X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=world_render.c;h=3693a28920108f5978b1080b323a131a4fa19682;hb=7eba38b8178c82040618a518634d8ff4813e2ff2;hp=ac0df1a1001754bf04f894c09c558c9dc0ed3dd6;hpb=7d8f90d019453ff1186f16c2d36a08d5a53ad638;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index ac0df1a..3693a28 100644 --- a/world_render.c +++ b/world_render.c @@ -222,20 +222,6 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){ } } -VG_STATIC -void world_render_challenges( world_instance *world ){ - if( !world ) return; - - shader_scene_fxglow_use(); - for( u32 i=0; ient_challenge); i++ ){ - ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i); - - m4x3f mmdl; - mdl_transform_m4x3( &challenge->transform, mmdl ); - shader_scene_fxglow_uMdl( mmdl ); - } -} - VG_STATIC void world_render_both_stages( world_instance *world, struct world_pass *pass ) { @@ -353,6 +339,37 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) glEnable(GL_CULL_FACE); } +VG_STATIC +void world_render_challenges( world_instance *world, struct world_pass *pass ){ + if( !world ) return; + + glDisable( GL_CULL_FACE ); + mesh_bind( &world->mesh_no_collide ); + + u32 last_material = 0; + + for( u32 i=0; ient_challenge); i++ ){ + ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i); + + m4x3f mmdl; + mdl_transform_m4x3( &challenge->transform, mmdl ); + shader_scene_fxglow_uMdl( mmdl ); + + for( u32 j=0; jsubmesh_count; j++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + challenge->submesh_start + j ); + + if( sm->material_id != last_material ){ + last_material = sm->material_id; + + pass->fn_bind_textures( world, &world->surfaces[sm->material_id] ); + } + + mdl_draw_submesh( sm ); + } + } +} + VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){ //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); @@ -380,6 +397,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){ }; world_render_both_stages( world, &pass ); + world_render_challenges( world, &pass ); glEnable(GL_CULL_FACE); //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );