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[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index ac0df1a1001754bf04f894c09c558c9dc0ed3dd6..3693a28920108f5978b1080b323a131a4fa19682 100644 (file)
@@ -222,20 +222,6 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
    }
 }
 
-VG_STATIC
-void world_render_challenges( world_instance *world ){
-   if( !world ) return;
-
-   shader_scene_fxglow_use();
-   for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
-      ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i);
-      
-      m4x3f mmdl;
-      mdl_transform_m4x3( &challenge->transform, mmdl );
-      shader_scene_fxglow_uMdl( mmdl );
-   }
-}
-
 VG_STATIC 
 void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
@@ -353,6 +339,37 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
    glEnable(GL_CULL_FACE);
 }
 
+VG_STATIC
+void world_render_challenges( world_instance *world, struct world_pass *pass ){
+   if( !world ) return;
+
+   glDisable( GL_CULL_FACE );
+   mesh_bind( &world->mesh_no_collide );
+
+   u32 last_material = 0;
+
+   for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+      ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i);
+      
+      m4x3f mmdl;
+      mdl_transform_m4x3( &challenge->transform, mmdl );
+      shader_scene_fxglow_uMdl( mmdl );
+
+      for( u32 j=0; j<challenge->submesh_count; j++ ){
+         mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
+                                       challenge->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 );
+      }
+   }
+}
+
 VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
    //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
 
@@ -380,6 +397,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
    };
 
    world_render_both_stages( world, &pass );
+   world_render_challenges( world, &pass );
 
    glEnable(GL_CULL_FACE);
    //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );