shader_scene_standard_register();
shader_scene_standard_alphatest_register();
+ shader_scene_fxglow_register();
shader_scene_vertex_blend_register();
shader_scene_terrain_register();
shader_scene_depth_register();
void (*fn_set_uPvmPrev)( m4x4f pvm );
};
-VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
+/* TODO: high level control pass renders. */
+
+VG_STATIC
+void world_render_if( world_instance *world, struct world_pass *pass )
{
for( int i=0; i<world->surface_count; i++ ){
struct world_surface *mat = &world->surfaces[i];
}
}
+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 )
{
glEnable(GL_CULL_FACE);
}
+VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
+ //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+
+ shader_scene_fxglow_use();
+ shader_scene_fxglow_uTexMain(1);
+ shader_scene_fxglow_uPv( cam->mtx.pv );
+
+ world_link_lighting_ub( world, _shader_scene_fxglow.id );
+ world_bind_position_texture( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_uLightsIndex, 4 );
+
+ shader_scene_fxglow_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+
+ struct world_pass pass = {
+ .shader = k_shader_fxglow,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_fxglow_uMdl,
+ .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
+
+ glEnable(GL_CULL_FACE);
+ //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
+}
+
VG_STATIC void bindpoint_terrain( world_instance *world,
struct world_surface *mat )
{
float dist = v3_dist2( gi->co[0], cam->transform[3] );
- vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+ vg_line_point( gi->co[0], 0.25f, VG__BLUE );
if( dist < closest ){
closest = dist;
render_world_standard( world, cam );
render_world_vb( world, cam );
render_world_alphatest( world, cam );
+ render_world_fxglow( world, cam );
render_terrain( world, cam );
if( layer_depth == 0 ){