network oneshots
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 9e5527bd435928645384b00cb664f3bfb452e9e0..37b095c7bd8939816e4d30115e06dc1018baab68 100644 (file)
@@ -22,7 +22,7 @@ static int ccmd_set_time( int argc, const char *argv[] ){
    return 0;
 }
 
-VG_STATIC void async_world_render_init( void *payload, u32 size )
+static void async_world_render_init( void *payload, u32 size )
 {
    vg_info( "Allocate uniform buffers\n" );
    for( int i=0; i<4; i++ ){
@@ -65,7 +65,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
    }
 }
 
-VG_STATIC void world_render_init(void)
+static void world_render_init(void)
 {
    VG_VAR_F32( k_day_length );
    VG_VAR_I32( k_debug_light_indices );
@@ -104,13 +104,13 @@ VG_STATIC void world_render_init(void)
    vg_async_call( async_world_render_init, NULL, 0 );
 }
 
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
+static void world_link_lighting_ub( world_instance *world, GLuint shader )
 {
    GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
    glUniformBlockBinding( shader, idx, world->ubo_bind_point );
 }
 
-VG_STATIC void world_bind_position_texture( world_instance *world, 
+static void world_bind_position_texture( world_instance *world, 
                                             GLuint shader, GLuint location,
                                             int slot )
 {
@@ -118,7 +118,7 @@ VG_STATIC void world_bind_position_texture( world_instance *world,
    glUniform1i( location, slot );
 }
 
-VG_STATIC void world_bind_light_array( world_instance *world,
+static void world_bind_light_array( world_instance *world,
                                        GLuint shader, GLuint location, 
                                        int slot )
 {
@@ -127,7 +127,7 @@ VG_STATIC void world_bind_light_array( world_instance *world,
    glUniform1i( location, slot );
 }
 
-VG_STATIC void world_bind_light_index( world_instance *world,
+static void world_bind_light_index( world_instance *world,
                                        GLuint shader, GLuint location,
                                        int slot )
 {
@@ -136,13 +136,13 @@ VG_STATIC void world_bind_light_index( world_instance *world,
    glUniform1i( location, slot );
 }
 
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
 
 /*
  * Rendering
  */
 
-VG_STATIC void bind_terrain_noise(void)
+static void bind_terrain_noise(void)
 {
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
@@ -159,7 +159,7 @@ struct world_pass{
    void (*fn_set_uPvmPrev)( m4x4f pvm );
 };
 
-VG_STATIC
+static
 void world_render_traffic( world_instance *world, u32 material_id,
                            struct world_pass *pass ){
    if( !mdl_arrcount( &world->ent_traffic ) ) return;
@@ -197,7 +197,7 @@ void world_render_traffic( world_instance *world, u32 material_id,
    }
 }
 
-VG_STATIC 
+static 
 void world_render_pass( world_instance *world, struct world_pass *pass ){
    for( int i=0; i<world->surface_count; i++ ){
       struct world_surface *mat = &world->surfaces[i];
@@ -227,7 +227,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
    }
 }
 
-VG_STATIC 
+static 
 void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
    mesh_bind( &world->mesh_geo );
@@ -241,7 +241,7 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
    glEnable( GL_CULL_FACE );
 }
 
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
+static void bindpoint_diffuse_texture1( world_instance *world,
                                            struct world_surface *mat )
                                          
 {
@@ -249,7 +249,7 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
 }
 
-VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
+static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
                                                  struct world_surface *mat ){
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
@@ -268,7 +268,7 @@ VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    shader_scene_cubemapped_uColour( mat->info.colour );
 }
 
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
+static void render_world_vb( world_instance *world, camera *cam )
 {
    shader_scene_vertex_blend_use();
    shader_scene_vertex_blend_uTexGarbage(0);
@@ -298,7 +298,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
+static void world_shader_standard_bind( world_instance *world, camera *cam ){
    shader_scene_standard_use();
    shader_scene_standard_uTexGarbage(0);
    shader_scene_standard_uTexMain(1);
@@ -316,7 +316,7 @@ VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
    shader_scene_standard_uCamera( cam->transform[3] );
 }
 
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
+static void render_world_standard( world_instance *world, camera *cam ){
    world_shader_standard_bind( world, cam );
    struct world_pass pass = {
       .shader = k_shader_standard,
@@ -329,7 +329,7 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
+static void render_world_cubemapped( world_instance *world, camera *cam,
                                         int layer_depth ){
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
@@ -377,7 +377,7 @@ VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
    }
 }
 
