option between water plane / water trigger
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 103304196783e864dbdd7fe8e3e9600c6d011c01..4b6568b2651f3247dd3bc0d638bf9418790e3d82 100644 (file)
@@ -2,9 +2,6 @@
  * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
-#ifndef WORLD_RENDER_C
-#define WORLD_RENDER_C
-
 #include "world.h"
 #include "world_render.h"
 #include "font.h"
 #include "ent_miniworld.h"
 #include "player_remote.h"
 #include "ent_skateshop.h"
+#include "ent_npc.h"
+#include "shaders/model_entity.h"
+
+struct world_render world_render;
 
 static int ccmd_set_time( int argc, const char *argv[] ){
    world_instance *world = world_current_instance();
@@ -65,7 +66,8 @@ static void async_world_render_init( void *payload, u32 size ){
    }
 }
 
-static void world_render_init(void){
+void world_render_init(void)
+{
    VG_VAR_F32( k_day_length );
    VG_VAR_I32( k_debug_light_indices );
    VG_VAR_I32( k_debug_light_complexity );
@@ -76,19 +78,6 @@ static void world_render_init(void){
    world_render.sky_rate = 1.0;
    world_render.sky_target_rate = 1.0;
 
-   shader_scene_standard_register();
-   shader_scene_standard_alphatest_register();
-   shader_scene_foliage_register();
-   shader_scene_override_register();
-   shader_scene_cubemapped_register();
-   shader_scene_fxglow_register();
-   shader_scene_vertex_blend_register();
-   shader_scene_terrain_register();
-   shader_scene_depth_register();
-   shader_scene_position_register();
-   shader_model_sky_register();
-   shader_model_sky_space_register();
-
    vg_info( "Loading world resources\n" );
    vg_linear_clear( vg_mem.scratch );
 
@@ -110,35 +99,40 @@ static void world_render_init(void){
  * standard uniform bindings
  * ----------------------------------------------------------------------------
  */
-static void world_link_lighting_ub( world_instance *world, GLuint shader ){
+void world_link_lighting_ub( world_instance *world, GLuint shader )
+{
    GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
    glUniformBlockBinding( shader, idx, world->ubo_bind_point );
 }
 
-static void world_bind_position_texture( world_instance *world, 
-                                            GLuint shader, GLuint location,
-                                            int slot ){
+void world_bind_position_texture( world_instance *world, 
+                                  GLuint shader, GLuint location,
+                                  int slot )
+{
    render_fb_bind_texture( &world->heightmap, 0, slot );
    glUniform1i( location, slot );
 }
 
-static void world_bind_light_array( world_instance *world,
-                                       GLuint shader, GLuint location, 
-                                       int slot ){
+void world_bind_light_array( world_instance *world,
+                             GLuint shader, GLuint location, 
+                             int slot )
+{
    glActiveTexture( GL_TEXTURE0 + slot );
    glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
    glUniform1i( location, slot );
 }
 
-static void world_bind_light_index( world_instance *world,
-                                       GLuint shader, GLuint location,
-                                       int slot ){
+void world_bind_light_index( world_instance *world,
+                             GLuint shader, GLuint location,
+                             int slot )
+{
    glActiveTexture( GL_TEXTURE0 + slot );
    glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
    glUniform1i( location, slot );
 }
 
-static void bind_terrain_noise(void){
+void bind_terrain_noise(void)
+{
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
 }
@@ -151,31 +145,24 @@ static GLuint world_get_texture( world_instance *world, u32 id ){
    else                  return world->textures[ id ];
 }
 
-static void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_surface *mat ){
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, 
-                  world_get_texture(world,mat->info.tex_diffuse) );
-}
-
 /*
  * Passes Rendering
  * ----------------------------------------------------------------------------
  */
 
-struct world_pass{
-   camera *cam;
+struct world_pass
+{
+   vg_camera *cam;
    enum mdl_shader shader;
    enum world_geo_type geo_type;
 
