some gate improvements
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_RENDER_C
6 #define WORLD_RENDER_C
7
8 #include "world.h"
9 #include "world_render.h"
10
11 static int ccmd_set_time( int argc, const char *argv[] ){
12 if( argc == 1 ){
13 world_instance *world = world_current_instance();
14 world->time = atof( argv[0] );
15 }
16 else {
17 vg_error( "Usage set_time <0-1.0>\n" );
18 }
19 return 0;
20 }
21
22 VG_STATIC void async_world_render_init( void *payload, u32 size )
23 {
24 vg_info( "Allocate uniform buffers\n" );
25 for( int i=0; i<4; i++ ){
26 world_instance *world = &world_static.worlds[i];
27 world->ubo_bind_point = i;
28
29 glGenBuffers( 1, &world->ubo_lighting );
30 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
31 glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
32 NULL, GL_DYNAMIC_DRAW );
33
34 glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
35 VG_CHECK_GL_ERR();
36 }
37
38 vg_info( "Allocate frame buffers\n" );
39 for( int i=0; i<4; i++ ){
40 world_instance *world = &world_static.worlds[i];
41 struct framebuffer *fb = &world->heightmap;
42
43 fb->display_name = NULL;
44 fb->link = NULL;
45 fb->fixed_w = 1024;
46 fb->fixed_h = 1024;
47 fb->resolution_div = 0;
48
49 fb->attachments[0].display_name = NULL;
50 fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
51 fb->attachments[0].internalformat = GL_RG16F;
52 fb->attachments[0].format = GL_RG;
53 fb->attachments[0].type = GL_FLOAT;
54 fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0;
55
56 fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
57 fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
58 fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
59 fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
60
61 render_fb_allocate( fb );
62 }
63 }
64
65 VG_STATIC void world_render_init(void)
66 {
67 VG_VAR_F32( k_day_length );
68 VG_VAR_I32( k_debug_light_indices );
69 VG_VAR_I32( k_debug_light_complexity );
70 VG_VAR_I32( k_light_preview );
71 vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
72
73 world_render.sky_rate = 1.0;
74 world_render.sky_target_rate = 1.0;
75
76 shader_scene_standard_register();
77 shader_scene_standard_alphatest_register();
78 shader_scene_fxglow_register();
79 shader_scene_vertex_blend_register();
80 shader_scene_terrain_register();
81 shader_scene_depth_register();
82 shader_scene_position_register();
83 shader_model_sky_register();
84
85 vg_info( "Loading world resources\n" );
86 vg_linear_clear( vg_mem.scratch );
87
88 mdl_context msky;
89 mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
90 mdl_load_metadata_block( &msky, vg_mem.scratch );
91 mdl_async_load_glmesh( &msky, &world_render.skydome );
92 mdl_close( &msky );
93
94 vg_info( "Loading default world textures\n" );
95 vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
96 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
97 &world_render.tex_terrain_noise );
98
99 vg_async_call( async_world_render_init, NULL, 0 );
100 }
101
102 VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
103 {
104 GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
105 glUniformBlockBinding( shader, idx, world->ubo_bind_point );
106 }
107
108 VG_STATIC void world_bind_position_texture( world_instance *world,
109 GLuint shader, GLuint location,
110 int slot )
111 {
112 render_fb_bind_texture( &world->heightmap, 0, slot );
113 glUniform1i( location, slot );
114 }
115
116 VG_STATIC void world_bind_light_array( world_instance *world,
117 GLuint shader, GLuint location,
118 int slot )
119 {
120 glActiveTexture( GL_TEXTURE0 + slot );
121 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
122 glUniform1i( location, slot );
123 }
124
125 VG_STATIC void world_bind_light_index( world_instance *world,
126 GLuint shader, GLuint location,
127 int slot )
128 {
129 glActiveTexture( GL_TEXTURE0 + slot );
130 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
131 glUniform1i( location, slot );
132 }
133
134 VG_STATIC void render_world_depth( world_instance *world, camera *cam );
135
136 /*
137 * Rendering
138 */
139
140 VG_STATIC void bind_terrain_noise(void)
141 {
142 glActiveTexture( GL_TEXTURE0 );
143 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
144 }
145
146 struct world_pass{
147 camera *cam;
148 enum mdl_shader shader;
149 enum world_geo_type geo_type;
150
151 void (*fn_bind_textures)( world_instance *world,
152 struct world_surface *mat );
153 void (*fn_set_mdl)( m4x3f mdl );
154 void (*fn_set_uPvmPrev)( m4x4f pvm );
155 };
156
157 VG_STATIC
158 void world_render_traffic( world_instance *world, u32 material_id,
159 struct world_pass *pass ){
160 if( !mdl_arrcount( &world->ent_traffic ) ) return;
161
162 /* HACK: use the first material for every traffic entity */
163 ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 );
164 if( !first->submesh_count ) return;
165
166 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
167 if( sm->material_id != material_id ) return;
168
169 struct world_surface *mat = &world->surfaces[ material_id ];
170 pass->fn_bind_textures( world, mat );
171
172 for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
173 ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
174
175 for( u32 k=0; k<traffic->submesh_count; k++ ){
176 sm = mdl_arritm( &world->meta.submeshs,
177 traffic->submesh_start+k );
178
179 m4x3f mmdl;
180 q_m3x3( traffic->transform.q, mmdl );
181 v3_copy( traffic->transform.co, mmdl[3] );
182
183 m4x4f m4mdl;
184 m4x3_expand( mmdl, m4mdl );
185 m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
186
187 pass->fn_set_mdl( mmdl );
188 pass->fn_set_uPvmPrev( m4mdl );
189
190 mdl_draw_submesh( sm );
191 }
192 }
193 }
194
195 VG_STATIC
196 void world_render_pass( world_instance *world, struct world_pass *pass ){
197 for( int i=0; i<world->surface_count; i++ ){
198 struct world_surface *mat = &world->surfaces[i];
199
200 if( mat->info.shader == pass->shader ){
201 mdl_submesh *sm;
202
203 if( pass->geo_type == k_world_geo_type_solid ){
204 sm = &mat->sm_geo;
205 }
206 else{
207 world_render_traffic( world, i, pass );
208 sm = &mat->sm_no_collide;
209 }
210
211 if( !sm->indice_count )
212 continue;
213
214 m4x3f mmdl;
215 m4x3_identity( mmdl );
216 pass->fn_set_mdl( mmdl );
217 pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
218
219 pass->fn_bind_textures( world, mat );
220 mdl_draw_submesh( sm );
221 }
222 }
223 }
224
225 VG_STATIC
226 void world_render_both_stages( world_instance *world, struct world_pass *pass )
227 {
228 mesh_bind( &world->mesh_geo );
229 pass->geo_type = k_world_geo_type_solid;
230 world_render_pass( world, pass );
231
232 glDisable( GL_CULL_FACE );
233 mesh_bind( &world->mesh_no_collide );
234 pass->geo_type = k_world_geo_type_nonsolid;
235 world_render_pass( world, pass );
236 glEnable( GL_CULL_FACE );
237 }
238
239 VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
240 struct world_surface *mat )
241
242 {
243 glActiveTexture( GL_TEXTURE1 );
244 glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
245 }
246
247 VG_STATIC void render_world_vb( world_instance *world, camera *cam )
248 {
249 shader_scene_vertex_blend_use();
250 shader_scene_vertex_blend_uTexGarbage(0);
251 shader_scene_vertex_blend_uTexGradients(1);
252 world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
253 world_bind_position_texture( world, _shader_scene_vertex_blend.id,
254 _uniform_scene_vertex_blend_g_world_depth, 2 );
255 world_bind_light_array( world, _shader_scene_vertex_blend.id,
256 _uniform_scene_vertex_blend_uLightsArray, 3 );
257 world_bind_light_index( world, _shader_scene_vertex_blend.id,
258 _uniform_scene_vertex_blend_uLightsIndex, 4 );
259
260 glActiveTexture( GL_TEXTURE0 );
261 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
262
263 shader_scene_vertex_blend_uPv( cam->mtx.pv );
264 shader_scene_vertex_blend_uCamera( cam->transform[3] );
265
266 struct world_pass pass = {
267 .shader = k_shader_standard_vertex_blend,
268 .cam = cam,
269 .fn_bind_textures = bindpoint_diffuse_texture1,
270 .fn_set_mdl = shader_scene_vertex_blend_uMdl,
271 .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
272 };
273
274 world_render_both_stages( world, &pass );
275 }
276
277 VG_STATIC void render_world_standard( world_instance *world, camera *cam )
278 {
279 shader_scene_standard_use();
280 shader_scene_standard_uTexGarbage(0);
281 shader_scene_standard_uTexMain(1);
282 shader_scene_standard_uPv( cam->mtx.pv );
283
284 world_link_lighting_ub( world, _shader_scene_standard.id );
285 world_bind_position_texture( world, _shader_scene_standard.id,
286 _uniform_scene_standard_g_world_depth, 2 );
287 world_bind_light_array( world, _shader_scene_standard.id,
288 _uniform_scene_standard_uLightsArray, 3 );
289 world_bind_light_index( world, _shader_scene_standard.id,
290 _uniform_scene_standard_uLightsIndex, 4 );
291
292 bind_terrain_noise();
293 shader_scene_standard_uCamera( cam->transform[3] );
294
295 struct world_pass pass = {
296 .shader = k_shader_standard,
297 .cam = cam,
298 .fn_bind_textures = bindpoint_diffuse_texture1,
299 .fn_set_mdl = shader_scene_standard_uMdl,
300 .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
301 };
302
303 world_render_both_stages( world, &pass );
304 }
305
306 VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
307 {
308 shader_scene_standard_alphatest_use();
309 shader_scene_standard_alphatest_uTexGarbage(0);
310 shader_scene_standard_alphatest_uTexMain(1);
311 shader_scene_standard_alphatest_uPv( cam->mtx.pv );
312
313 world_link_lighting_ub( world, _shader_scene_standard_alphatest.id );
314 world_bind_position_texture( world, _shader_scene_standard_alphatest.id,
315 _uniform_scene_standard_alphatest_g_world_depth, 2 );
316 world_bind_light_array( world, _shader_scene_standard_alphatest.id,
317 _uniform_scene_standard_alphatest_uLightsArray, 3 );
318 world_bind_light_index( world, _shader_scene_standard_alphatest.id,
319 _uniform_scene_standard_alphatest_uLightsIndex, 4 );
320
321
322 bind_terrain_noise();
323
324
325 shader_scene_standard_alphatest_uCamera( cam->transform[3] );
326
327 glDisable(GL_CULL_FACE);
328
329 struct world_pass pass = {
330 .shader = k_shader_standard_cutout,
331 .cam = cam,
332 .fn_bind_textures = bindpoint_diffuse_texture1,
333 .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
334 .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
335 };
336
337 world_render_both_stages( world, &pass );
338
339 glEnable(GL_CULL_FACE);
340 }
341
342 VG_STATIC
343 void world_render_challenges( world_instance *world, struct world_pass *pass,
344 v3f pos ){
345 if( !world ) return;
346
347 glDisable( GL_CULL_FACE );
348 mesh_bind( &world->mesh_no_collide );
349
350 u32 last_material = 0;
351
352 const f32 radius = 40.0f;
353
354 bh_iter it;
355 bh_iter_init_range( 0, &it, pos, radius );
356 i32 idx;
357
358 while( bh_next( world->entity_bh, &it, &idx ) ){
359 u32 id = world->entity_list[ idx ],
360 type = mdl_entity_id_type( id ),
361 index = mdl_entity_id_id( id );
362
363 if( type != k_ent_challenge ) continue;
364
365 ent_challenge *challenge = mdl_arritm(&world->ent_challenge,index);
366
367 f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
368 scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) );
369
370 v3_fill( challenge->transform.s, scale );
371
372 m4x3f mmdl;
373 mdl_transform_m4x3( &challenge->transform, mmdl );
374 shader_scene_fxglow_uMdl( mmdl );
375
376 for( u32 j=0; j<challenge->submesh_count; j++ ){
377 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
378 challenge->submesh_start + j );
379
380 if( sm->material_id != last_material ){
381 last_material = sm->material_id;
382
383 pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
384 }
385
386 mdl_draw_submesh( sm );
387 }
388 }
389 }
390
391 VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
392 //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
393
394 shader_scene_fxglow_use();
395 shader_scene_fxglow_uTexMain(1);
396 shader_scene_fxglow_uPv( cam->mtx.pv );
397
398 world_link_lighting_ub( world, _shader_scene_fxglow.id );
399 world_bind_position_texture( world, _shader_scene_fxglow.id,
400 _uniform_scene_fxglow_g_world_depth, 2 );
