X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=31eba64401237a5cb48b9a7a79bb9fa4a3020afa;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=7eccc6e45518d9351722ea994146ee566dd3f745;hpb=2e4531dfd7bd0d9a0776fda1a62653806d85eb3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 7eccc6e..31eba64 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 ] ); @@ -340,7 +340,7 @@ 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 ); @@ -350,48 +350,32 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam ) { 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 ) + + if( gate ){ +#if 0 + world_instance *dest_world = &world_global.worlds[ gate->world_index ]; render_gate( dest_world, gate, cam ); +#else + render_gate( world, gate, cam ); +#endif + } } VG_STATIC void render_world( world_instance *world, camera *cam ) @@ -405,6 +389,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam ) render_terrain( world, cam ); /* Render SFD's */ +#if 0 int closest = 0; float min_dist = INFINITY; @@ -423,6 +408,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam ) } sfd_render( cam, world->routes[closest].scoreboard_transform ); +#endif } VG_STATIC void render_world_depth( world_instance *world, camera *cam )