X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=790f9a1b8ffb6cf7e523077bb7030e86d2693f7f;hb=a99e5f5d5c16a3e865796a96ad648e3c570d32ac;hp=a01c056c32aebe5e332979461cfdbb1d74bc4e2c;hpb=926a64f679a23d8b0f3594d73405d2486c398a59;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index a01c056..790f9a1 100644 --- a/world_render.h +++ b/world_render.h @@ -425,7 +425,7 @@ VG_STATIC void world_prerender( world_instance *world ) state->g_debug_indices = k_debug_light_indices; state->g_light_preview = k_light_preview; state->g_debug_complexity = k_debug_light_complexity; -state->g_time_of_day = vg_fractf( g_time ); + state->g_time_of_day = vg_fractf( g_time ); state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f ); state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf ); @@ -454,6 +454,7 @@ state->g_time_of_day = vg_fractf( g_time ); sizeof(struct ub_world_lighting), &world->ub_lighting ); } +VG_STATIC void skateshop_render(void); VG_STATIC void render_world( world_instance *world, camera *cam, int layer_depth ) { @@ -465,25 +466,29 @@ VG_STATIC void render_world( world_instance *world, camera *cam, render_world_alphatest( world, cam ); render_terrain( world, cam ); - /* Render SFD's */ - u32 closest = 0; - float min_dist = INFINITY; + if( layer_depth == 0 ){ + skateshop_render(); - if( !mdl_arrcount( &world->ent_route ) ) - return; + /* Render SFD's */ + u32 closest = 0; + float min_dist = INFINITY; - 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( !mdl_arrcount( &world->ent_route ) ) + return; - if( dist < min_dist ){ - min_dist = dist; - closest = i; + 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 ){ + min_dist = dist; + closest = i; + } } - } - ent_route *route = mdl_arritm( &world->ent_route, closest ); - sfd_render( world, cam, route->board_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 )