401 world_bind_light_array( world, _shader_scene_fxglow.id,
402 _uniform_scene_fxglow_uLightsArray, 3 );
403 world_bind_light_index( world, _shader_scene_fxglow.id,
404 _uniform_scene_fxglow_uLightsIndex, 4 );
405
406 shader_scene_fxglow_uCamera( cam->transform[3] );
407 glDisable(GL_CULL_FACE);
408
409 struct world_pass pass = {
410 .shader = k_shader_fxglow,
411 .cam = cam,
412 .fn_bind_textures = bindpoint_diffuse_texture1,
413 .fn_set_mdl = shader_scene_fxglow_uMdl,
414 .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
415 };
416
417 world_render_both_stages( world, &pass );
418 world_render_challenges( world, &pass, cam->pos );
419
420 glEnable(GL_CULL_FACE);
421 //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
422 }
423
424 VG_STATIC void bindpoint_terrain( world_instance *world,
425 struct world_surface *mat )
426 {
427 glActiveTexture( GL_TEXTURE1 );
428 glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
429
430 shader_scene_terrain_uSandColour( mat->info.colour );
431 shader_scene_terrain_uBlendOffset( mat->info.colour1 );
432 }
433
434 VG_STATIC void render_terrain( world_instance *world, camera *cam )
435 {
436 shader_scene_terrain_use();
437 shader_scene_terrain_uTexGarbage(0);
438 shader_scene_terrain_uTexGradients(1);
439
440 world_link_lighting_ub( world, _shader_scene_terrain.id );
441 world_bind_position_texture( world, _shader_scene_terrain.id,
442 _uniform_scene_terrain_g_world_depth, 2 );
443 world_bind_light_array( world, _shader_scene_terrain.id,
444 _uniform_scene_terrain_uLightsArray, 3 );
445 world_bind_light_index( world, _shader_scene_terrain.id,
446 _uniform_scene_terrain_uLightsIndex, 4 );
447
448 glActiveTexture( GL_TEXTURE0 );
449 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
450
451 shader_scene_terrain_uPv( cam->mtx.pv );
452 shader_scene_terrain_uCamera( cam->transform[3] );
453
454 struct world_pass pass = {
455 .shader = k_shader_terrain_blend,
456 .cam = cam,
457 .fn_bind_textures = bindpoint_terrain,
458 .fn_set_mdl = shader_scene_terrain_uMdl,
459 .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
460 };
461
462 world_render_both_stages( world, &pass );
463 }
464
465 VG_STATIC void render_sky( world_instance *world, camera *cam )
466 {
467 /*
468 * Modify matrix to remove clipping and view translation
469 */
470 m4x4f v,
471 v_prev,
472 pv,
473 pv_prev;
474
475 m4x4_copy( cam->mtx.v, v );
476 m4x4_copy( cam->mtx_prev.v, v_prev );
477 v3_zero( v[3] );
478 v3_zero( v_prev[3] );
479
480 m4x4_copy( cam->mtx.p, pv );
481 m4x4_copy( cam->mtx_prev.p, pv_prev );
482 m4x4_reset_clipping( pv, cam->farz, cam->nearz );
483 m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
484
485 m4x4_mul( pv, v, pv );
486 m4x4_mul( pv_prev, v_prev, pv_prev );
487
488 m4x3f identity_matrix;
489 m4x3_identity( identity_matrix );
490
491 /*
492 * Draw
493 */
494 shader_model_sky_use();
495 shader_model_sky_uMdl( identity_matrix );
496 shader_model_sky_uPv( pv );
497 shader_model_sky_uPvmPrev( pv_prev );
498 shader_model_sky_uTexGarbage(0);
499 world_link_lighting_ub( world, _shader_model_sky.id );
500
501 glActiveTexture( GL_TEXTURE0 );
502 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
503
504 glDepthMask( GL_FALSE );
505 glDisable( GL_DEPTH_TEST );
506
507 mesh_bind( &world_render.skydome );
508 mesh_draw( &world_render.skydome );
509
510 glEnable( GL_DEPTH_TEST );
511 glDepthMask( GL_TRUE );
512 }
513
514 VG_STATIC void render_world_gates( world_instance *world, camera *cam,
515 int layer_depth )
516 {
517 float closest = INFINITY;
518 struct ent_gate *gate = NULL;
519
520 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
521 ent_gate *gi = mdl_arritm( &world->ent_gate, i );
522
523 if( !(gi->flags & k_ent_gate_linked) )
524 continue;
525
526 float dist = v3_dist2( gi->co[0], cam->transform[3] );
527
528 vg_line_point( gi->co[0], 0.25f, VG__BLUE );
529
530 if( dist < closest ){
531 closest = dist;
532 gate = gi;
533 }
534 }
535
536 world->rendering_gate = gate;
537 if( gate ){
538 if( gate->flags & k_ent_gate_nonlocal ){
