-#include "vg/vg.h"
-#include "scene.h"
+#include "common.h"
+static void render_terrain(m4x4f projection, v3f camera);
+static void render_sky(m4x3f camera);
+#if 0
+#ifndef TERRAIN_H
+#define TERRAIN_H
+#include "model.h"
+#include "render.h"
+#include "water.h"
+
+#include "shaders/terrain.h"
+#include "shaders/sky.h"
+#include "shaders/planeinf.h"
+
+vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
+ .flags = VG_TEXTURE_CLAMP | VG_TEXTURE_NEAREST
+};
+vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
+
+static struct
+{
+ glmesh skydome;
+ submodel dome_upper,
+ dome_lower;
+}
+trender;
+
+static void terrain_register(void)
+{
+ shader_terrain_register();
+ shader_sky_register();
+ shader_planeinf_register();
+}
+
+static void terrain_init(void)
+{
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
+ &tex_terrain_noise }, 2 );
+
+
+ model *msky = vg_asset_read("models/rs_skydome.mdl");
+ model_unpack( msky, &trender.skydome );
+
+ trender.dome_lower = *submodel_get( msky, "dome_lower" );
+ trender.dome_upper = *submodel_get( msky, "dome_upper" );
+
+ free(msky);
+}
+
+static void bind_terrain_textures(void)
+{
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+}
+
+static void render_terrain(m4x4f projection, v3f camera)
+{
+ shader_terrain_use();
+ shader_terrain_uTexGarbage(0);
+ shader_terrain_uTexGradients(1);
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+ shader_terrain_uPv( projection );
+ shader_terrain_uMdl( identity_matrix );
+ shader_terrain_uCamera( camera );
+ shader_terrain_uPlane( (v4f){ 0.0f,1.0f,0.0f, wrender.height } );
+
+ glActiveTexture( GL_TEXTURE2 );
+ glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
+ shader_terrain_uTexDepth( 2 );
+ shader_terrain_uDepthBounds( (v4f){
+ wrender.depthbounds[0][0],
+ wrender.depthbounds[0][2],
+ 1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
+ 1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
+}
+
+static void render_lowerdome( m4x3f camera )
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_planeinf_use();
+ shader_planeinf_uMdl(identity_matrix);
+ shader_planeinf_uPv(full);
+ shader_planeinf_uCamera(camera[3]);
+ shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
+
+ submodel_draw( &trender.dome_lower );
+}
+
+static void render_sky(m4x3f camera)
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_sky_use();
+ shader_sky_uMdl(identity_matrix);
+ shader_sky_uPv(full);
+ shader_sky_uTexGarbage(0);
+ shader_sky_uTime( vg_time );
+
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+
+ mesh_bind( &trender.skydome );
+ submodel_draw( &trender.dome_upper );
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+}
+
+#endif
+#endif