my fucking fingers
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index a01c056c32aebe5e332979461cfdbb1d74bc4e2c..790f9a1b8ffb6cf7e523077bb7030e86d2693f7f 100644 (file)
@@ -425,7 +425,7 @@ VG_STATIC void world_prerender( world_instance *world )
    state->g_debug_indices = k_debug_light_indices;
    state->g_light_preview = k_light_preview;
    state->g_debug_complexity = k_debug_light_complexity;
-state->g_time_of_day = vg_fractf( g_time );
+   state->g_time_of_day = vg_fractf( g_time );
    state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
    state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
 
@@ -454,6 +454,7 @@ state->g_time_of_day = vg_fractf( g_time );
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 }
 
+VG_STATIC void skateshop_render(void);
 VG_STATIC void render_world( world_instance *world, camera *cam,
                              int layer_depth )
 {
@@ -465,25 +466,29 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
    render_world_alphatest( world, cam );
    render_terrain( world, cam );
 
-   /* Render SFD's */
-   u32 closest = 0;
-   float min_dist = INFINITY;
+   if( layer_depth == 0 ){
+      skateshop_render();
 
-   if( !mdl_arrcount( &world->ent_route ) )
-      return;
+      /* Render SFD's */
+      u32 closest = 0;
+      float min_dist = INFINITY;
 
-   for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
-      ent_route *route = mdl_arritm( &world->ent_route, i );
-      float dist = v3_dist2( route->board_transform[3], cam->pos );
+      if( !mdl_arrcount( &world->ent_route ) )
+         return;
 
-      if( dist < min_dist ){
-         min_dist = dist;
-         closest = i;
+      for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+         ent_route *route = mdl_arritm( &world->ent_route, i );
+         float dist = v3_dist2( route->board_transform[3], cam->pos );
+
+         if( dist < min_dist ){
+            min_dist = dist;
+            closest = i;
+         }
       }
-   }
 
-   ent_route *route = mdl_arritm( &world->ent_route, closest );
-   sfd_render( world, cam, route->board_transform );
+      ent_route *route = mdl_arritm( &world->ent_route, closest );
+      sfd_render( world, cam, route->board_transform );
+   }
 }
 
 VG_STATIC void render_world_depth( world_instance *world, camera *cam )