X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=950e35fe8855aa08ca12b1e649ecde3bd827a58f;hb=721322812d9fcfa648268aab34ec1879c9414dfe;hp=25a993104e21faad7d6442dd9d9346bbe330f895;hpb=4c673ebccdd6d12e2eb6c2804b79602da98ea8b1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index 25a9931..950e35f 100644 --- a/world_render.c +++ b/world_render.c @@ -154,7 +154,10 @@ struct world_pass{ void (*fn_set_uPvmPrev)( m4x4f pvm ); }; -VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass ) +/* TODO: high level control pass renders. */ + +VG_STATIC +void world_render_if( world_instance *world, struct world_pass *pass ) { for( int i=0; isurface_count; i++ ){ struct world_surface *mat = &world->surfaces[i]; @@ -202,6 +205,20 @@ VG_STATIC void world_render_if( 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 ) { @@ -320,7 +337,7 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) } VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){ - glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); + //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); shader_scene_fxglow_use(); shader_scene_fxglow_uTexMain(1); @@ -348,7 +365,7 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){ world_render_both_stages( world, &pass ); glEnable(GL_CULL_FACE); - glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } ); + //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } ); } VG_STATIC void bindpoint_terrain( world_instance *world, @@ -455,7 +472,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam, float dist = v3_dist2( gi->co[0], cam->transform[3] ); - vg_line_pt3( gi->co[0], 0.25f, VG__BLUE ); + vg_line_point( gi->co[0], 0.25f, VG__BLUE ); if( dist < closest ){ closest = dist;