refactor model api
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
diff --git a/world_render.c b/world_render.c
deleted file mode 100644 (file)
index 9e5527b..0000000
+++ /dev/null
@@ -1,1055 +0,0 @@
-/*
- * 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 "gui.h"
-#include "respawn.h"
-
-static int ccmd_set_time( int argc, const char *argv[] ){
-   if( argc == 1 ){
-      world_instance *world = world_current_instance();
-      world->time = atof( argv[0] );
-   }
-   else {
-      vg_error( "Usage set_time <0-1.0>\n" );
-   }
-   return 0;
-}
-
-VG_STATIC void async_world_render_init( void *payload, u32 size )
-{
-   vg_info( "Allocate uniform buffers\n" );
-   for( int i=0; i<4; i++ ){
-      world_instance *world = &world_static.instances[i];
-      world->ubo_bind_point = i;
-
-      glGenBuffers( 1, &world->ubo_lighting );
-      glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
-      glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), 
-                    NULL, GL_DYNAMIC_DRAW );
-
-      glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
-      VG_CHECK_GL_ERR();
-   }
-
-   vg_info( "Allocate frame buffers\n" );
-   for( int i=0; i<4; i++ ){
-      world_instance *world = &world_static.instances[i];
-      struct framebuffer *fb = &world->heightmap;
-
-      fb->display_name = NULL;
-      fb->link = NULL;
-      fb->fixed_w = 1024;
-      fb->fixed_h = 1024;
-      fb->resolution_div = 0;
-
-      fb->attachments[0].display_name     = NULL;
-      fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
-      fb->attachments[0].internalformat   = GL_RG16F;
-      fb->attachments[0].format           = GL_RG;
-      fb->attachments[0].type             = GL_FLOAT;
-      fb->attachments[0].attachment       = GL_COLOR_ATTACHMENT0;
-
-      fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
-      fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
-      fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
-      fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
-
-      render_fb_allocate( fb );
-   }
-}
-
-VG_STATIC 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 );
-   VG_VAR_I32( k_light_preview );
-   vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
-
-   world_render.sky_rate = 1.0;
-   world_render.sky_target_rate = 1.0;
-
-   shader_scene_standard_register();
-   shader_scene_standard_alphatest_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();
-
-   vg_info( "Loading world resources\n" );
-   vg_linear_clear( vg_mem.scratch );
-
-   mdl_context msky;
-   mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
-   mdl_load_metadata_block( &msky, vg_mem.scratch );
-   mdl_async_load_glmesh( &msky, &world_render.skydome );
-   mdl_close( &msky );
-
-   vg_info( "Loading default world textures\n" );
-   vg_tex2d_load_qoi_async_file( "textures/garbage.qoi", 
-                                 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, 
-                                 &world_render.tex_terrain_noise );
-
-   vg_async_call( async_world_render_init, NULL, 0 );
-}
-
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
-{
-   GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
-   glUniformBlockBinding( shader, idx, world->ubo_bind_point );
-}
-
-VG_STATIC 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 );
-}
-
-VG_STATIC 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 );
-}
-
-VG_STATIC 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 );
-}
-
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
-/*
- * Rendering
- */
-
-VG_STATIC void bind_terrain_noise(void)
-{
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
-}
-
-struct world_pass{
-   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_set_mdl)( m4x3f mdl );
-   void (*fn_set_uPvmPrev)( m4x4f pvm );
-};
-
-VG_STATIC
-void world_render_traffic( world_instance *world, u32 material_id,
-                           struct world_pass *pass ){
-   if( !mdl_arrcount( &world->ent_traffic ) ) return;
-
-   /* HACK: use the first material for every traffic entity */
-   ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 );
-   if( !first->submesh_count ) return;
-
-   mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
-   if( sm->material_id != material_id ) return;
-
-   struct world_surface *mat = &world->surfaces[ material_id ];
-   pass->fn_bind_textures( world, mat );
-
-   for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
