X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=096de9a99a624717425a5383061430b3d1f273e2;hb=e913a28dff24a331d0ecf3f0600d23a46ce0f307;hp=281a6e7a69cb8f75857d4ac16f49aa5a4ba8ff8a;hpb=6e96ba64e805ea8a39ca46171e28426c6bc86ab6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 281a6e7..096de9a 100644 --- a/world_render.c +++ b/world_render.c @@ -12,6 +12,7 @@ #include "respawn.h" #include "ent_miniworld.h" #include "player_remote.h" +#include "ent_skateshop.h" static int ccmd_set_time( int argc, const char *argv[] ){ world_instance *world = world_current_instance(); @@ -163,12 +164,6 @@ void world_render_props( world_instance *world, u32 material_id, struct world_pass *pass ){ if( !mdl_arrcount( &world->ent_prop ) ) return; - /* HACK: use the first material for every prop entity */ - ent_prop *first = mdl_arritm( &world->ent_prop, 0 ); - if( !first->submesh_count ) return; - - mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start ); - if( sm->material_id != material_id ) return; struct world_surface *mat = &world->surfaces[ material_id ]; pass->fn_bind_textures( world, mat ); @@ -178,7 +173,10 @@ void world_render_props( world_instance *world, u32 material_id, if( prop->flags & 0x1 ) continue; for( u32 k=0; ksubmesh_count; k++ ){ - sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k ); + mdl_submesh *sm = + mdl_arritm( &world->meta.submeshs, prop->submesh_start+k ); + + if( sm->material_id != material_id ) continue; m4x3f mmdl; mdl_transform_m4x3( &prop->transform, mmdl ); @@ -278,18 +276,25 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass ) glEnable( GL_CULL_FACE ); } +static GLuint world_get_texture( world_instance *world, u32 id ){ + if( id & 0x80000000 ) + return skaterift.rt_textures[id & ~0x80000000]; + else + return world->textures[ id ]; +} + static void bindpoint_diffuse_texture1( world_instance *world, - struct world_surface *mat ) - -{ + struct world_surface *mat ){ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); } static void bindpoint_diffuse1_and_cubemap10( world_instance *world, struct world_surface *mat ){ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); u32 cubemap_id = mat->info.tex_none0, cubemap_index = 0; @@ -645,7 +650,8 @@ static void bindpoint_terrain( world_instance *world, struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_terrain_uSandColour( mat->info.colour ); shader_scene_terrain_uBlendOffset( mat->info.colour1 ); @@ -658,7 +664,8 @@ static void bindpoint_override( world_instance *world, } else{ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_override_uAlphatest(1); } } @@ -762,6 +769,8 @@ static void render_world_gates( world_instance *world, camera *cam ){ for( u32 i=0; ient_gate); i++ ){ ent_gate *gi = mdl_arritm( &world->ent_gate, i ); + if( !(gi->flags & k_ent_gate_linked) ) + continue; float dist = v3_dist2( gi->co[0], cam->transform[3] ); @@ -973,7 +982,7 @@ static void render_world_override( world_instance *world, world_instance *lighting_source, m4x3f mmdl, camera *cam, - ent_spawn *dest_spawn, f32 iso_amt ){ + ent_spawn *dest_spawn, v4f map_info ){ struct world_pass pass = { .cam = cam, .fn_bind_textures = bindpoint_override, @@ -987,7 +996,7 @@ static void render_world_override( world_instance *world, shader_scene_override_uTexGarbage(0); shader_scene_override_uTexMain(1); shader_scene_override_uPv( pass.cam->mtx.pv ); - shader_scene_override_uIsoAmt( iso_amt ); + shader_scene_override_uMapInfo( map_info ); WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override ); bind_terrain_noise();