def emplace_material( mat ):
nonlocal material_cache, material_buffer
+ if mat == None:
+ return 0
+
if mat.name in material_cache:
return material_cache[mat.name]
can_use_cache = True
for mod in obj.modifiers:
- if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP':
+ if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \
+ mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \
+ mod.type == 'ARRAY':
can_use_cache = False
if mod.type == 'ARMATURE':
# WEight groups
#
if armature_def:
- weight_groups = sorted( data.vertices[vi].groups, key = \
+ src_groups = [_ for _ in data.vertices[vi].groups \
+ if obj.vertex_groups[_.group].name in \
+ armature_def['bones']]
+
+ weight_groups = sorted( src_groups, key = \
lambda a: a.weight, reverse=True )
tot = 0.0
for ml in range(3):
for pb in armature.pose.bones:
if pb.name == bone_name:
rb = armature.data.bones[ bone_name ]
-
- loc, rot, sca = pb.matrix_basis.decompose()
+
+ # relative bone matrix
+ if rb.parent is not None:
+ offset_mtx = rb.parent.matrix_local
+ offset_mtx = offset_mtx.inverted_safe() @ \
+ rb.matrix_local
+
+ inv_parent = pb.parent.matrix @ offset_mtx
+ inv_parent.invert_safe()
+ fpm = inv_parent @ pb.matrix
+ else:
+ bone_mtx = rb.matrix.to_4x4()
+ local_inv = rb.matrix_local.inverted_safe()
+ fpm = bone_mtx @ local_inv @ pb.matrix
+
+ loc, rot, sca = fpm.decompose()
# local position
- vp = rb.matrix @ loc
- final_pos = Vector(( vp[0], vp[2], -vp[1] ))
+ final_pos = Vector(( loc[0], loc[2], -loc[1] ))
# rotation
lc_m = pb.matrix_channel.to_3x3()
for obj in bpy.context.collection.objects:
if obj.type == 'ARMATURE':
for bone in obj.data.bones:
- if bone.cv_data.collider:
+ if bone.cv_data.collider and obj.data.pose_position == 'REST':
c = bone.head_local
a = bone.cv_data.v0
b = bone.cv_data.v1
v0: bpy.props.FloatVectorProperty(name="v0",size=3)
v1: bpy.props.FloatVectorProperty(name="v1",size=3)
+ con0: bpy.props.BoolProperty(name="Constriant 0",default=False)
mins: bpy.props.FloatVectorProperty(name="mins",size=3)
maxs: bpy.props.FloatVectorProperty(name="maxs",size=3)
- con0: bpy.props.BoolProperty(name="Constriant 0",default=False)
- c0: bpy.props.FloatVectorProperty(name="dir",size=3)
- s0: bpy.props.FloatVectorProperty(name="limits",size=3)
-
- con1: bpy.props.BoolProperty(name="Constriant 1",default=False)
- c1: bpy.props.FloatVectorProperty(name="dir",size=3)
- s1: bpy.props.FloatVectorProperty(name="limits",size=3)
-
class CV_BONE_PANEL(bpy.types.Panel):
bl_label="Bone Config"
bl_idname="SCENE_PT_cv_bone"
_.layout.prop( bone.cv_data, "v1" )
_.layout.label( text="Angle Limits" )
+ _.layout.prop( bone.cv_data, "con0" )
_.layout.prop( bone.cv_data, "mins" )
_.layout.prop( bone.cv_data, "maxs" )
-
- _.layout.prop( bone.cv_data, "con0" )
- _.layout.prop( bone.cv_data, "c0" )
- _.layout.prop( bone.cv_data, "s0" )
-
- _.layout.prop( bone.cv_data, "con1" )
- _.layout.prop( bone.cv_data, "c1" )
- _.layout.prop( bone.cv_data, "s1" )
class CV_SCENE_SETTINGS(bpy.types.PropertyGroup):
use_hidden: bpy.props.BoolProperty( name="use hidden", default=False )
*/
static float
- k_walkspeed = 2.0f,
+ k_walkspeed = 7.0f, /* no longer used */
+ k_runspeed = 14.0f,
k_board_radius = 0.3f,
k_board_length = 0.45f,
k_board_allowance = 0.04f,
k_steer_ground = 2.5f,
k_steer_air = 3.6f,
k_steer_air_lerp = 0.3f,
- k_pump_force = 000.0f,
+ k_pump_force = 0.0f,
k_downforce = 5.0f,
k_jump_charge_speed = (1.0f/1.0f),
- k_jump_force = 5.0f;
+ k_jump_force = 5.0f,
+ k_pitch_limit = 1.5f,
+ k_look_speed = 2.0f,
+ k_walk_accel = 5.0f,
+ k_walk_friction = 8.0f;
static int freecam = 0;
static int walk_grid_iterations = 1;
/* Physics */
rigidbody rb, collide_front, collide_back, rb_gate_frame;
+ /* TODO: eugh */
+ m3x3f gate_vr_frame, gate_vr_pstep_frame;
+
v3f a, v_last, m, bob, vl;
/* Utility */
float pitch;
float pushing, push_time;
float jump;
- int jump_charge;
+ int jump_charge, jump_dir;
v3f land_target;
v3f land_target_log[22];
ffly,
fpush,
fairdir,
- fsetup;
+ fsetup,
+ walk_timer,
+ fonboard;
}
player =
{
- .on_board = 1,
+ .on_board = 0,
.collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
.collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
if( vg_get_button( "jump" ) )
{
player.jump += ktimestep * k_jump_charge_speed;
+
+ if( !player.jump_charge )
+ player.jump_dir = player.reverse > 0.0f? 1: 0;
+
player.jump_charge = 1;
}
rb_init( &player.collide_back );
}
+static void player_walk_physics(void)
+{
+ rigidbody *rbf = &player.collide_front,
+ *rbb = &player.collide_back;
+
+ m3x3_copy( player.rb.to_world, player.collide_front.to_world );
+ m3x3_copy( player.rb.to_world, player.collide_back.to_world );
+
+ float h0 = 0.3f,
+ h1 = 0.9f;
+
+ m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
+ v3_copy( rbf->co, rbf->to_world[3] );
+ m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
+ v3_copy( rbb->co, rbb->to_world[3] );
+
+ m4x3_invert_affine( rbf->to_world, rbf->to_local );
+ m4x3_invert_affine( rbb->to_world, rbb->to_local );
+
+ rb_update_bounds( rbf );
+ rb_update_bounds( rbb );
+
+ rb_debug( rbf, 0xff0000ff );
+ rb_debug( rbb, 0xff0000ff );
+
+ rb_ct manifold[64];
+ int len = 0;
+
+ len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
+ len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
+
+ rb_presolve_contacts( manifold, len );
+
+ for( int j=0; j<5; j++ )
+ {
+ for( int i=0; i<len; i++ )
+ {
+ struct contact *ct = &manifold[i];
+
+ /*normal */
+ float vn = -v3_dot( player.rb.v, ct->n );
+ vn += ct->bias;
+
+ float temp = ct->norm_impulse;
+ ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
+ vn = ct->norm_impulse - temp;
+
+ v3f impulse;
+ v3_muls( ct->n, vn, impulse );
+
+ v3_add( impulse, player.rb.v, player.rb.v );
+
+ /* friction */
+ for( int j=0; j<2; j++ )
+ {
+ float f = k_friction * ct->norm_impulse,
+ vt = v3_dot( player.rb.v, ct->t[j] ),
+ lambda = -vt;
+
+ float temp = ct->tangent_impulse[j];
+ ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
+ lambda = ct->tangent_impulse[j] - temp;
+
+ v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v );
+ }
+ }
+ }
+
+ v3_zero( player.rb.w );
+ q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
+
+ v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
+
+ v3f p1;
+ v3_muladds( player.rb.co, forward_dir, 2.0f, p1 );
+ vg_line( player.rb.co, p1, 0xff0000ff );
+
+ float move_dead = 0.1f,
+ move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead;
+
+ if( move > 0.0f )
+ {
+ float move_norm = move * (1.0f/(1.0f-move_dead)),
+ speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ),
+ amt = k_walk_accel * ktimestep,
+ zvel = v3_dot( player.rb.v, forward_dir ),
+ new_vel = vg_minf( zvel + amt, speed ),
+ diff = new_vel - vg_minf( zvel, speed );
+
+ v3_muladds( player.rb.v, forward_dir, diff, player.rb.v );
+
+ /* TODO move */
+ float walk_norm = (float)player.mdl.anim_walk->length / 30.0f,
+ run_norm = (float)player.mdl.anim_run->length / 30.0f;
+
+ player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm );
+ }
+ else
+ {
+ player.walk_timer = 0.0f;
+ }
+
+ player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction);
+ player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction);
+}
+
static void player_physics(void)
{
/*
rb_debug( rbf, 0xff00ffff );
rb_debug( rbb, 0xffffff00 );
- rb_ct manifold[24];
+ rb_ct manifold[64];
int len = 0;
len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
if( !player.jump_charge && player.jump > 0.2f )
{
- v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump,
- player.rb.v );
+ v3f jumpdir;
+
+ /* Launch more up if alignment is up else improve velocity */
+ float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )),
+ mod = 0.5f,
+ dir = mod + aup*(1.0f-mod);
+
+ v3_copy( player.rb.v, jumpdir );
+ v3_normalize( jumpdir );
+ v3_muls( jumpdir, 1.0f-dir, jumpdir );
+ v3_muladds( jumpdir, player.rb.up, dir, jumpdir );
+ v3_normalize( jumpdir );
+
+ float force = k_jump_force*player.jump;
+ v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
+ player.jump = 0.0f;
player.jump_time = vg_time;
}
float horizontal = vg_get_axis("horizontal"),
vertical = vg_get_axis("vertical");
- player_physics();
+ if( player.on_board )
+ player_physics();
+ else
+ player_walk_physics();
/* Integrate velocity */
v3f prevco;
world_routes_activate_gate( i );
player.rb_gate_frame = player.rb;
+
+ m3x3_copy( player.vr, player.gate_vr_frame );
+ m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
break;
}
}
* Animation
*/
+static void player_animate_offboard(void)
+{
+ mdl_keyframe apose[32], bpose[32];
+ struct skeleton *sk = &player.mdl.sk;
+
+ float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
+ run_norm = 30.0f/(float)player.mdl.anim_run->length,
+ t = player.walk_timer,
+ l = vg_get_axis("grabr") * 0.5f + 0.5f;
+
+ skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
+ skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
+
+ skeleton_lerp_pose( sk, apose, bpose, l, apose );
+
+ float idle_walk = vg_minf( l * 10.0f, 1.0f);
+
+ skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+
+ skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( &player.mdl.sk );
+ skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
+
+ v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
+ player.mdl.cam_pos );
+
+ skeleton_apply_inverses( &player.mdl.sk );
+
+ m4x3f mtx;
+ v4f rot;
+ q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
+ q_m3x3( rot, mtx );
+ v3_copy( player.rb.to_world[3], mtx[3] );
+
+ skeleton_apply_transform( &player.mdl.sk, mtx );
+ skeleton_debug( &player.mdl.sk );
+}
+
static void player_animate(void)
{
+ if( !player.on_board )
+ {
+ player_animate_offboard();
+ return;
+ }
+
/* Camera position */
v3_sub( player.rb.v, player.v_last, player.a );
v3_copy( player.rb.v, player.v_last );
skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
/* trick setup */
- float setup_frame = player.jump * (12.0f/30.0f),
+ float jump_start_frame = 14.0f/30.0f;
+ float setup_frame = player.jump * jump_start_frame,
setup_blend = vg_minf( player.jump*5.0f, 1.0f );
- float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f);
- if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) )
+ float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
+ if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
setup_frame = jump_frame;
- skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie,
- setup_frame, bpose );
+ struct skeleton_anim *jump_anim = player.jump_dir?