-   void (*fn_bind_textures)( world_instance *world, 
-                             struct world_surface *mat );
+   void (*fn_bind)( world_instance *world, struct world_surface *mat );
    void (*fn_set_mdl)( m4x3f mdl );
    void (*fn_set_uPvmPrev)( m4x4f pvm );
    void (*fn_set_uNormalMtx)( m3x3f mnorm );
 };
 
-static void render_world_depth( world_instance *world, camera *cam );
+void render_world_depth( world_instance *world, vg_camera *cam );
 
 /*
  * Render a run of submeshes, only of those which match material_id
@@ -183,10 +170,13 @@ static void render_world_depth( world_instance *world, camera *cam );
 static void world_render_submeshes( world_instance *world,
                                     struct world_pass *pass, 
                                     mdl_transform *transform, 
-                                    u32 start, u32 count, u32 material_id ){
-   for( u32 k=0; k<count; k++ ){
+                                    u32 start, u32 count, u32 material_id )
+{
+   for( u32 k=0; k<count; k++ )
+   {
       mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, start+k );
-      if( sm->material_id != material_id ) continue;
+      if( sm->material_id != material_id ) 
+         continue;
 
       m4x3f mmdl;
       mdl_transform_m4x3( transform, mmdl );
@@ -206,11 +196,12 @@ static void world_render_submeshes( world_instance *world,
  * Render props attached to this material
  */
 static void world_render_props( world_instance *world, u32 material_id,
-                                struct world_pass *pass ){
+                                struct world_pass *pass )
+{
    struct world_surface *mat = &world->surfaces[ material_id ];
    if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return;
 
-   pass->fn_bind_textures( world, mat );
+   pass->fn_bind( world, mat );
 
    for( u32 j=0; j<mdl_arrcount( &world->ent_prop ); j++ ){
       ent_prop *prop = mdl_arritm( &world->ent_prop, j );
@@ -225,11 +216,12 @@ static void world_render_props( world_instance *world, u32 material_id,
  * Render traffic models attactched to this material
  */
 static void world_render_traffic( world_instance *world, u32 material_id,
-                                  struct world_pass *pass ){
+                                  struct world_pass *pass )
+{
    struct world_surface *mat = &world->surfaces[ material_id ];
    if( !(mat->flags & WORLD_SURFACE_HAS_TRAFFIC) ) return;
 
-   pass->fn_bind_textures( world, mat );
+   pass->fn_bind( world, mat );
 
    for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
       ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
@@ -244,17 +236,22 @@ static void world_render_traffic( world_instance *world, u32 material_id,
  * Iterate and render all materials which match the passes shader and geometry
  * type. Includes props/traffic.
  */
-static void world_render_pass( world_instance *world, struct world_pass *pass ){
-   for( int i=0; i<world->surface_count; i++ ){
+static void world_render_pass( world_instance *world, struct world_pass *pass )
+{
+   for( int i=0; i<world->surface_count; i++ )
+   {
       struct world_surface *mat = &world->surfaces[i];
 
-      if( mat->info.shader == pass->shader ){
+      if( mat->info.shader == pass->shader )
+      {
          mdl_submesh *sm;
 
-         if( pass->geo_type == k_world_geo_type_solid ){
+         if( pass->geo_type == k_world_geo_type_solid )
+         {
             sm = &mat->sm_geo;
          }
-         else{
+         else
+         {
             world_render_traffic( world, i, pass );
             world_render_props( world, i, pass );
             sm = &mat->sm_no_collide;
@@ -267,8 +264,7 @@ static void world_render_pass( world_instance *world, struct world_pass *pass ){
          m4x3_identity( mmdl );
          pass->fn_set_mdl( mmdl );
          pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
-
-         pass->fn_bind_textures( world, mat );
+         pass->fn_bind( world, mat );
          mdl_draw_submesh( sm );
       }
    }
@@ -280,7 +276,8 @@ static void world_render_pass( world_instance *world, struct world_pass *pass ){
  */
 
 static void world_render_both_stages( world_instance *world, 
-                                      struct world_pass *pass ){
+                                      struct world_pass *pass )
+{
    mesh_bind( &world->mesh_geo );
    pass->geo_type = k_world_geo_type_solid;
    world_render_pass( world, pass );
@@ -292,7 +289,21 @@ static void world_render_both_stages( world_instance *world,
    glEnable( GL_CULL_FACE );
 }
 