539 if( world_loader.state != k_world_loader_none ){
540 world->rendering_gate = NULL;
541 return;
542 }
543
544 world_instance *dest_world = &world_static.worlds[ gate->target ];
545 render_gate( world, dest_world, gate, cam, layer_depth );
546 }
547 else{
548 render_gate( world, world, gate, cam, layer_depth );
549 }
550 }
551 }
552
553 VG_STATIC void world_prerender( world_instance *world )
554 {
555
556 if( mdl_arrcount( &world->ent_light ) ){
557 f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
558 world->time += vg.time_delta * (1.0/(rate*60.0));
559 }
560 else{
561 world->time = 0.834;
562 }
563
564 struct ub_world_lighting *state = &world->ub_lighting;
565
566 state->g_time = world->time;
567 state->g_realtime = vg.time;
568 state->g_debug_indices = k_debug_light_indices;
569 state->g_light_preview = k_light_preview;
570 state->g_debug_complexity = k_debug_light_complexity;
571 state->g_time_of_day = vg_fractf( world->time );
572 state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
573 state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
574
575 state->g_day_phase = state->g_day_phase * 0.5f + 0.5f;
576 state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
577
578 float a = state->g_time_of_day * VG_PIf * 2.0f;
579 state->g_sun_dir[0] = sinf( a );
580 state->g_sun_dir[1] = cosf( a );
581 state->g_sun_dir[2] = 0.2f;
582 v3_normalize( state->g_sun_dir );
583
584 world->probabilities[ k_probability_curve_constant ] = 1.0f;
585 float dp = state->g_day_phase;
586
587 world->probabilities[ k_probability_curve_wildlife_day ] =
588 (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
589 world->probabilities[ k_probability_curve_wildlife_night ] =
590 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
591
592 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
593 glBufferSubData( GL_UNIFORM_BUFFER, 0,
594 sizeof(struct ub_world_lighting), &world->ub_lighting );
595 }
596
597 VG_STATIC void skateshop_render(void);
598 VG_STATIC void render_world( world_instance *world, camera *cam,
599 int layer_depth )
600 {
601 render_sky( world, cam );
602
603 render_world_routes( world, cam, layer_depth );
604 render_world_standard( world, cam );
605 render_world_vb( world, cam );
606 render_world_alphatest( world, cam );
607 render_world_fxglow( world, cam );
608 render_terrain( world, cam );
609
610 if( layer_depth == 0 ){
611 skateshop_render();
612
613 /* Render SFD's */
614 u32 closest = 0;
615 float min_dist = INFINITY;
616
617 if( !mdl_arrcount( &world->ent_route ) )
618 return;
619
620 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
621 ent_route *route = mdl_arritm( &world->ent_route, i );
622 float dist = v3_dist2( route->board_transform[3], cam->pos );
623
624 if( dist < min_dist ){
625 min_dist = dist;
626 closest = i;
627 }
628 }
629
630 ent_route *route = mdl_arritm( &world->ent_route, closest );
631 sfd_render( world, cam, route->board_transform );
632 }
633 }
634
635 VG_STATIC void render_world_depth( world_instance *world, camera *cam )
636 {
637 m4x3f identity_matrix;
638 m4x3_identity( identity_matrix );
639
640 shader_scene_depth_use();
641 shader_scene_depth_uCamera( cam->transform[3] );
642 shader_scene_depth_uPv( cam->mtx.pv );
643 shader_scene_depth_uPvmPrev( cam->mtx_prev.pv );
644 shader_scene_depth_uMdl( identity_matrix );
645 world_link_lighting_ub( world, _shader_scene_depth.id );
646
647 mesh_bind( &world->mesh_geo );
648 mesh_draw( &world->mesh_geo );
649 }
650
651 VG_STATIC void render_world_position( world_instance *world, camera *cam )
652 {
653 m4x3f identity_matrix;
654 m4x3_identity( identity_matrix );
655
656 shader_scene_position_use();
657 shader_scene_position_uCamera( cam->transform[3] );
658 shader_scene_position_uPv( cam->mtx.pv );
659 shader_scene_position_uPvmPrev( cam->mtx_prev.pv );
660 shader_scene_position_uMdl( identity_matrix );
661 world_link_lighting_ub( world, _shader_scene_position.id );
662
663 mesh_bind( &world->mesh_geo );
664 mesh_draw( &world->mesh_geo );
665 }
666
667 #endif