)( m4x4f pvm ); }; -VG_STATIC +static void world_render_traffic( world_instance *world, u32 material_id, struct world_pass *pass ){ if( !mdl_arrcount( &world->ent_traffic ) ) return; @@ -195,7 +192,7 @@ void world_render_traffic( world_instance *world, u32 material_id, } } -VG_STATIC +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]; @@ -225,7 +222,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){ } } -VG_STATIC +static void world_render_both_stages( world_instance *world, struct world_pass *pass ) { mesh_bind( &world->mesh_geo ); @@ -239,7 +236,7 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass ) glEnable( GL_CULL_FACE ); } -VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, +static void bindpoint_diffuse_texture1( world_instance *world, struct world_surface *mat ) { @@ -247,7 +244,7 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); } -VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world, +static void bindpoint_diffuse1_and_cubemap10( world_instance *world, struct world_surface *mat ){ glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); @@ -266,8 +263,7 @@ VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world, shader_scene_cubemapped_uColour( mat->info.colour ); } -VG_STATIC void render_world_vb( world_instance *world, camera *cam ) -{ +static void render_world_vb( world_instance *world, camera *cam ){ shader_scene_vertex_blend_use(); shader_scene_vertex_blend_uTexGarbage(0); shader_scene_vertex_blend_uTexGradients(1); @@ -296,7 +292,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam ) world_render_both_stages( world, &pass ); } -VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){ +static void world_shader_standard_bind( world_instance *world, camera *cam ){ shader_scene_standard_use(); shader_scene_standard_uTexGarbage(0); shader_scene_standard_uTexMain(1); @@ -314,7 +310,7 @@ VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){ shader_scene_standard_uCamera( cam->transform[3] ); } -VG_STATIC void render_world_standard( world_instance *world, camera *cam ){ +static void render_world_standard( world_instance *world, camera *cam ){ world_shader_standard_bind( world, cam ); struct world_pass pass = { .shader = k_shader_standard, @@ -327,7 +323,7 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){ world_render_both_stages( world, &pass ); } -VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam, +static void render_world_cubemapped( world_instance *world, camera *cam, int layer_depth ){ if( !mdl_arrcount( &world->ent_cubemap ) ) return; @@ -375,7 +371,7 @@ VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam, } } -VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){ +static void render_world_alphatest( world_instance *world, camera *cam ){ shader_scene_standard_alphatest_use(); shader_scene_standard_alphatest_uTexGarbage(0); shader_scene_standard_alphatest_uTexMain(1); @@ -410,86 +406,172 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){ glEnable(GL_CULL_FACE); } -VG_STATIC +static void world_render_challenges( world_instance *world, struct world_pass *pass, v3f pos, int layer_depth ){ if( !world ) return; + if( skaterift.activity == k_skaterift_replay ) return; + if( world != world_current_instance() ) return; /* sort lists */ - const f32 radius = 40.0f; - bh_iter it; - bh_iter_init_range( 0, &it, pos, radius ); - i32 idx; + f32 radius = 40.0f; + + u32 objective_list[ 32 ], + challenge_list[ 16 ]; + + v2f objective_uv_offsets[ 32 ]; + + u32 objective_count = 0, + challenge_count = 0; + + ent_challenge *active_challenge = NULL; + int running = 0; + if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){ + if( (skaterift.activity == k_skaterift_default) && + world_static.challenge_target ){ + running = 1; + } - u32 challenge_list[ 32 ], - unlock_list[ 32 ]; + if( !