-static void render_world_vb( world_instance *world, camera *cam ){
+static void bindpoint_world_vb( world_instance *world,
+                                struct world_surface *mat )
+{
+   struct shader_props_vertex_blend *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+
+#if 0
+   shader_scene_vertex_blend_uOffset( props->blend_offset );
+#endif
+}
+
+static void render_world_vb( world_instance *world, vg_camera *cam )
+{
    shader_scene_vertex_blend_use();
    shader_scene_vertex_blend_uTexGarbage(0);
    shader_scene_vertex_blend_uTexGradients(1);
@@ -304,10 +315,11 @@ static void render_world_vb( world_instance *world, camera *cam ){
    shader_scene_vertex_blend_uPv( cam->mtx.pv );
    shader_scene_vertex_blend_uCamera( cam->transform[3] );
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard_vertex_blend,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_world_vb,
       .fn_set_mdl = shader_scene_vertex_blend_uMdl,
       .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
    };
@@ -315,7 +327,8 @@ static void render_world_vb( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void world_shader_standard_bind( world_instance *world, camera *cam ){
+static void world_shader_standard_bind( world_instance *world, vg_camera *cam )
+{
    shader_scene_standard_use();
    shader_scene_standard_uTexGarbage(0);
    shader_scene_standard_uTexMain(1);
@@ -326,12 +339,23 @@ static void world_shader_standard_bind( world_instance *world, camera *cam ){
    shader_scene_standard_uCamera( cam->transform[3] );
 }
 
-static void render_world_standard( world_instance *world, camera *cam ){
+static void bindpoint_standard( world_instance *world, 
+                                struct world_surface *mat )
+{
+   struct shader_props_standard *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
+static void render_world_standard( world_instance *world, vg_camera *cam )
+{
    world_shader_standard_bind( world, cam );
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_standard,
       .fn_set_mdl = shader_scene_standard_uMdl,
       .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
    };
@@ -339,16 +363,20 @@ static void render_world_standard( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
-                                                 struct world_surface *mat ){
+static void bindpoint_world_cubemapped( world_instance *world,
+                                        struct world_surface *mat )
+{
+   struct shader_props_cubemapped *props = mat->info.props.compiled;
+
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, 
-                  world_get_texture(world,mat->info.tex_diffuse) );
+                  world_get_texture( world,props->tex_diffuse ) );
 
-   u32 cubemap_id = mat->info.tex_none0,
+   u32 cubemap_id = props->cubemap_entity,
        cubemap_index = 0;
 
-   if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
+   if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap )
+   {
       cubemap_index = mdl_entity_id_id( cubemap_id );
    }
 
@@ -356,28 +384,42 @@ static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    glActiveTexture( GL_TEXTURE10 );
    glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
 
-   shader_scene_cubemapped_uColour( mat->info.colour );
+   shader_scene_cubemapped_uColour( props->tint );
+}
+
+static void bindpoint_world_cubemapped_disabled( world_instance *world,
+                                                 struct world_surface *mat )
+{
+   struct shader_props_cubemapped *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture( world, props->tex_diffuse ) );
 }
 
-static void render_world_cubemapped( world_instance *world, camera *cam,
-                                     int enabled ){
+static void render_world_cubemapped( world_instance *world, vg_camera *cam,
+                                     int enabled )
+{
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
 
-   if( !enabled ){
+   if( !enabled )
+   {
       world_shader_standard_bind( world, cam );
 
-      struct world_pass pass = {
+      struct world_pass pass = 
+      {
          .shader = k_shader_cubemap,
          .cam = cam,
-         .fn_bind_textures = bindpoint_diffuse_texture1,
+         .fn_bind = bindpoint_world_cubemapped_disabled,
          .fn_set_mdl = shader_scene_standard_uMdl,
          .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
       };
 
       world_render_both_stages( world, &pass );
    }
-   else {
+   else 
+   {
       shader_scene_cubemapped_use();
       shader_scene_cubemapped_uTexGarbage(0);
       shader_scene_cubemapped_uTexMain(1);
@@ -389,10 +431,11 @@ static void render_world_cubemapped( world_instance *world, camera *cam,
       bind_terrain_noise();
       shader_scene_cubemapped_uCamera( cam->transform[3] );
       
