X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=e1c17c828ee9824e4408b3869a470459bc8d36c0;hb=0a40a20806ec52fc13817fd78a43793de5e32ffa;hp=68c0ceb91a88efe8cd22635d158fc7d00a6118c3;hpb=f7db507815e2822d971031c30f25e02b45e9c914;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 68c0ceb..e1c17c8 100644 --- a/world_render.h +++ b/world_render.h @@ -8,8 +8,9 @@ #include "camera.h" #include "world.h" -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; +/* FIXME */ +VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", + .flags = VG_TEXTURE_NEAREST }; VG_STATIC void world_render_init(void) { @@ -65,8 +66,11 @@ VG_STATIC void world_render_both_stages( enum mdl_shader shader, { mesh_bind( &world.mesh_geo ); world_render_if( shader, k_geo_type_solid, bind_point ); + + glDisable( GL_CULL_FACE ); mesh_bind( &world.mesh_no_collide ); world_render_if( shader, k_geo_type_nonsolid, bind_point ); + glEnable( GL_CULL_FACE ); } VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat ) @@ -90,6 +94,8 @@ VG_STATIC void render_world_vb( camera *cam ) shader_vblend_uPvmPrev( cam->mtx_prev.pv ); shader_vblend_uMdl( identity_matrix ); shader_vblend_uCamera( cam->transform[3] ); + shader_vblend_uBoard0( TEMP_BOARD_0 ); + shader_vblend_uBoard1( TEMP_BOARD_1 ); world_render_both_stages( k_shader_standard_vertex_blend, bindpoint_diffuse_texture1 ); @@ -110,6 +116,8 @@ VG_STATIC void render_world_standard( camera *cam ) shader_standard_uMdl( identity_matrix ); shader_standard_uCamera( cam->transform[3] ); + shader_standard_uBoard0( TEMP_BOARD_0 ); + shader_standard_uBoard1( TEMP_BOARD_1 ); world_render_both_stages( k_shader_standard, bindpoint_diffuse_texture1 ); @@ -130,6 +138,8 @@ VG_STATIC void render_world_alphatest( camera *cam ) shader_alphatest_uMdl( identity_matrix ); shader_alphatest_uCamera( cam->transform[3] ); + shader_alphatest_uBoard0( TEMP_BOARD_0 ); + shader_alphatest_uBoard1( TEMP_BOARD_1 ); glDisable(GL_CULL_FACE); @@ -165,6 +175,8 @@ VG_STATIC void render_terrain( camera *cam ) shader_terrain_uMdl( identity_matrix ); shader_terrain_uCamera( cam->transform[3] ); + shader_terrain_uBoard0( TEMP_BOARD_0 ); + shader_terrain_uBoard1( TEMP_BOARD_1 ); world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); }