spawn revision and bad ideas removed
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index a33d774cbfbfeeeb1f10c0d156e47515ae015d1b..ba093b92d75bac2c40172d45b363ef4833624d48 100644 (file)
@@ -23,7 +23,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
 {
    vg_info( "Allocate uniform buffers\n" );
    for( int i=0; i<4; i++ ){
-      world_instance *world = &world_static.worlds[i];
+      world_instance *world = &world_static.instances[i];
       world->ubo_bind_point = i;
 
       glGenBuffers( 1, &world->ubo_lighting );
@@ -37,7 +37,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
 
    vg_info( "Allocate frame buffers\n" );
    for( int i=0; i<4; i++ ){
-      world_instance *world = &world_static.worlds[i];
+      world_instance *world = &world_static.instances[i];
       struct framebuffer *fb = &world->heightmap;
 
       fb->display_name = NULL;
@@ -520,7 +520,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
       ent_gate *gi = mdl_arritm( &world->ent_gate, i );
 
-      if( gi->type == k_gate_type_unlinked )
+      if( !(gi->flags & k_ent_gate_linked) )
          continue;
 
       float dist = v3_dist2( gi->co[0], cam->transform[3] );
@@ -533,25 +533,22 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
       }
    }
    
+   world->rendering_gate = gate;
    if( gate ){
-      /* should really be set in fixed update since its used in the physics
-       * of most systems. too bad! */
-      world->rendering_gate = gate;
+      if( gate->flags & k_ent_gate_locked ) return;
 
-      if( gate->type == k_gate_type_teleport ){
-         render_gate( world, gate, cam, layer_depth );
-      }
-      else if( gate->type == k_gate_type_nonlocel ){
-         if( world_loader.state != k_world_loader_none ){
+      if( gate->flags & k_ent_gate_nonlocal ){
+         if( world_static.load_state != k_world_loader_none ){
             world->rendering_gate = NULL;
             return;
          }
 
-         world_instance *dest_world = &world_static.worlds[ gate->target ];
-         render_gate( dest_world, gate, cam, layer_depth );
+         world_instance *dest_world = &world_static.instances[ gate->target ];
+         render_gate( world, dest_world, gate, cam, layer_depth );
+      }
+      else{
+         render_gate( world, world, gate, cam, layer_depth );
       }
-      else
-         world->rendering_gate = NULL;
    }
 }