-      struct world_pass pass = {
+      struct world_pass pass = 
+      {
          .shader = k_shader_cubemap,
          .cam = cam,
-         .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
+         .fn_bind = bindpoint_world_cubemapped,
          .fn_set_mdl = shader_scene_cubemapped_uMdl,
          .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
       };
@@ -401,7 +444,8 @@ static void render_world_cubemapped( world_instance *world, camera *cam,
    }
 }
 
-static void render_world_alphatest( world_instance *world, camera *cam ){
+static void render_world_alphatest( world_instance *world, vg_camera *cam )
+{
    shader_scene_standard_alphatest_use();
    shader_scene_standard_alphatest_uTexGarbage(0);
    shader_scene_standard_alphatest_uTexMain(1);
@@ -413,10 +457,11 @@ static void render_world_alphatest( world_instance *world, camera *cam ){
    shader_scene_standard_alphatest_uCamera( cam->transform[3] );
    glDisable(GL_CULL_FACE);
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard_cutout,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_standard,
       .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
       .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
    };
@@ -425,7 +470,8 @@ static void render_world_alphatest( world_instance *world, camera *cam ){
    glEnable(GL_CULL_FACE);
 }
 
-static void render_world_foliage( world_instance *world, camera *cam ){
+static void render_world_foliage( world_instance *world, vg_camera *cam )
+{
    shader_scene_foliage_use();
    shader_scene_foliage_uTexGarbage(0);
    shader_scene_foliage_uTexMain(1);
@@ -437,10 +483,11 @@ static void render_world_foliage( world_instance *world, camera *cam ){
 
    shader_scene_foliage_uCamera( cam->transform[3] );
    glDisable(GL_CULL_FACE);
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_foliage,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_standard,
       .fn_set_mdl = shader_scene_foliage_uMdl,
       .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
    };
@@ -449,7 +496,8 @@ static void render_world_foliage( world_instance *world, camera *cam ){
 }
 
 static void world_render_challenges( world_instance *world, 
-                                     struct world_pass *pass, v3f pos ){
+                                     struct world_pass *pass, v3f pos )
+{
    if( !world ) return;
    if( skaterift.activity == k_skaterift_replay ) return;
    if( world != world_current_instance() ) return;
@@ -521,7 +569,8 @@ static void world_render_challenges( world_instance *world,
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_no_collide );
    u32 last_material = 0;
-   for( u32 i=0; i<objective_count; i++ ){
+   for( u32 i=0; i<objective_count; i++ )
+   {
       u32 index = objective_list[ i ];
       ent_objective *objective = mdl_arritm( &world->ent_objective, index );
       if( (objective->flags & k_ent_objective_hidden) &&
@@ -529,7 +578,8 @@ static void world_render_challenges( world_instance *world,
 
       f32 scale = 1.0f;
 
-      if( running ){
+      if( running )
+      {
          u32 passed = objective->flags & k_ent_objective_passed;
          f32 target = passed? 0.0f: 1.0f;
          vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
@@ -540,7 +590,8 @@ static void world_render_challenges( world_instance *world,
          else
             shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
       }
-      else {
+      else 
+      {
          f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
          scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
       }
@@ -551,13 +602,15 @@ static void world_render_challenges( world_instance *world,
       v3_copy( objective->transform.co, mmdl[3] );
       shader_scene_fxglow_uMdl( mmdl );
 
-      for( u32 j=0; j<objective->submesh_count; j++ ){
+      for( u32 j=0; j<objective->submesh_count; j++ )
+      {
          mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
                                        objective->submesh_start + j );
 
-         if( sm->material_id != last_material ){
+         if( sm->material_id != last_material )
+         {
             last_material = sm->material_id;
-            pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+            pass->fn_bind( world, &world->surfaces[sm->material_id] );
          }
          mdl_draw_submesh( sm );
       }
@@ -611,10 +664,20 @@ static void world_render_challenges( world_instance *world,
    }
 }
 
+static void bindpoint_fxglow( world_instance *world,
+                              struct world_surface *mat )
+{
+   struct shader_props_standard *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
 static void render_world_fxglow( world_instance *host_world, 
-                                 world_instance *world, camera *cam,
+                                 world_instance *world, vg_camera *cam,
                                  m4x3f world_mmdl,
-                                 int generic, int challenges, int regions ){
+                                 int generic, int challenges, int regions )
+{
    shader_scene_fxglow_use();
    shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
    shader_scene_fxglow_uTexMain(1);
@@ -624,10 +687,11 @@ static void render_world_fxglow( world_instance *host_world,
    shader_scene_fxglow_uCamera( cam->transform[3] );
    glDisable(GL_CULL_FACE);
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_fxglow,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_fxglow,
       .fn_set_mdl = shader_scene_fxglow_uMdl,
       .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
    };
@@ -656,13 +720,15 @@ static void render_world_fxglow( world_instance *host_world,
          m4x3_mul( world_mmdl, mmdl, mmdl );
          shader_scene_fxglow_uMdl( mmdl );
 
-         for( u32 j=0; j<region->submesh_count; j++ ){
+         for( u32 j=0; j<region->submesh_count; j++ )
+         {
             mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
                                           region->submesh_start + j );
 
-            if( sm->material_id != last_material ){
+            if( sm->material_id != last_material )
+            {
                last_material = sm->material_id;
-               pass.fn_bind_textures(world,&world->surfaces[sm->material_id]);
+               pass.fn_bind( world, &world->surfaces[sm->material_id] );
             }
             mdl_draw_submesh( sm );
          }
@@ -676,30 +742,33 @@ static void render_world_fxglow( world_instance *host_world,
 }
 
 static void bindpoint_terrain( world_instance *world,
-                                  struct world_surface *mat )
+                               struct world_surface *mat )
 {
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, 
-                  world_get_texture(world,mat->info.tex_diffuse) );
+   struct shader_props_terrain *props = mat->info.props.compiled;
 
-   shader_scene_terrain_uSandColour( mat->info.colour );
-   shader_scene_terrain_uBlendOffset( mat->info.colour1 );
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+   shader_scene_terrain_uBlendOffset( props->blend_offset );
+   shader_scene_terrain_uSandColour( props->sand_colour );
 }
 
 static void bindpoint_override( world_instance *world,
-                                   struct world_surface *mat ){
-   if( mat->info.flags & k_material_flag_collision ){
+                                   struct world_surface *mat )
+{
+   if( mat->info.flags & k_material_flag_collision )
+   {
       shader_scene_override_uAlphatest(0);
    }
-   else{
+   else
+   {
       glActiveTexture( GL_TEXTURE1 );
-      glBindTexture( GL_TEXTURE_2D, 
-                     world_get_texture(world,mat->info.tex_diffuse) );
+      glBindTexture( GL_TEXTURE_2D, world_get_texture(world, mat->alpha_tex) );
       shader_scene_override_uAlphatest(1);
    }
 }
 
-static void render_terrain( world_instance *world, camera *cam ){
+static void render_terrain( world_instance *world, vg_camera *cam )
+{
    shader_scene_terrain_use();
    shader_scene_terrain_uTexGarbage(0);
    shader_scene_terrain_uTexGradients(1);
@@ -711,10 +780,11 @@ static void render_terrain( world_instance *world, camera *cam ){
    shader_scene_terrain_uPv( cam->mtx.pv );
    shader_scene_terrain_uCamera( cam->transform[3] );
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_terrain_blend,
       .cam = cam,
-      .fn_bind_textures = bindpoint_terrain,
+      .fn_bind = bindpoint_terrain,
       .fn_set_mdl = shader_scene_terrain_uMdl,
       .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
    };
@@ -722,7 +792,8 @@ static void render_terrain( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void render_sky( world_instance *world, camera *cam ){
+static void render_sky( world_instance *world, vg_camera *cam )
+{
    /* 
     * Modify matrix to remove clipping and view translation
     */
@@ -779,7 +850,7 @@ static void render_sky( world_instance *world, camera *cam ){
       glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
    }
    else {
-      assert(0);
+      vg_fatal_error( "Programming error\n" );
    }
 
    glDepthMask( GL_FALSE );
@@ -792,7 +863,8 @@ static void render_sky( world_instance *world, camera *cam ){
    glDepthMask( GL_TRUE );
 }
 
