i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 7eccc6e45518d9351722ea994146ee566dd3f745..31eba64401237a5cb48b9a7a79bb9fa4a3020afa 100644 (file)
@@ -113,7 +113,7 @@ VG_STATIC void bind_terrain_noise(void)
 }
 
 typedef void (*func_bind_point)( world_instance *world, 
-                                 struct world_material *mat );
+                                 struct world_surface *mat );
 
 VG_STATIC void world_render_if( world_instance *world,
                                 enum mdl_shader shader, 
@@ -121,9 +121,9 @@ VG_STATIC void world_render_if( world_instance *world,
                                 func_bind_point bind_point )
 {
    
-   for( int i=0; i<world->material_count; i++ )
+   for( int i=0; i<world->surface_count; i++ )
    {
-      struct world_material *mat = &world->materials[i];
+      struct world_surface *mat = &world->surfaces[i];
 
       if( mat->info.shader == shader )
       {
@@ -158,7 +158,7 @@ void world_render_both_stages(  world_instance *world,
 }
 
 VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_material *mat )
+                                           struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
@@ -259,7 +259,7 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
 }
 
 VG_STATIC void bindpoint_terrain( world_instance *world,
-                                  struct world_material *mat )
+                                  struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
@@ -340,7 +340,7 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
    glDisable( GL_DEPTH_TEST );
 
    mesh_bind( &world_global.skydome );
-   mdl_draw_submesh( &world_global.dome_upper );
+   mesh_draw( &world_global.skydome );
    
    glEnable( GL_DEPTH_TEST );
    glDepthMask( GL_TRUE );
@@ -350,48 +350,32 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam )
 {
    float closest = INFINITY;
 
-   struct teleport_gate *gate = NULL;
-   world_instance *dest_world = world;
+   struct ent_gate *gate = NULL;
 
-   for( int i=0; i<world->gate_count; i++ )
-   {
-      struct route_gate *rg = &world->gates[i];
-      float dist = v3_dist2( rg->gate.co[0], cam->transform[3] );
-
-      vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE );
-
-      if( dist < closest )
-      {
-         closest = dist;
-         gate = &rg->gate;
-         dest_world = world;
-      }
-   }
-
-   for( int i=0; i<world->nonlocalgate_count; i++ )
-   {
-      struct nonlocal_gate *nlg = &world->nonlocal_gates[i];
+   for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+      ent_gate *gi = mdl_arritm( &world->ent_gate, i );
 
-      if( !nlg->working )
-      {
-         vg_line_pt3( nlg->gate.co[0], 0.25f, VG__RED );
+      if( gi->type == k_gate_type_unlinked )
          continue;
-      }
-      else
-         vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN );
 
-      float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] );
+      float dist = v3_dist2( gi->co[0], cam->transform[3] );
 
-      if( dist < closest )
-      {
+      vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+
+      if( dist < closest ){
          closest = dist;
-         gate = &nlg->gate;
-         dest_world = &world_global.worlds[ nlg->target_map_index ];
+         gate = gi;
       }
    }
-
-   if( gate )
+   
+   if( gate ){
+#if 0
+      world_instance *dest_world = &world_global.worlds[ gate->world_index ];
       render_gate( dest_world, gate, cam );
+#else
+      render_gate( world, gate, cam );
+#endif
+   }
 }
 
 VG_STATIC void render_world( world_instance *world, camera *cam )
@@ -405,6 +389,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam )
    render_terrain( world, cam );
 
    /* Render SFD's */
+#if 0
    int closest = 0;
    float min_dist = INFINITY;
 
@@ -423,6 +408,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam )
    }
 
    sfd_render( cam, world->routes[closest].scoreboard_transform );
+#endif
 }
 
 VG_STATIC void render_world_depth( world_instance *world, camera *cam )