vg_tex2d_bind( &tex_terrain_colours, 1 );
}
+VG_STATIC void world_render_if( enum mdl_shader shader,
+ enum geo_type geo_type,
+ void (*bind_point)(struct world_material *mat))
+{
+
+ for( int i=0; i<world.material_count; i++ )
+ {
+ struct world_material *mat = &world.materials[i];
+
+ if( mat->info.shader == shader )
+ {
+ mdl_submesh *sm;
+
+ if( geo_type == k_geo_type_solid )
+ sm = &mat->sm_geo;
+ else
+ sm = &mat->sm_no_collide;
+
+ if( !sm->indice_count )
+ continue;
+
+ bind_point( mat );
+ mdl_draw_submesh( sm );
+ }
+ }
+}
+
+VG_STATIC void world_render_both_stages( enum mdl_shader shader,
+ void (*bind_point)(struct world_material *mat))
+{
+ mesh_bind( &world.mesh_geo );
+ world_render_if( shader, k_geo_type_solid, bind_point );
+ mesh_bind( &world.mesh_no_collide );
+ world_render_if( shader, k_geo_type_nonsolid, bind_point );
+}
+
+VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
+{
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
+}
+
VG_STATIC void render_world_vb( m4x4f projection, v3f camera )
{
m4x3f identity_matrix;
shader_vblend_uTexGarbage(0);
shader_vblend_uTexGradients(1);
shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
shader_vblend_uPv( projection );
shader_vblend_uMdl( identity_matrix );
shader_vblend_uCamera( camera );
- mesh_bind( &world.mesh_geo );
- mdl_draw_submesh( &world.sm_geo_vb );
+ world_render_both_stages( k_shader_standard_vertex_blend,
+ bindpoint_diffuse_texture1 );
}
+
VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera )
{
m4x3f identity_matrix;
shader_link_standard_ub( _shader_alphatest.id, 2 );
vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_alphatest, 1 );
shader_alphatest_uPv( projection );
shader_alphatest_uMdl( identity_matrix );
shader_alphatest_uCamera( camera );
glDisable(GL_CULL_FACE);
- mesh_bind( &world.mesh_no_collide );
- mdl_draw_submesh( &world.sm_foliage_alphatest );
-
- vg_tex2d_bind( &tex_graffiti, 1 );
- mdl_draw_submesh( &world.sm_graffiti );
+
+ world_render_both_stages( k_shader_standard_cutout,
+ bindpoint_diffuse_texture1 );
glEnable(GL_CULL_FACE);
}
+VG_STATIC void bindpoint_terrain( struct world_material *mat )
+{
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
+
+ shader_terrain_uSandColour( mat->info.colour );
+ shader_terrain_uBlendOffset( mat->info.colour1 );
+}
+
VG_STATIC void render_terrain( m4x4f projection, v3f camera )
{
m4x3f identity_matrix;
shader_terrain_uTexGarbage(0);
shader_terrain_uTexGradients(1);
shader_link_standard_ub( _shader_terrain.id, 2 );
- bind_terrain_textures();
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
shader_terrain_uPv( projection );
shader_terrain_uMdl( identity_matrix );
shader_terrain_uCamera( camera );
- mesh_bind( &world.mesh_geo );
- mdl_draw_submesh( &world.sm_terrain );
- mdl_draw_submesh( &world.sm_geo_std_oob );
- mdl_draw_submesh( &world.sm_geo_std );
- mdl_draw_submesh( &world.sm_subworld );
-
- /* TODO: Dont draw in reflection */
- glDisable( GL_CULL_FACE );
- mesh_bind( &world.mesh_no_collide );
- mdl_draw_submesh( &world.sm_foliage_main );
- glEnable( GL_CULL_FACE );
+ world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain );
}
VG_STATIC void render_lowerdome( m4x3f camera )
VG_STATIC void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
{
+ if( !world.gate_count )
+ return;
+
float closest = INFINITY;
int id = 0;
int closest = 0;
float min_dist = INFINITY;
+ if( !world.route_count )
+ return;
+
for( int i=0; i<world.route_count; i++ )
{
float dist = v3_dist2( world.routes[i].scoreboard_transform[3],
}
sfd_render( projection, camera[3],
- world.routes[closest].scoreboard_transform );
+ world.routes[closest].scoreboard_transform );
}
VG_STATIC void render_world_depth( m4x4f projection, m4x3f camera )