-      ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
-      
-      for( u32 k=0; k<traffic->submesh_count; k++ ){
-         sm = mdl_arritm( &world->meta.submeshs, 
-                           traffic->submesh_start+k );
-
-         m4x3f mmdl;
-         q_m3x3( traffic->transform.q, mmdl );
-         v3_copy( traffic->transform.co, mmdl[3] );
-
-         m4x4f m4mdl;
-         m4x3_expand( mmdl, m4mdl );
-         m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
-
-         pass->fn_set_mdl( mmdl );
-         pass->fn_set_uPvmPrev( m4mdl );
-
-         mdl_draw_submesh( sm );
-      }
-   }
-}
-
-VG_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 ){
-         mdl_submesh *sm;
-
-         if( pass->geo_type == k_world_geo_type_solid ){
-            sm = &mat->sm_geo;
-         }
-         else{
-            world_render_traffic( world, i, pass );
-            sm = &mat->sm_no_collide;
-         }
-
-         if( !sm->indice_count )
-            continue;
-
-         m4x3f mmdl;
-         m4x3_identity( mmdl );
-         pass->fn_set_mdl( mmdl );
-         pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
-
-         pass->fn_bind_textures( world, mat );
-         mdl_draw_submesh( sm );
-      }
-   }
-}
-
-VG_STATIC 
-void world_render_both_stages( world_instance *world, struct world_pass *pass )
-{
-   mesh_bind( &world->mesh_geo );
-   pass->geo_type = k_world_geo_type_solid;
-   world_render_pass( world, pass );
-
-   glDisable( GL_CULL_FACE );
-   mesh_bind( &world->mesh_no_collide );
-   pass->geo_type = k_world_geo_type_nonsolid;
-   world_render_pass( world, pass );
-   glEnable( GL_CULL_FACE );
-}
-
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_surface *mat )
-                                         
-{
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-}
-
-VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
-                                                 struct world_surface *mat ){
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-
-   u32 cubemap_id = mat->info.tex_none0,
-       cubemap_index = 0;
-
-   if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
-      cubemap_index = mdl_entity_id_id( cubemap_id );
-   }
-
-   ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
-   glActiveTexture( GL_TEXTURE10 );
-   glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
-
-   shader_scene_cubemapped_uColour( mat->info.colour );
-}
-
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
-{
-   shader_scene_vertex_blend_use();
-   shader_scene_vertex_blend_uTexGarbage(0);
-   shader_scene_vertex_blend_uTexGradients(1);
-   world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
-   world_bind_position_texture( world, _shader_scene_vertex_blend.id, 
-                                _uniform_scene_vertex_blend_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_vertex_blend.id,
-                                _uniform_scene_vertex_blend_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_vertex_blend.id,
-                                _uniform_scene_vertex_blend_uLightsIndex, 4 );
-
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
-
-   shader_scene_vertex_blend_uPv( cam->mtx.pv );
-   shader_scene_vertex_blend_uCamera( cam->transform[3] );
-
-   struct world_pass pass = {
-      .shader = k_shader_standard_vertex_blend,
-      .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
-      .fn_set_mdl = shader_scene_vertex_blend_uMdl,
-      .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
-   };
-
-   world_render_both_stages( world, &pass );
-}
-
-VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
-   shader_scene_standard_use();
-   shader_scene_standard_uTexGarbage(0);
-   shader_scene_standard_uTexMain(1);
-   shader_scene_standard_uPv( cam->mtx.pv );
-
-   world_link_lighting_ub( world, _shader_scene_standard.id );
-   world_bind_position_texture( world, _shader_scene_standard.id, 
-                                _uniform_scene_standard_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_standard.id,
-                                _uniform_scene_standard_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_standard.id,
-                                _uniform_scene_standard_uLightsIndex, 4 );
-
-   bind_terrain_noise();
-   shader_scene_standard_uCamera( cam->transform[3] );
-}
-
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
-   world_shader_standard_bind( world, cam );
-   struct world_pass pass = {
-      .shader = k_shader_standard,
-      .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
-      .fn_set_mdl = shader_scene_standard_uMdl,
-      .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
-   };
-
-   world_render_both_stages( world, &pass );
-}
-
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
-                                        int layer_depth ){
-   if( !mdl_arrcount( &world->ent_cubemap ) )
-      return;
-
-   if( layer_depth == -1 ){
-      world_shader_standard_bind( world, cam );
-
-      struct world_pass pass = {
-         .shader = k_shader_cubemap,
-         .cam = cam,
-         .fn_bind_textures = bindpoint_diffuse_texture1,
-         .fn_set_mdl = shader_scene_standard_uMdl,
-         .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
-      };
-
-      world_render_both_stages( world, &pass );
-   }
-   else {
-      shader_scene_cubemapped_use();
-      shader_scene_cubemapped_uTexGarbage(0);
-      shader_scene_cubemapped_uTexMain(1);
-      shader_scene_cubemapped_uTexCubemap(10);
-      shader_scene_cubemapped_uPv( cam->mtx.pv );
-
-      world_link_lighting_ub( world, _shader_scene_cubemapped.id );
-      world_bind_position_texture( world, _shader_scene_cubemapped.id, 
-                                   _uniform_scene_cubemapped_g_world_depth, 2 );
-      world_bind_light_array( world, _shader_scene_cubemapped.id,
-                                   _uniform_scene_cubemapped_uLightsArray, 3 );
-      world_bind_light_index( world, _shader_scene_cubemapped.id,
-                                   _uniform_scene_cubemapped_uLightsIndex, 4 );
-
-      bind_terrain_noise();
-      shader_scene_cubemapped_uCamera( cam->transform[3] );
-      
-      struct world_pass pass = {
-         .shader = k_shader_cubemap,
-         .cam = cam,
-         .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
-         .fn_set_mdl = shader_scene_cubemapped_uMdl,
-         .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
-      };
-
-      world_render_both_stages( world, &pass );
-   }
-}
-
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
-   shader_scene_standard_alphatest_use();
-   shader_scene_standard_alphatest_uTexGarbage(0);
-   shader_scene_standard_alphatest_uTexMain(1);
-   shader_scene_standard_alphatest_uPv( cam->mtx.pv );
-
-   world_link_lighting_ub( world, _shader_scene_standard_alphatest.id );
-   world_bind_position_texture( world, _shader_scene_standard_alphatest.id, 
-                        _uniform_scene_standard_alphatest_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_standard_alphatest.id,
-                        _uniform_scene_standard_alphatest_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_standard_alphatest.id,
-                           _uniform_scene_standard_alphatest_uLightsIndex, 4 );
-
-
-   bind_terrain_noise();
-
-   
-   shader_scene_standard_alphatest_uCamera( cam->transform[3] );
-
-   glDisable(GL_CULL_FACE);
-
-   struct world_pass pass = {
-      .shader = k_shader_standard_cutout,
-      .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
-      .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
-      .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
-   };
-
-   world_render_both_stages( world, &pass );
-
-   glEnable(GL_CULL_FACE);
-}
-
-VG_STATIC
-void world_render_challenges( world_instance *world, struct world_pass *pass,
-                              v3f pos, int layer_depth ){
-   if( !world ) return;
-   if( skaterift.activity == k_skaterift_replay ) return;
-
-   /* sort lists */
-   f32 radius = 40.0f;
-
-   u32 objective_list[ 32 ],
-       challenge_list[ 16 ];
-
-   v2f objective_uv_offsets[ 32 ];
-
-   u32 objective_count = 0,
-       challenge_count = 0;
-
-   ent_challenge *active_challenge = NULL;
-   int running = 0;
-   if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){
-      if( (skaterift.activity == k_skaterift_default) &&
-           world_static.challenge_target ){
-         running = 1;
-      }
-
-      if( !((skaterift.activity != k_skaterift_ent_focus) &&
-            !world_static.challenge_target) ){
-         world_instance *challenge_world = world_current_instance();
-         u32 index = mdl_entity_id_id( world_static.focused_entity );
-         active_challenge = mdl_arritm(&challenge_world->ent_challenge, index);
-      }
-   }
-
-   if( active_challenge ){