-static void render_world_gates( world_instance *world, camera *cam ){
+void render_world_gates( world_instance *world, vg_camera *cam )
+{
    float closest = INFINITY;
    struct ent_gate *gate = NULL;
 
@@ -837,7 +909,8 @@ static void render_world_gates( world_instance *world, camera *cam ){
    }
 }
 
-static void world_prerender( world_instance *world ){
+void world_prerender( world_instance *world )
+{
    if( mdl_arrcount( &world->ent_light ) ){
       f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
       world->time += vg.time_frame_delta * (1.0/(rate*60.0));
@@ -891,9 +964,71 @@ static void world_prerender( world_instance *world ){
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 }
 
-static void render_world( world_instance *world, camera *cam,
-                          int stenciled, int viewing_from_gate, 
-                          int with_water, int with_cubemaps ){
+static void render_other_entities( world_instance *world, vg_camera *cam )
+{
+   f32 radius = 40.0f;
+   bh_iter it;
+   bh_iter_init_range( 0, &it, cam->pos, radius+10.0f );
+
+   u32 glider_list[4],
+       glider_count = 0,
+       npc_list[4],
+       npc_count = 0;
+
+   i32 idx;
+   while( bh_next( world->entity_bh, &it, &idx ) ){
+      u32 id    = world->entity_list[ idx ],
+          type  = mdl_entity_id_type( id ),
+          index = mdl_entity_id_id( id );
+
+      if( type == k_ent_glider ) 
+      {
+         if( glider_count < vg_list_size(glider_list) )
+            glider_list[ glider_count ++ ] = index;
+      }
+      else if( type == k_ent_npc ) 
+      {
+         if( npc_count < vg_list_size(npc_list) )
+            npc_list[ npc_count ++ ] = index;
+      }
+   }
+
+   shader_model_entity_use();
+   shader_model_entity_uTexMain( 0 );
+   shader_model_entity_uCamera( cam->transform[3] );
+   shader_model_entity_uPv( cam->mtx.pv );
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
+
+   for( u32 j=0; j<glider_count; j ++ )
+   {
+      ent_glider *glider = mdl_arritm( &world->ent_glider, glider_list[j] );
+
+      if( !(glider->flags & 0x1) )
+         continue;
+
+      m4x3f mdl;
+      mdl_transform_m4x3( &glider->transform, mdl );
+
+      f32 dist  = v3_dist( glider->transform.co, cam->pos ) * (1.0f/radius),
+          scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+      m3x3_scalef( mdl, scale );
+
+      render_glider_model( cam, world, mdl, k_board_shader_entity );
+   }
+
+   for( u32 j=0; j<npc_count; j ++ )
+   {
+      u32 index = npc_list[j];
+      ent_npc *npc = mdl_arritm( &world->ent_npc, npc_list[j] );
+      npc_update( npc );
+      npc_render( npc, world, cam );
+   }
+}
+
+void render_world( world_instance *world, vg_camera *cam,
+                   int stenciled, int viewing_from_gate, 
+                   int with_water, int with_cubemaps )
+{
    if( stenciled ){
       glClear( GL_DEPTH_BUFFER_BIT );
       glStencilFunc( GL_EQUAL, 1, 0xFF );
@@ -987,6 +1122,7 @@ static void render_world( world_instance *world, camera *cam,
    }
 
    render_remote_players( world, cam );
+   render_other_entities( world, cam );
    ent_miniworld_render( world, cam );
 
    if( stenciled ){
@@ -1000,8 +1136,10 @@ static void render_world( world_instance *world, camera *cam,
 static void render_world_override_pass( world_instance *world,
                                         struct world_pass *pass,
                                         m4x3f mmdl, m3x3f mnormal,
-                                        m4x4f mpvm_prev ){
-   for( int i=0; i<world->surface_count; i++ ){
+                                        m4x4f mpvm_prev )
+{
+   for( int i=0; i<world->surface_count; i++ )
+   {
       struct world_surface *mat = &world->surfaces[i];
       if( mat->info.flags & k_material_flag_ghosts ) continue;
 
