add player guide
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.c
index 876007d901fe61fa4c1736511aed5115f3ec897c..a61bc162811e9462572201cef0488a396240934c 100644 (file)
@@ -105,29 +105,29 @@ VG_STATIC int render_gate( world_instance *world_inside,
    }
 
    /* update gate camera */
-   gate_camera.fov = cam->fov;
-   gate_camera.nearz = 0.1f;
-   gate_camera.farz  = 2000.0f;
+   world_gates.cam.fov = cam->fov;
+   world_gates.cam.nearz = 0.1f;
+   world_gates.cam.farz  = 2000.0f;
 
-   m4x3_mul( gate->transport, cam->transform, gate_camera.transform );
-   camera_update_view( &gate_camera );
-   camera_update_projection( &gate_camera );
+   m4x3_mul( gate->transport, cam->transform, world_gates.cam.transform );
+   camera_update_view( &world_gates.cam );
+   camera_update_projection( &world_gates.cam );
 
    /* Add special clipping plane to projection */
    v4f surface;
    q_mulv( gate->q[1], (v3f){0.0f,0.0f,-1.0f}, surface );
    surface[3] = v3_dot( surface, gate->co[1] );
    
-   m4x3_mulp( gate_camera.transform_inverse, surface, surface );
+   m4x3_mulp( world_gates.cam.transform_inverse, surface, surface );
    surface[3] = -fabsf(surface[3]);
 
    if( dist < -0.5f )
-      m4x4_clip_projection( gate_camera.mtx.p, surface );
+      m4x4_clip_projection( world_gates.cam.mtx.p, surface );
 
    /* Ready to draw with new camrea */
-   camera_finalize( &gate_camera );
+   camera_finalize( &world_gates.cam );
 
-   vg_line_point( gate_camera.transform[3], 0.3f, 0xff00ff00 );
+   vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 );
    {
       shader_model_gate_use();
       shader_model_gate_uPv( cam->mtx.pv );
@@ -152,17 +152,17 @@ VG_STATIC int render_gate( world_instance *world_inside,
       glStencilMask( 0x00 ); 
    }
 
-   render_world( world_inside, &gate_camera, layer_depth );
+   render_world( world_inside, &world_gates.cam, layer_depth );
 
    {
       glDisable( GL_STENCIL_TEST );
 
-      render_water_texture( world_inside, &gate_camera, layer_depth );
+      render_water_texture( world_inside, &world_gates.cam, layer_depth );
       render_fb_bind( gpipeline.fb_main, 1 );
 
       glEnable( GL_STENCIL_TEST );
 
-      render_water_surface( world_inside, &gate_camera );
+      render_water_surface( world_inside, &world_gates.cam );
 
       glStencilMask( 0xFF );
       glStencilFunc( GL_ALWAYS, 1, 0xFF );