POWER
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index d2e615d2b754d9813b7d97e3846a8e8bd4e1e457..25d72ee5e9df1e99a95932be02259f5a945534cd 100644 (file)
@@ -45,6 +45,48 @@ VG_STATIC void bind_terrain_textures(void)
    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;
@@ -54,16 +96,17 @@ VG_STATIC void render_world_vb( m4x4f projection, v3f camera )
    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;
@@ -75,22 +118,28 @@ VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera )
    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;
@@ -100,23 +149,14 @@ VG_STATIC void render_terrain( m4x4f projection, v3f camera )
    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 )