shader_scene_standard_register();
shader_scene_standard_alphatest_register();
+ shader_scene_foliage_register();
shader_scene_override_register();
shader_scene_cubemapped_register();
shader_scene_fxglow_register();
glEnable(GL_CULL_FACE);
}
+static void render_world_foliage( world_instance *world, camera *cam ){
+ shader_scene_foliage_use();
+ shader_scene_foliage_uTexGarbage(0);
+ shader_scene_foliage_uTexMain(1);
+ shader_scene_foliage_uPv( cam->mtx.pv );
+ shader_scene_foliage_uTime( vg.time );
+
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_foliage );
+ bind_terrain_noise();
+
+ shader_scene_foliage_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+ struct world_pass pass = {
+ .shader = k_shader_foliage,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_foliage_uMdl,
+ .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
+ };
+ world_render_both_stages( world, &pass );
+ glEnable(GL_CULL_FACE);
+}
+
static void world_render_challenges( world_instance *world,
struct world_pass *pass, v3f pos ){
if( !world ) return;
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
ent_gate *gi = mdl_arritm( &world->ent_gate, i );
- if( !(gi->flags & k_ent_gate_linked) )
- continue;
+
+ if( !(gi->flags & k_ent_gate_nonlocal) )
+ if( !(gi->flags & k_ent_gate_linked) )
+ continue;
float dist = v3_dist2( gi->co[0], cam->transform[3] );
}
if( gate->flags & k_ent_gate_nonlocal ){
- if( world_static.load_state != k_world_loader_none ){
+ if( !(gate->flags & k_ent_gate_linked) ||
+ (world_static.load_state != k_world_loader_none) ){
world->rendering_gate = NULL;
+ render_gate_unlinked( world, gate, cam );
return;
}
world->time = 0.834;
}
+ if( world->info.flags & 0x1 ){
+ world->time = world->info.timezone;
+ }
+
struct ub_world_lighting *state = &world->ub_lighting;
state->g_time = world->time;
render_world_vb( world, cam );
render_world_alphatest( world, cam );
+ render_world_foliage( world, cam );
render_terrain( world, cam );
if( !viewing_from_gate ){