-      shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
-      challenge_list[ challenge_count ++ ] = world_static.focused_entity;
-
-      u32 next = active_challenge->first;
-      while( mdl_entity_id_type(next) == k_ent_objective ){
-         u32 index = mdl_entity_id_id( next );
-         objective_list[ objective_count ++ ] = index;
-         
-         ent_objective *objective = mdl_arritm( &world->ent_objective, index );
-         next = objective->id_next;
-      }
-
-      radius = 10000.0f;
-   }
-   else {
-      shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
-      bh_iter it;
-      bh_iter_init_range( 0, &it, pos, radius+10.0f );
-      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_objective ) {
-            if( objective_count < vg_list_size(objective_list) )
-               objective_list[ objective_count ++ ] = index;
-         }
-         else if( type == k_ent_challenge ){
-            if( challenge_count < vg_list_size(challenge_list) )
-               challenge_list[ challenge_count ++ ] = index;
-         }
-      }
-   }
-
-   /* render objectives */
-   glDisable( GL_CULL_FACE );
-   mesh_bind( &world->mesh_no_collide );
-   u32 last_material = 0;
-   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) &&
-          !active_challenge ) continue;
-
-      f32 scale = 1.0f;
-
-      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);
-         scale = vg_smoothstepf( objective->transform.s[0] );
-
-         if( (objective == world_static.challenge_target) || passed )
-            shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } );
-         else
-            shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
-      }
-      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 ) );
-      }
-
-      m4x3f mmdl;
-      q_m3x3( objective->transform.q, mmdl );
-      m3x3_scalef( mmdl, scale );
-      v3_copy( objective->transform.co, mmdl[3] );
-      shader_scene_fxglow_uMdl( mmdl );
-
-      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 ){
-            last_material = sm->material_id;
-            pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
-         }
-         mdl_draw_submesh( sm );
-      }
-   }
-
-   /* render texts */
-   shader_scene_font_use();
-   shader_scene_font_uTexGarbage(0);
-   shader_scene_font_uTexMain(1);
-
-   shader_scene_font_uPv( skaterift.cam.mtx.pv );
-   shader_scene_font_uTime( vg.time );
-
-   /* TODO: Code dupe... */
-   world_link_lighting_ub( world, _shader_scene_font.id );
-   world_bind_position_texture( world, _shader_scene_font.id, 
-                                _uniform_scene_font_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_font.id,
-                                _uniform_scene_font_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_font.id,
-                                _uniform_scene_font_uLightsIndex, 4 );
-
-   bind_terrain_noise();
-   shader_scene_font_uCamera( skaterift.cam.transform[3] );
-
-   //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, gui.font.texture );
-
-   mesh_bind( &gui.font.mesh );
-
-   char buf[32];
-   u32 count = 0;
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
-      ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
-      if( challenge->status ) count ++;
-   }
-
-   int c=0;
-   c+=highscore_intl( buf+c, count, 3 );
-   buf[c++] = '/';
-   c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
-   buf[c++] = '\0';
-
-   f32 w = font3d_string_width( &gui.font, 1, buf );
-   m4x3f mlocal;
-   m3x3_identity( mlocal );
-   mlocal[3][0] = -w*0.5f;
-   mlocal[3][1] = 0.0f;
-   mlocal[3][2] = 0.0f;
-
-   for( u32 i=0; i<challenge_count; i++ ){
-      u32 index = challenge_list[ i ];
-      ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
-      m4x3f mmdl;
-      mdl_transform_m4x3( &challenge->transform, mmdl );
-      m4x3_mul( mmdl, mlocal, mmdl );
-
-      vg_line_point( challenge->transform.co, 0.25f, VG__RED );
-
-      f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
-          scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
-          colour = 0.0f;
-
-      if( challenge->status )
-         colour = 1.0f;
-
-      shader_scene_font_uOpacity( scale );
-      shader_scene_font_uColourize( colour );
-
-      struct font3d_render render = {
-         .font = &gui.font,
-         .variant_id = 1,
-         .shader = k_font_shader_world
-      };
-
-      font3d_begin( buf, &skaterift.cam, mmdl, &render );
-      font3d_draw( &render );
-   }
-}
-
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
-                                    int layer_depth ){
-   shader_scene_fxglow_use();
-   shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
-   shader_scene_fxglow_uTexMain(1);
-   shader_scene_fxglow_uPv( cam->mtx.pv );
-
-   world_link_lighting_ub( world, _shader_scene_fxglow.id );
-   world_bind_position_texture( world, _shader_scene_fxglow.id, 
-                        _uniform_scene_fxglow_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_fxglow.id,
-                        _uniform_scene_fxglow_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_fxglow.id,
-                           _uniform_scene_fxglow_uLightsIndex, 4 );
-
-   shader_scene_fxglow_uCamera( cam->transform[3] );
-   glDisable(GL_CULL_FACE);
-
-   struct world_pass pass = {
-      .shader = k_shader_fxglow,
-      .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
-      .fn_set_mdl = shader_scene_fxglow_uMdl,
-      .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
-   };
-
-   world_render_both_stages( world, &pass );
-   world_render_challenges( world, &pass, cam->pos, layer_depth );
-
-   glEnable(GL_CULL_FACE);
-}
-
-VG_STATIC void bindpoint_terrain( world_instance *world,
-                                  struct world_surface *mat )
-{
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-
-   shader_scene_terrain_uSandColour( mat->info.colour );
-   shader_scene_terrain_uBlendOffset( mat->info.colour1 );
-}
-
-VG_STATIC void bindpoint_override( world_instance *world,
-                                   struct world_surface *mat ){
-   if( mat->info.flags & k_material_flag_collision ){
-      shader_scene_override_uAlphatest(0);
-   }
-   else{
-      glActiveTexture( GL_TEXTURE1 );
-      glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-      shader_scene_override_uAlphatest(1);
-   }
-}
-
-VG_STATIC void render_terrain( world_instance *world, camera *cam )
-{
-   shader_scene_terrain_use();
-   shader_scene_terrain_uTexGarbage(0);
-   shader_scene_terrain_uTexGradients(1);
-
-   world_link_lighting_ub( world, _shader_scene_terrain.id );
-   world_bind_position_texture( world, _shader_scene_terrain.id, 
-                        _uniform_scene_terrain_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_terrain.id,
-                        _uniform_scene_terrain_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_terrain.id,
-                           _uniform_scene_terrain_uLightsIndex, 4 );
-
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
-
-   shader_scene_terrain_uPv( cam->mtx.pv );
-   shader_scene_terrain_uCamera( cam->transform[3] );
-
-   struct world_pass pass = {
-      .shader = k_shader_terrain_blend,
-      .cam = cam,
-      .fn_bind_textures = bindpoint_terrain,
-      .fn_set_mdl = shader_scene_terrain_uMdl,
-      .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
-   };
-
-   world_render_both_stages( world, &pass );
-}
-
-VG_STATIC void render_sky( world_instance *world, camera *cam )
-{
-   /* 
-    * Modify matrix to remove clipping and view translation
-    */
-   m4x4f v,
-         v_prev,
-         pv,
-         pv_prev;
-
-   m4x4_copy( cam->mtx.v, v );
-   m4x4_copy( cam->mtx_prev.v, v_prev );
-   v3_zero( v[3] );
-   v3_zero( v_prev[3] );
-
-   m4x4_copy( cam->mtx.p,      pv );
-   m4x4_copy( cam->mtx_prev.p, pv_prev );
-   m4x4_reset_clipping( pv,      cam->farz, cam->nearz );
-   m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
-
-   m4x4_mul( pv,      v,      pv );
-   m4x4_mul( pv_prev, v_prev, pv_prev );
-
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-   
-   /*
-    * Draw
-    */
-   shader_model_sky_use();
-   shader_model_sky_uMdl( identity_matrix );
-   shader_model_sky_uPv( pv );
-   shader_model_sky_uPvmPrev( pv_prev );
-   shader_model_sky_uTexGarbage(0);
-   world_link_lighting_ub( world, _shader_model_sky.id );
-
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
-
-   glDepthMask( GL_FALSE );
-   glDisable( GL_DEPTH_TEST );
-
-   mesh_bind( &world_render.skydome );
-   mesh_draw( &world_render.skydome );
-   
-   glEnable( GL_DEPTH_TEST );
-   glDepthMask( GL_TRUE );
-}
-
-VG_STATIC void render_world_gates( world_instance *world, camera *cam,
-                                   int layer_depth )
-{
-   float closest = INFINITY;
-   struct ent_gate *gate = NULL;
-
-   for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
-      ent_gate *gi = mdl_arritm( &world->ent_gate, i );
-
-      if( !(gi->flags & k_ent_gate_linked) )
-         continue;
-
-      float dist = v3_dist2( gi->co[0], cam->transform[3] );
-
-      vg_line_point( gi->co[0], 0.25f, VG__BLUE );
-
-      if( dist < closest ){
-         closest = dist;
-         gate = gi;
-      }
-   }
-   
-   world->rendering_gate = gate;
-   if( gate ){
-      if( gate->flags & k_ent_gate_locked ) return;
-
-      if( gate->flags & k_ent_gate_nonlocal ){
-         if( world_static.load_state != k_world_loader_none ){
-            world->rendering_gate = NULL;
-            return;
-         }
-
-         world_instance *dest_world = &world_static.instances[ gate->target ];
-         render_gate( world, dest_world, gate, cam, layer_depth );
-      }
-      else{
-         render_gate( world, world, gate, cam, layer_depth );
-      }
-   }
-}
-
-VG_STATIC 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_delta * (1.0/(rate*60.0));
-   }
-   else{
-      world->time = 0.834;
-   }
-
-   struct ub_world_lighting *state = &world->ub_lighting;
-
-   state->g_time = world->time;
-   state->g_realtime = vg.time_real;
-   state->g_debug_indices = k_debug_light_indices;
-   state->g_light_preview = k_light_preview;
-   state->g_debug_complexity = k_debug_light_complexity;
-
-   if( skaterift.activity == k_skaterift_respawning )
-      state->g_time_of_day = 0.1f;
-   else
-      state->g_time_of_day = vg_fractf( world->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 );
-
-   state->g_day_phase    =       state->g_day_phase    * 0.5f + 0.5f;
-   state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
-
-   float a = state->g_time_of_day * VG_PIf * 2.0f;
-   state->g_sun_dir[0] = sinf( a );
-   state->g_sun_dir[1] = cosf( a );
-   state->g_sun_dir[2] = 0.2f;
-   v3_normalize( state->g_sun_dir );
-
-   world->probabilities[ k_probability_curve_constant ] = 1.0f;
-   float dp = state->g_day_phase;
-
-   world->probabilities[ k_probability_curve_wildlife_day ] =
-      (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
-   world->probabilities[ k_probability_curve_wildlife_night ] = 
-      1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
-      
-   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
-   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
-                    sizeof(struct ub_world_lighting), &world->ub_lighting );
-}
-
-VG_STATIC void render_world( world_instance *world, camera *cam,
-                             int layer_depth )
-{
-   render_sky( world, cam );
-
-   render_world_routes( world, cam, layer_depth );
-   render_world_standard( world, cam );
-   render_world_cubemapped( world, cam, layer_depth );
-
-   render_world_vb( world, cam );
-   render_world_alphatest( world, cam );
-   render_terrain( world, cam );
-
-   if( layer_depth == -1 ) return;
-   if( layer_depth == 0 ){
-      world_entity_focus_render();
-
-      /* Render SFD's */
-      u32 closest = 0;
-      float min_dist = INFINITY;
-
-      if( mdl_arrcount( &world->ent_route ) ){
-         for( u32 i=0; i<mdl_arrcount( &world->ent_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 );
-      }
-   }
-
-   f32 greyout = 0.0f;
-   if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge )
-      greyout = world_static.focus_strength;
-
-   if( greyout > 0.0f ){
-      glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
-      glEnable(GL_BLEND);
-      glDisable(GL_DEPTH_TEST);
-      glDepthMask(GL_FALSE);
-      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-      glBlendEquation(GL_FUNC_ADD);
-
-      shader_blitcolour_use();
-      shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } );
-      render_fsquad();
-      
-      glDisable(GL_BLEND);
-      glEnable(GL_DEPTH_TEST);
-      glDepthMask(GL_TRUE);
-      glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, 
-                                    GL_COLOR_ATTACHMENT1 } );
-   }
-
-   render_world_fxglow( world, cam, layer_depth );
-}
-
-
-VG_STATIC 
-void render_world_override_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.flags & k_material_flag_ghosts ) continue;
-
-      mdl_submesh *sm;
-      if( pass->geo_type == k_world_geo_type_solid )
-         sm = &mat->sm_geo;
-      else
-         sm = &mat->sm_no_collide;
-
-      if( !sm->indice_count )
-         continue;
-
-      m4x3f mmdl;
-      m4x3_identity( mmdl );
-      pass->fn_set_mdl( mmdl );
-      pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
-      pass->fn_bind_textures( world, mat );
-      mdl_draw_submesh( sm );
-   }
-}
-
-VG_STATIC void render_world_override( world_instance *world ){
-   struct world_pass pass = {
-      .cam = &skaterift.cam,
-      .fn_bind_textures = bindpoint_override,
-      .fn_set_mdl = shader_scene_override_uMdl,
-      .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
-      .shader = k_shader_override
-   };
-
-   shader_scene_override_use();
-   respawn_chooser_shader_uniforms();
-   shader_scene_override_uTexGarbage(0);
-   shader_scene_override_uTexMain(1);
-   shader_scene_override_uPv( pass.cam->mtx.pv );
-
-   world_link_lighting_ub( world, _shader_scene_override.id );
-   world_bind_position_texture( world, _shader_scene_override.id, 
-                                _uniform_scene_override_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_override.id,
-                                _uniform_scene_override_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_override.id,
-                                _uniform_scene_override_uLightsIndex, 4 );
-
-   bind_terrain_noise();
-   shader_scene_override_uCamera( pass.cam->transform[3] );
-
-   glDisable( GL_CULL_FACE );
-   mesh_bind( &world->mesh_geo );
-   pass.geo_type = k_world_geo_type_solid;
-   render_world_override_pass( world, &pass );
-   mesh_bind( &world->mesh_no_collide );
-   pass.geo_type = k_world_geo_type_nonsolid;
-   render_world_override_pass( world, &pass );
-   glEnable( GL_CULL_FACE );
-}
-
-VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
-                                    u32 side ){
-   camera cam;
-   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
-         GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 );
-   glClear( GL_DEPTH_BUFFER_BIT );
-
-   v3f forward[6] = {
-      { -1.0f,  0.0f,  0.0f },
-      {  1.0f,  0.0f,  0.0f },
-      {  0.0f, -1.0f,  0.0f },
-      {  0.0f,  1.0f,  0.0f },
-      {  0.0f,  0.0f, -1.0f },
-      {  0.0f,  0.0f,  1.0f }
-   };
-   v3f up[6] = {
-      { 0.0f, -1.0f,  0.0f },
-      { 0.0f, -1.0f,  0.0f },
-      { 0.0f,  0.0f,  1.0f },
-      { 0.0f,  0.0f, -1.0f },
-      { 0.0f, -1.0f,  0.0f },
-      { 0.0f, -1.0f,  0.0f }
-   };
-
-   v3_zero( cam.angles );
-   v3_copy( cm->co, cam.pos );
-
-   v3_copy( forward[side], cam.transform[2] );
-   v3_copy( up[side], cam.transform[1] );
-   v3_cross( up[side], forward[side], cam.transform[0] );
-   v3_copy( cm->co, cam.transform[3] );
-   m4x3_invert_affine( cam.transform, cam.transform_inverse );
-
-   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 );
-
-   render_world( world, &cam, -1 );
-}
-
-VG_STATIC void render_world_cubemaps( world_instance *world ){
-   if( world->cubemap_cooldown )
-      world->cubemap_cooldown --;
-   else{
-      world->cubemap_cooldown = 60;
-
-      glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
-      for( u32 i=0; i<mdl_arrcount( &world->ent_cubemap ); i++ ){
-         ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i );
-         glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
-
-         world->cubemap_side ++;
-         if( world->cubemap_side >= 6 )
-            world->cubemap_side = 0;
-
-         render_cubemap_side( world, cm, world->cubemap_side );
-      }
-   }
-}
-
-VG_STATIC void render_world_depth( world_instance *world, camera *cam )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-   shader_scene_depth_use();
-   shader_scene_depth_uCamera( cam->transform[3] );
-   shader_scene_depth_uPv( cam->mtx.pv );
-   shader_scene_depth_uPvmPrev( cam->mtx_prev.pv );
-   shader_scene_depth_uMdl( identity_matrix );
-   world_link_lighting_ub( world, _shader_scene_depth.id );
-
-   mesh_bind( &world->mesh_geo );
-   mesh_draw( &world->mesh_geo );
-}
-
-VG_STATIC void render_world_position( world_instance *world, camera *cam )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
-
-   shader_scene_position_use();
-   shader_scene_position_uCamera( cam->transform[3] );
-   shader_scene_position_uPv( cam->mtx.pv );
-   shader_scene_position_uPvmPrev( cam->mtx_prev.pv );
-   shader_scene_position_uMdl( identity_matrix );
-   world_link_lighting_ub( world, _shader_scene_position.id );
-
-   mesh_bind( &world->mesh_geo );
-   mesh_draw( &world->mesh_geo );
-}
-
-#endif