fix crash when closing during load
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
diff --git a/world_render.h b/world_render.h
deleted file mode 100644 (file)
index dee4216..0000000
+++ /dev/null
@@ -1,80 +0,0 @@
-/*
- * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
- */
-
-#ifndef WORLD_RENDER_H
-#define WORLD_RENDER_H
-
-#define WORLD_CUBEMAP_RES 32
-
-#include "camera.h"
-#include "world.h"
-
-#include "shaders/scene_standard.h"
-#include "shaders/scene_standard_alphatest.h"
-#include "shaders/scene_cubemapped.h"
-#include "shaders/scene_vertex_blend.h"
-#include "shaders/scene_terrain.h"
-#include "shaders/scene_fxglow.h"
-#include "shaders/scene_depth.h"
-#include "shaders/scene_position.h"
-#include "shaders/scene_font.h"
-#include "shaders/model_sky.h"
-
-static const float k_world_light_cube_size = 8.0f;
-
-struct world_render{
-   GLuint tex_terrain_noise;
-
-   /* rendering */
-   glmesh skydome;
-
-   double sky_time, sky_rate, sky_target_rate;
-
-   /* water rendering */
-   struct{
-      struct framebuffer fbreflect, fbdepth;
-   }
-   water;
-
-   v3f render_gate_pos;
-   struct timer_text{
-      char text[8];
-      m4x3f transform;
-      ent_gate *gate;
-      ent_route *route;
-   }
-   timer_texts[4];
-   u32 timer_text_count;
-
-   struct text_particle{
-      rb_object obj;
-      m4x3f mlocal;
-      ent_glyph *glyph;
-      v4f colour;
-
-      m4x3f mdl;
-   }
-   text_particles[6*4];
-   u32 text_particle_count;
-}
-static world_render;
-VG_STATIC void world_render_init(void);
-
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
-VG_STATIC void world_bind_position_texture( world_instance *world, 
-                                            GLuint shader, GLuint location,
-                                            int slot );
-VG_STATIC void world_bind_light_array( world_instance *world,
-                                       GLuint shader, GLuint location, 
-                                       int slot );
-VG_STATIC void world_bind_light_index( world_instance *world,
-                                       GLuint shader, GLuint location,
-                                       int slot );
-VG_STATIC void render_world_position( world_instance *world, camera *cam );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
-                             int layer_depth );
-VG_STATIC void render_world_cubemaps( world_instance *world );
-
-#endif /* WORLD_RENDER_H */