((skaterift.activity != k_skaterift_ent_focus) && + !world_static.challenge_target) ){ + world_instance *challenge_world = world_current_instance(); + u32 index = mdl_entity_id_id( world_static.focused_entity ); + active_challenge = mdl_arritm(&challenge_world->ent_challenge, index); + } + } - u32 challenge_count = 0, - unlock_count = 0; + if( active_challenge ){ + shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } ); + challenge_list[ challenge_count ++ ] = world_static.focused_entity; - while( bh_next( world->entity_bh, &it, &idx ) ){ - u32 id = world->entity_list[ idx ], - type = mdl_entity_id_type( id ), - index = mdl_entity_id_id( id ); + u32 next = active_challenge->first; + while( mdl_entity_id_type(next) == k_ent_objective ){ + u32 index = mdl_entity_id_id( next ); + objective_list[ objective_count ++ ] = index; - if( type == k_ent_challenge ) { - if( challenge_count < vg_list_size(challenge_list) ) - challenge_list[ challenge_count ++ ] = index; + ent_objective *objective = mdl_arritm( &world->ent_objective, index ); + next = objective->id_next; } - else if( type == k_ent_unlock ){ - if( unlock_count < vg_list_size(unlock_list) ) - unlock_list[ unlock_count ++ ] = index; + + radius = 10000.0f; + } + else { + shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); + bh_iter it; + bh_iter_init_range( 0, &it, pos, radius+10.0f ); + i32 idx; + while( bh_next( world->entity_bh, &it, &idx ) ){ + u32 id = world->entity_list[ idx ], + type = mdl_entity_id_type( id ), + index = mdl_entity_id_id( id ); + + if( type == k_ent_objective ) { + if( objective_count < vg_list_size(objective_list) ) + objective_list[ objective_count ++ ] = index; + } + else if( type == k_ent_challenge ){ + if( challenge_count < vg_list_size(challenge_list) ) + challenge_list[ challenge_count ++ ] = index; + } } } - /* render challenges */ + /* render objectives */ glDisable( GL_CULL_FACE ); mesh_bind( &world->mesh_no_collide ); u32 last_material = 0; - for( u32 i=0; ient_challenge, index ); - if( challenge->flags & k_ent_challenge_hidden ) continue; - - f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius), - scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ); - - v3_fill( challenge->transform.s, scale ); + for( u32 i=0; ient_objective, index ); + if( (objective->flags & k_ent_objective_hidden) && + !active_challenge ) continue; + + f32 scale = 1.0f; + + 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); + scale = vg_smoothstepf( objective->transform.s[0] ); + + if( (objective == world_static.challenge_target) || passed ) + shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } ); + else + shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } ); + } + 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 ) ); + } m4x3f mmdl; - mdl_transform_m4x3( &challenge->transform, mmdl ); + q_m3x3( objective->transform.q, mmdl ); + m3x3_scalef( mmdl, scale ); + 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, - challenge->submesh_start + j ); + objective->submesh_start + j ); if( sm->material_id != last_material ){ last_material = sm->material_id; - pass->fn_bind_textures( world, &world->surfaces[sm->material_id] ); } - mdl_draw_submesh( sm ); } } /* render texts */ - font3d_bind( &gui.font, &skaterift.cam ); - shader_model_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} ); + font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam ); + + char buf[32]; + u32 count = 0; + + for( u32 i=0; ient_challenge); i++ ){ + ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i ); + if( challenge->status ) count ++; + } + + int c=0; + c+=highscore_intl( buf+c, count, 3 ); + buf[c++] = '/'; + c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 ); + buf[c++] = '\0'; - for( u32 i=0; ient_unlock, index ); + f32 w = font3d_string_width( 1, buf ); + m4x3f mlocal; + m3x3_identity( mlocal ); + mlocal[3][0] = -w*0.5f; + mlocal[3][1] = 0.0f; + mlocal[3][2] = 0.0f; + + for( u32 i=0; ient_challenge, index ); m4x3f mmdl; - mdl_transform_m4x3( &unlock->transform, mmdl ); - font3d_simple_draw( &gui.font, 0, "Test!", &skaterift.cam, mmdl ); + mdl_transform_m4x3( &challenge->transform, mmdl ); + m4x3_mul( mmdl, mlocal, mmdl ); + + vg_line_point( challenge->transform.co, 0.25f, VG__RED ); + + f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius), + scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ), + colour = 0.0f; + + if( challenge->status ) + colour = 1.0f; + + shader_scene_font_uOpacity( scale ); + shader_scene_font_uColourize( colour ); + font3d_simple_draw( 1, buf, &skaterift.cam, mmdl ); } } -VG_STATIC void render_world_fxglow( world_instance *world, camera *cam, +static void render_world_fxglow( world_instance *world, camera *cam, int layer_depth ){ shader_scene_fxglow_use(); + shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); shader_scene_fxglow_uTexMain(1); shader_scene_fxglow_uPv( cam->mtx.pv ); @@ -518,7 +600,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam, glEnable(GL_CULL_FACE); } -VG_STATIC void bindpoint_terrain( world_instance *world, +static void bindpoint_terrain( world_instance *world, struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); @@ -528,20 +610,24 @@ VG_STATIC void bindpoint_terrain( world_instance *world, shader_scene_terrain_uBlendOffset( mat->info.colour1 ); } -VG_STATIC void render_terrain( world_instance *world, camera *cam ) -{ +static void bindpoint_override( world_instance *world, + struct world_surface *mat ){ + if( mat->info.flags & k_material_flag_collision ){ + shader_scene_override_uAlphatest(0); + } + else{ + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + shader_scene_override_uAlphatest(1); + } +} + +static void render_terrain( world_instance *world, camera *cam ){ shader_scene_terrain_use(); shader_scene_terrain_uTexGarbage(0); shader_scene_terrain_uTexGradients(1); - world_link_lighting_ub( world, _shader_scene_terrain.id ); - world_bind_position_texture( world, _shader_scene_terrain.id, - _uniform_scene_terrain_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_terrain.id, - _uniform_scene_terrain_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_terrain.id, - _uniform_scene_terrain_uLightsIndex, 4 ); - + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_terrain ); glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); @@ -559,7 +645,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam ) world_render_both_stages( world, &pass ); } -VG_STATIC void render_sky( world_instance *world, camera *cam ) +static void render_sky( world_instance *world, camera *cam ) { /* * Modify matrix to remove clipping and view translation @@ -608,7 +694,7 @@ VG_STATIC void render_sky( world_instance *world, camera *cam ) glDepthMask( GL_TRUE ); } -VG_STATIC void render_world_gates( world_instance *world, camera *cam, +static void render_world_gates( world_instance *world, camera *cam, int layer_depth ) { float closest = INFINITY; @@ -649,7 +735,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, } } -VG_STATIC void world_prerender( world_instance *world ) +static void world_prerender( world_instance *world ) { if( mdl_arrcount( &world->ent_light ) ){ @@ -663,11 +749,16 @@ VG_STATIC void world_prerender( world_instance *world ) struct ub_world_lighting *state = &world->ub_lighting; state->g_time = world->time; - state->g_realtime = vg.time; + state->g_realtime = vg.time_real; state->g_debug_indices = k_debug_light_indices; state->g_light_preview = k_light_preview; state->g_debug_complexity = k_debug_light_complexity; - state->g_time_of_day = vg_fractf( world->time ); + + 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_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 ); @@ -693,8 +784,7 @@ VG_STATIC void world_prerender( world_instance *world ) sizeof(struct ub_world_lighting), &world->ub_lighting ); } -VG_STATIC void skateshop_render(void); -VG_STATIC void render_world( world_instance *world, camera *cam, +static void render_world( world_instance *world, camera *cam, int layer_depth ) { render_sky( world, cam ); @@ -705,35 +795,115 @@ VG_STATIC void render_world( world_instance *world, camera *cam, render_world_vb( world, cam ); render_world_alphatest( world, cam ); - render_world_fxglow( world, cam, layer_depth ); render_terrain( world, cam ); + if( layer_depth == -1 ) return; if( layer_depth == 0 ){ - skateshop_render(); + world_entity_focus_render(); /* Render SFD's */ u32 closest = 0; float min_dist = INFINITY; - if( !mdl_arrcount( &world->ent_route ) ) - return; - - for( u32 i=0; ient_route ); i++ ){ - ent_route *route = mdl_arritm( &world->ent_route, i ); - float dist = v3_dist2( route->board_transform[3], cam->pos ); + if( mdl_arrcount( &world->ent_route ) ){ + for( u32 i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + float dist = v3_dist2( route->board_transform[3], cam->pos ); - if( dist < min_dist ){ - min_dist = dist; - closest = i; + if( dist < min_dist ){ + min_dist = dist; + closest = i; + } } + + ent_route *route = mdl_arritm( &world->ent_route, closest ); + sfd_render( world, cam, route->board_transform ); } + } + + f32 greyout = 0.0f; + if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge ) + greyout = world_static.focus_strength; + + if( greyout > 0.0f ){ + glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); + glEnable(GL_BLEND); + glDisable(GL_DEPTH_TEST); + glDepthMask(GL_FALSE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); + + shader_blitcolour_use(); + shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } ); + render_fsquad(); + + glDisable(GL_BLEND); + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, + GL_COLOR_ATTACHMENT1 } ); + } + + render_world_fxglow( world, cam, layer_depth ); +} + + +static +void render_world_override_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.flags & k_material_flag_ghosts ) continue; + + mdl_submesh *sm; + if( pass->geo_type == k_world_geo_type_solid ) + sm = &mat->sm_geo; + else + sm = &mat->sm_no_collide; + + if( !sm->indice_count ) + continue; - ent_route *route = mdl_arritm( &world->ent_route, closest ); - sfd_render( world, cam, route->board_transform ); + m4x3f mmdl; + m4x3_identity( mmdl ); + pass->fn_set_mdl( mmdl ); + pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv ); + pass->fn_bind_textures( world, mat ); + mdl_draw_submesh( sm ); } } -VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, +static void render_world_override( world_instance *world ){ + struct world_pass pass = { + .cam = &skaterift.cam, + .fn_bind_textures = bindpoint_override, + .fn_set_mdl = shader_scene_override_uMdl, + .fn_set_uPvmPrev = shader_scene_override_uPvmPrev, + .shader = k_shader_override + }; + + shader_scene_override_use(); + respawn_chooser_shader_uniforms(); + shader_scene_override_uTexGarbage(0); + shader_scene_override_uTexMain(1); + shader_scene_override_uPv( pass.cam->mtx.pv ); + + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_override ); + bind_terrain_noise(); + shader_scene_override_uCamera( pass.cam->transform[3] ); + + glDisable( GL_CULL_FACE ); + mesh_bind( &world->mesh_geo ); + pass.geo_type = k_world_geo_type_solid; + render_world_override_pass( world, &pass ); + mesh_bind( &world->mesh_no_collide ); + pass.geo_type = k_world_geo_type_nonsolid; + render_world_override_pass( world, &pass ); + glEnable( GL_CULL_FACE ); +} + +static void render_cubemap_side( world_instance *world, ent_cubemap *cm, u32 side ){ camera cam; glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, @@ -779,7 +949,7 @@ VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, render_world( world, &cam, -1 ); } -VG_STATIC void render_world_cubemaps( world_instance *world ){ +static void render_world_cubemaps( world_instance *world ){ if( world->cubemap_cooldown ) world->cubemap_cooldown --; else{ @@ -799,8 +969,7 @@ VG_STATIC void render_world_cubemaps( world_instance *world ){ } } -VG_STATIC void render_world_depth( world_instance *world, camera *cam ) -{ +static void render_world_depth( world_instance *world, camera *cam ){ m4x3f identity_matrix; m4x3_identity( identity_matrix ); @@ -815,8 +984,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam ) mesh_draw( &world->mesh_geo ); } -VG_STATIC void render_world_position( world_instance *world, camera *cam ) -{ +static void render_world_position( world_instance *world, camera *cam ){ m4x3f identity_matrix; m4x3_identity( identity_matrix );