basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index c4b24c4959df1f3808613f6a90f15773a3350155..c332aced5431851cb0b0bf17e14e5c962e6a1547 100644 (file)
@@ -75,6 +75,7 @@ VG_STATIC void world_render_init(void)
 
    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();
@@ -318,6 +319,38 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
    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 )
 {
@@ -422,7 +455,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
 
       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;
@@ -506,6 +539,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
    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 ){