X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=09ecc19e4ce9241eca46edcf04ab43df6cd406a3;hb=4fa1c611e0af4c32cdcc891f8c511217a2762d65;hp=7eccc6e45518d9351722ea994146ee566dd3f745;hpb=98b9bcf0e10bc02cf679d03fa269613e140ba878;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 7eccc6e..09ecc19 100644 --- a/world_render.h +++ b/world_render.h @@ -113,7 +113,7 @@ VG_STATIC void bind_terrain_noise(void) } typedef void (*func_bind_point)( world_instance *world, - struct world_material *mat ); + struct world_surface *mat ); VG_STATIC void world_render_if( world_instance *world, enum mdl_shader shader, @@ -121,9 +121,9 @@ VG_STATIC void world_render_if( world_instance *world, func_bind_point bind_point ) { - for( int i=0; imaterial_count; i++ ) + for( int i=0; isurface_count; i++ ) { - struct world_material *mat = &world->materials[i]; + struct world_surface *mat = &world->surfaces[i]; if( mat->info.shader == shader ) { @@ -158,7 +158,7 @@ void world_render_both_stages( world_instance *world, } VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, - struct world_material *mat ) + struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); @@ -259,7 +259,7 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) } VG_STATIC void bindpoint_terrain( world_instance *world, - struct world_material *mat ) + struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); @@ -340,89 +340,79 @@ VG_STATIC void render_sky( world_instance *world, camera *cam ) glDisable( GL_DEPTH_TEST ); mesh_bind( &world_global.skydome ); - mdl_draw_submesh( &world_global.dome_upper ); + mesh_draw( &world_global.skydome ); glEnable( GL_DEPTH_TEST ); glDepthMask( GL_TRUE ); } -VG_STATIC void render_world_gates( world_instance *world, camera *cam ) +VG_STATIC void render_world_gates( world_instance *world, camera *cam, + int layer_depth ) { float closest = INFINITY; - struct teleport_gate *gate = NULL; - world_instance *dest_world = world; + struct ent_gate *gate = NULL; - for( int i=0; igate_count; i++ ) - { - struct route_gate *rg = &world->gates[i]; - float dist = v3_dist2( rg->gate.co[0], cam->transform[3] ); - - vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE ); - - if( dist < closest ) - { - closest = dist; - gate = &rg->gate; - dest_world = world; - } - } - - for( int i=0; inonlocalgate_count; i++ ) - { - struct nonlocal_gate *nlg = &world->nonlocal_gates[i]; + for( u32 i=0; ient_gate); i++ ){ + ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - if( !nlg->working ) - { - vg_line_pt3( nlg->gate.co[0], 0.25f, VG__RED ); + if( gi->type == k_gate_type_unlinked ) continue; - } - else - vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN ); - float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] ); + float dist = v3_dist2( gi->co[0], cam->transform[3] ); - if( dist < closest ) - { + vg_line_pt3( gi->co[0], 0.25f, VG__BLUE ); + + if( dist < closest ){ closest = dist; - gate = &nlg->gate; - dest_world = &world_global.worlds[ nlg->target_map_index ]; + gate = gi; } } - - if( gate ) - render_gate( dest_world, gate, cam ); + + if( gate ){ +#if 0 + world_instance *dest_world = &world_global.worlds[ gate->world_index ]; + render_gate( dest_world, gate, cam, layer_depth ); +#else + render_gate( world, gate, cam, layer_depth ); +#endif + + /* should really be set in fixed update since its used in the physics + * of most systems. too bad! */ + world->rendering_gate = gate; + } } -VG_STATIC void render_world( world_instance *world, camera *cam ) +VG_STATIC void render_world( world_instance *world, camera *cam, + int layer_depth ) { render_sky( world, cam ); - render_world_routes( world, cam ); + render_world_routes( world, cam, layer_depth ); render_world_standard( world, cam ); render_world_vb( world, cam ); render_world_alphatest( world, cam ); render_terrain( world, cam ); /* Render SFD's */ - int closest = 0; + u32 closest = 0; float min_dist = INFINITY; - if( !world->route_count ) + if( !mdl_arrcount( &world->ent_route ) ) return; - for( int i=0; iroute_count; i++ ) - { - float dist = v3_dist2(world->routes[i].scoreboard_transform[3], cam->pos); + for( u32 i=0; ient_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 ) - { + if( dist < min_dist ){ min_dist = dist; closest = i; } } - sfd_render( cam, world->routes[closest].scoreboard_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 )