X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.c;fp=world_gate.c;h=bc21e95bc13dea6cd4a1645201ba7ffd0b859167;hb=d171c9ad5de05c9ac8563fcf9f23760b93fb50f8;hp=96317c1b4da3b458a8fbb449c0caddf3f1823c0e;hpb=874c9d7e6ee2d826f9eb34518e8163283439c38e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.c b/world_gate.c index 96317c1..bc21e95 100644 --- a/world_gate.c +++ b/world_gate.c @@ -86,8 +86,7 @@ static void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ){ * Render the view through a gate */ static int render_gate( world_instance *world, world_instance *world_inside, - ent_gate *gate, camera *cam, int layer_depth ) -{ + ent_gate *gate, camera *cam ){ v3f viewdir, gatedir; m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir ); q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, gatedir ); @@ -145,63 +144,42 @@ static int render_gate( world_instance *world, world_instance *world_inside, camera_finalize( &world_gates.cam ); vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 ); - { - shader_model_gate_use(); - shader_model_gate_uPv( cam->mtx.pv ); - shader_model_gate_uCam( cam->pos ); - shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} ); - shader_model_gate_uTime( vg.time*0.25f ); - shader_model_gate_uInvRes( (v2f){ - 1.0f / (float)vg.window_x, - 1.0f / (float)vg.window_y }); - - glEnable( GL_STENCIL_TEST ); - glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); - glStencilFunc( GL_ALWAYS, 1, 0xFF ); - glStencilMask( 0xFF ); - glDisable( GL_CULL_FACE ); - - m4x3f mmdl; - ent_gate_get_mdl_mtx( gate, mmdl ); - shader_model_gate_uMdl( mmdl ); - - if( gate->flags & k_ent_gate_custom_mesh ){ - mesh_bind( &world->mesh_no_collide ); - for( u32 i=0; isubmesh_count; i++ ){ - mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, - gate->submesh_start+i ); - mdl_draw_submesh( sm ); - } - } - else { - mesh_bind( &world_gates.mesh ); - mdl_draw_submesh( &world_gates.sm_surface ); - } - glClear( GL_DEPTH_BUFFER_BIT ); - glStencilFunc( GL_EQUAL, 1, 0xFF ); - glStencilMask( 0x00 ); - glEnable( GL_CULL_FACE ); + shader_model_gate_use(); + shader_model_gate_uPv( cam->mtx.pv ); + shader_model_gate_uCam( cam->pos ); + shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} ); + shader_model_gate_uTime( vg.time*0.25f ); + shader_model_gate_uInvRes( (v2f){ + 1.0f / (float)vg.window_x, + 1.0f / (float)vg.window_y }); + + glEnable( GL_STENCIL_TEST ); + glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glStencilMask( 0xFF ); + glDisable( GL_CULL_FACE ); + + m4x3f mmdl; + ent_gate_get_mdl_mtx( gate, mmdl ); + shader_model_gate_uMdl( mmdl ); + + if( gate->flags & k_ent_gate_custom_mesh ){ + mesh_bind( &world->mesh_no_collide ); + for( u32 i=0; isubmesh_count; i++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + gate->submesh_start+i ); + mdl_draw_submesh( sm ); + } } - - render_world( world_inside, &world_gates.cam, layer_depth ); - render_remote_players( world_inside, &world_gates.cam ); - - { - glDisable( GL_STENCIL_TEST ); - - render_water_texture( world_inside, &world_gates.cam, layer_depth ); - render_fb_bind( gpipeline.fb_main, 1 ); - - glEnable( GL_STENCIL_TEST ); - - render_water_surface( world_inside, &world_gates.cam ); - - glStencilMask( 0xFF ); - glStencilFunc( GL_ALWAYS, 1, 0xFF ); - glDisable( GL_STENCIL_TEST ); + else { + mesh_bind( &world_gates.mesh ); + mdl_draw_submesh( &world_gates.sm_surface ); } + render_world( world_inside, &world_gates.cam, + 1, !localplayer.gate_waiting, 1, 1 ); + return 1; }