-static void render_terrain( m4x4f projection, v3f camera )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_terrain_use();
- shader_terrain_uTexGarbage(0);
- shader_terrain_uTexGradients(1);
- shader_link_standard_ub( _shader_terrain.id, 2 );
- bind_terrain_textures();
-
- shader_terrain_uPv( projection );
- shader_terrain_uMdl( identity_matrix );
- shader_terrain_uCamera( camera );
-
- scene_bind( &world.geo );
- mdl_draw_submesh( &world.sm_geo_std_oob );
- mdl_draw_submesh( &world.sm_geo_std );
-
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-}
-
-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()} );
-
- mdl_draw_submesh( &world.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( &world.skydome );
- mdl_draw_submesh( &world.dome_upper );
-
- glEnable( GL_DEPTH_TEST );
- glDepthMask( GL_TRUE );
-}
-
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
- render_world_vb( projection, camera[3] );
- render_terrain( projection, camera[3] );
-}
-
-static void render_world_depth( m4x4f projection, m4x3f camera )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_gpos_use();
- shader_gpos_uCamera( camera[3] );
- shader_gpos_uPv( projection );
- shader_gpos_uMdl( identity_matrix );
-
- scene_bind( &world.geo );
- scene_draw( &world.geo );
-
-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
-}