@@ -1017,19 +1155,21 @@ static void render_world_override_pass( world_instance *world,
       pass->fn_set_mdl( mmdl );
       pass->fn_set_uNormalMtx( mnormal );
       pass->fn_set_uPvmPrev( mpvm_prev );
-      pass->fn_bind_textures( world, mat );
+      pass->fn_bind( world, mat );
       mdl_draw_submesh( sm );
    }
 }
 
-static void render_world_override( world_instance *world,
-                                   world_instance *lighting_source,
-                                   m4x3f mmdl,
-                                   camera *cam,
-                                   ent_spawn *dest_spawn, v4f map_info ){
-   struct world_pass pass = {
+void render_world_override( world_instance *world,
+                            world_instance *lighting_source,
+                            m4x3f mmdl,
+                            vg_camera *cam,
+                            ent_spawn *dest_spawn, v4f map_info )
+{
+   struct world_pass pass = 
+   {
       .cam = cam,
-      .fn_bind_textures = bindpoint_override,
+      .fn_bind = bindpoint_override,
       .fn_set_mdl = shader_scene_override_uMdl,
       .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
       .fn_set_uNormalMtx = shader_scene_override_uNormalMtx,
@@ -1090,7 +1230,7 @@ static void render_world_override( world_instance *world,
 
 static void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
                                     u32 side ){
-   camera cam;
+   vg_camera cam;
    glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
          GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 );
    glClear( GL_DEPTH_BUFFER_BIT );
@@ -1121,20 +1261,21 @@ static void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    v3_copy( cm->co, cam.transform[3] );
    m4x3_invert_affine( cam.transform, cam.transform_inverse );
 
-   camera_update_view( &cam );
+   vg_camera_update_view( &cam );
 
    cam.nearz = 0.1f;
    cam.farz = 1000.0f;
    cam.fov = 90.0f;
    m4x4_copy( cam.mtx.p,  cam.mtx_prev.p );
    m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz );
-   camera_finalize( &cam );
-   camera_finalize( &cam );
+   vg_camera_finalize( &cam );
+   vg_camera_finalize( &cam );
 
    render_world( world, &cam, 0, 1, 1, 0 );
 }
 
-static void render_world_cubemaps( world_instance *world ){
+void render_world_cubemaps( world_instance *world )
+{
    if( world->cubemap_cooldown )
       world->cubemap_cooldown --;
    else{
@@ -1159,7 +1300,8 @@ static void render_world_cubemaps( world_instance *world ){
  * ---------------------------------------------
  */
 
-static void render_world_depth( world_instance *world, camera *cam ){
+void render_world_depth( world_instance *world, vg_camera *cam )
+{
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
@@ -1174,7 +1316,8 @@ static void render_world_depth( world_instance *world, camera *cam ){
    mesh_draw( &world->mesh_geo );
 }
 
-static void render_world_position( world_instance *world, camera *cam ){
+void render_world_position( world_instance *world, vg_camera *cam )
+{
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
@@ -1208,7 +1351,8 @@ static f32 *skybox_prop_location( world_instance *world, i32 index ){
    }
 }
 
-static void imgui_world_light_edit( world_instance *world ){
+void imgui_world_light_edit( world_instance *world )
+{
    ui_rect panel = { vg.window_x-400, 0, 400, vg.window_y };
    ui_fill( panel, ui_colour( k_ui_bg+1 ) );
    ui_outline( panel, 1, ui_colour( k_ui_bg+7 ), 0 );
@@ -1232,5 +1376,3 @@ static void imgui_world_light_edit( world_instance *world ){
       fclose( fp );
    }
 }
-
-#endif