+ player.mdl.anim_ollie:
+ player.mdl.anim_ollie_reverse;
+
+ skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
}
float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
- skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose );
+ skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
+
+ static v2f grab_choice;
+ v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
+ 0.04f, grab_choice );
+
+ float ang = atan2f( grab_choice[0], grab_choice[1] ),
+ ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
+ grab_frame = ang_unit * (15.0f/30.0f);
+
+ skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose );
}
skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
+ float add_grab_mod = player.ffly * player.grab;
+
/* additive effects */
- apose[player.mdl.id_hip-1].co[0] += offset[0];
- apose[player.mdl.id_hip-1].co[2] += offset[2];
- apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0];
- apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2];
- apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0];
- apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2];
- apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0];
- apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2];
- apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0];
- apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2];
+ apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod;
+ apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod;
+ apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod;
+ apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod;
+ apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod;
+ apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod;
skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
skeleton_apply_ik_pass( &player.mdl.sk );
static void player_animate_camera(void)
{
static v3f lerp_cam = {0.0f,0.0f,0.0f};
- v3f offs = { -0.4f, 0.15f, 0.0f };
+ v3f cam_pos;
- v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
- v3_add( lerp_cam, offs, offs );
- m4x3_mulv( player.rb.to_world, offs, player.camera_pos );
-
- /* Look angles */
- v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
+ player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
- float yaw = atan2f( player.vl[0], -player.vl[2] ),
- pitch = atan2f( -player.vl[1],
- sqrtf(
- player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
- )) * 0.7f;
-
- player.angles[0] = yaw;
- player.angles[1] = pitch + 0.30f;
-
- /* Camera shake */
- static v2f shake_damp = {0.0f,0.0f};
- v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
- v2_muls( shake, v3_length(player.rb.v)*0.3f
- * (1.0f+fabsf(player.slip)), shake);
-
- v2_lerp( shake_damp, shake, 0.01f, shake_damp );
- shake_damp[0] *= 0.2f;
+ if( player.on_board )
+ {
+ v3f offs = { -0.4f, 0.15f, 0.0f };
+ v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
+ v3_add( lerp_cam, offs, cam_pos );
+
+ /* Look angles */
+ v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
+
+ float yaw = atan2f( player.vl[0], -player.vl[2] ),
+ pitch = atan2f( -player.vl[1],
+ sqrtf(
+ player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
+ )) * 0.7f;
+
+ player.angles[0] = yaw;
+ player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
+ player.fonboard );
+
+ /* Camera shake */
+ static v2f shake_damp = {0.0f,0.0f};
+ v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
+ v2_muls( shake, v3_length(player.rb.v)*0.3f
+ * (1.0f+fabsf(player.slip)), shake);
+
+ v2_lerp( shake_damp, shake, 0.01f, shake_damp );
+ shake_damp[0] *= 0.2f;
+
+ v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
+ m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos );
+ }
+ else
+ {
+ float speed = ktimestep * k_look_speed;
+ player.angles[0] += vg_get_axis( "horizontal" ) * speed;
+ player.angles[1] += vg_get_axis( "vertical" ) * speed;
+
+ player.angles[1] = vg_clampf( player.angles[1],