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
+static void render_world_alphatest( world_instance *world, camera *cam ){
    shader_scene_standard_alphatest_use();
    shader_scene_standard_alphatest_uTexGarbage(0);
    shader_scene_standard_alphatest_uTexMain(1);
@@ -412,11 +412,12 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
    glEnable(GL_CULL_FACE);
 }
 
-VG_STATIC
+static
 void world_render_challenges( world_instance *world, struct world_pass *pass,
                               v3f pos, int layer_depth ){
    if( !world ) return;
    if( skaterift.activity == k_skaterift_replay ) return;
+   if( world != world_current_instance() ) return;
 
    /* sort lists */
    f32 radius = 40.0f;
@@ -453,7 +454,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
       while( mdl_entity_id_type(next) == k_ent_objective ){
          u32 index = mdl_entity_id_id( next );
          objective_list[ objective_count ++ ] = index;
-         
+
          ent_objective *objective = mdl_arritm( &world->ent_objective, index );
          next = objective->id_next;
       }
@@ -604,7 +605,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 }
 
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+static void render_world_fxglow( world_instance *world, camera *cam,
                                     int layer_depth ){
    shader_scene_fxglow_use();
    shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
@@ -636,7 +637,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
    glEnable(GL_CULL_FACE);
 }
 
-VG_STATIC void bindpoint_terrain( world_instance *world,
+static void bindpoint_terrain( world_instance *world,
                                   struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
@@ -646,7 +647,7 @@ VG_STATIC void bindpoint_terrain( world_instance *world,
    shader_scene_terrain_uBlendOffset( mat->info.colour1 );
 }
 
-VG_STATIC void bindpoint_override( world_instance *world,
+static void bindpoint_override( world_instance *world,
                                    struct world_surface *mat ){
    if( mat->info.flags & k_material_flag_collision ){
       shader_scene_override_uAlphatest(0);
@@ -658,7 +659,7 @@ VG_STATIC void bindpoint_override( world_instance *world,
    }
 }
 
-VG_STATIC void render_terrain( world_instance *world, camera *cam )
+static void render_terrain( world_instance *world, camera *cam )
 {
    shader_scene_terrain_use();
    shader_scene_terrain_uTexGarbage(0);
@@ -689,7 +690,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_sky( world_instance *world, camera *cam )
+static void render_sky( world_instance *world, camera *cam )
 {
    /* 
     * Modify matrix to remove clipping and view translation
@@ -738,7 +739,7 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
    glDepthMask( GL_TRUE );
 }
 
-VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+static void render_world_gates( world_instance *world, camera *cam,
                                    int layer_depth )
 {
    float closest = INFINITY;
@@ -779,7 +780,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    }
 }
 
-VG_STATIC void world_prerender( world_instance *world )
+static void world_prerender( world_instance *world )
 {
 
    if( mdl_arrcount( &world->ent_light ) ){
@@ -828,7 +829,7 @@ VG_STATIC void world_prerender( world_instance *world )
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 }
 
-VG_STATIC void render_world( world_instance *world, camera *cam,
+static void render_world( world_instance *world, camera *cam,
                              int layer_depth )
 {
    render_sky( world, cam );
@@ -892,7 +893,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
 }
 
 
-VG_STATIC 
+static 
 void render_world_override_pass( world_instance *world,
                                  struct world_pass *pass ){
    for( int i=0; i<world->surface_count; i++ ){
@@ -918,7 +919,7 @@ void render_world_override_pass( world_instance *world,
    }
 }
 
-VG_STATIC void render_world_override( world_instance *world ){
+static void render_world_override( world_instance *world ){
    struct world_pass pass = {
       .cam = &skaterift.cam,
       .fn_bind_textures = bindpoint_override,
@@ -954,7 +955,7 @@ VG_STATIC void render_world_override( world_instance *world ){
    glEnable( GL_CULL_FACE );
 }
 
-VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
+static void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
                                     u32 side ){
    camera cam;
    glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
@@ -1000,7 +1001,7 @@ VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    render_world( world, &cam, -1 );
 }
 
-VG_STATIC void render_world_cubemaps( world_instance *world ){
+static void render_world_cubemaps( world_instance *world ){
    if( world->cubemap_cooldown )
       world->cubemap_cooldown --;
    else{
@@ -1020,7 +1021,7 @@ VG_STATIC void render_world_cubemaps( world_instance *world ){
    }
 }
 
-VG_STATIC void render_world_depth( world_instance *world, camera *cam )
+static void render_world_depth( world_instance *world, camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
@@ -1036,7 +1037,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam )
    mesh_draw( &world->mesh_geo );
 }
 
-VG_STATIC void render_world_position( world_instance *world, camera *cam )
+static void render_world_position( world_instance *world, camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );