}
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,
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 )
{
}
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 ] );
}
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 ] );
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 );
{
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 )
render_terrain( world, cam );
/* Render SFD's */
+#if 0
int closest = 0;
float min_dist = INFINITY;
}
sfd_render( cam, world->routes[closest].scoreboard_transform );
+#endif
}
VG_STATIC void render_world_depth( world_instance *world, camera *cam )