+ -k_pitch_limit, k_pitch_limit );
+
+ float s = sinf(player.angles[0]) * 0.2f,
+ c = -cosf(player.angles[0]) * 0.2f;
+ v3f forward_dir = { s,0.15f,c };
- v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
+
+ m4x3f mtx;
+ v4f rot;
+ q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
+ -player.angles[0] -VG_PIf*0.5f );
+ q_m3x3( rot, mtx );
+ v3_copy( player.rb.to_world[3], mtx[3] );
+
+ m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
+ v3_add( cam_pos, forward_dir, player.camera_pos );
+ v3_lerp( player.vl, player.rb.v, 0.3f, player.vl );
+ }
}
/*
rb_update_transform( &player.rb );
m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
+ m3x3_identity( player.gate_vr_frame );
+ m3x3_identity( player.gate_vr_pstep_frame );
player.rb_gate_frame = player.rb;
return 1;
if( vg_get_axis("grabl")>0.0f)
{
player.rb = player.rb_gate_frame;
+ m3x3_copy( player.gate_vr_frame, player.vr );
+ m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep );
player.is_dead = 0;
player.in_air = 1;
m3x3_identity( player.vr );
}
else
{
- if( player.on_board )
- {
- player_do_motion();
- player_animate();
+ player_do_motion();
+ player_animate();
- if( !freecam )
- player_animate_camera();
- }
+ if( !freecam )
+ player_animate_camera();
}
if( freecam )
/* TODO Maybe make this less hardcoded */
mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
sm_foliage_main, sm_foliage_alphatest,
- sm_graffiti, sm_subworld;
+ sm_graffiti, sm_subworld, sm_terrain;
glmesh skybox, skydome;
mdl_submesh dome_upper, dome_lower;
return scene_raycast( &world.geo, pos, dir, hit );
}
+static int ray_hit_is_terrain( ray_hit *hit )
+{
+ u32 valid_start = 0,
+ valid_end = world.sm_terrain.vertex_count;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
+}
+
static int ray_hit_is_ramp( ray_hit *hit )
{
- return hit->tri[0] > world.sm_geo_std_oob.vertex_count;
+ u32 valid_start = world.sm_geo_std.vertex_start,
+ valid_end = world.sm_geo_vb.vertex_start;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
}
static void world_register(void)
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
- if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
- hit.pos[1] > water_height()+10.0f )
+ if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
+ (hit.pos[1] > water_height()+10.0f) )
{
v4f qsurface, qrandom;
v3f axis;
mat_vertex_blend = 0,
mat_alphatest = 0,
mat_graffiti = 0,
- mat_subworld = 0;
+ mat_subworld = 0,
+ mat_terrain = 0;
for( int i=1; i<mworld->material_count; i++ )
{
mat_alphatest = i;
else if( !strcmp( "graffitibox", mat_name ))
mat_graffiti = i;
- else if( !strcmp( "subworld", mat_name ))
- mat_subworld = i;
+ else if( !strcmp( "terrain", mat_name ) )
+ mat_terrain = i;
}
m4x3f midentity;
m4x3_identity( midentity );
+ if( mat_terrain )
+ add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
+ scene_copy_slice( &world.geo, &world.sm_terrain );
+
if( mat_surf_oob )
add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob );
else
add_all_if_material( midentity, &world.geo, mworld, mat_surf );
scene_copy_slice( &world.geo, &world.sm_geo_std );
- if( mat_subworld )
- add_all_if_material( midentity, &world.geo, mworld, mat_subworld );
- scene_copy_slice( &world.geo, &world.sm_subworld );
-
if( mat_vertex_blend )
add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend );
scene_copy_slice( &world.geo, &world.sm_geo_vb );
shader_terrain_uCamera( camera );
scene_bind( &world.geo );
+ mdl_draw_submesh( &world.sm_terrain );
mdl_draw_submesh( &world.sm_geo_std_oob );
mdl_draw_submesh( &world.sm_geo_std );
mdl_draw_submesh( &world.sm_subworld );
q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f );
q_m3x3( t, identity_matrix );
- sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
+ //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
}
static void render_world_depth( m4x4f projection, m4x3f camera )