- /*
- * Rendering the depth map
- */
- m4x4f ortho;
- m4x3f camera;
-
- v3f extent;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
-
- float fl = world.geo.bbx[0][0],
- fr = world.geo.bbx[1][0],
- fb = world.geo.bbx[0][2],
- ft = world.geo.bbx[1][2],
- rl = 1.0f / (fr-fl),
- tb = 1.0f / (ft-fb);
-
- m4x4_zero( ortho );
- ortho[0][0] = 2.0f * rl;
- ortho[2][1] = 2.0f * tb;
- ortho[3][0] = (fr + fl) * -rl;
- ortho[3][1] = (ft + fb) * -tb;
- ortho[3][3] = 1.0f;
- m4x3_identity( camera );
-
- glViewport( 0, 0, 1024, 1024 );
- glDisable(GL_DEPTH_TEST);
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
- shader_fscolour_use();
- shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
- render_fsquad();
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE);
- glBlendEquation(GL_MAX);
- render_world_depth( ortho, camera );
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
-
- /*
- * TODO: World settings entity
+ /* world geometry */
+ scene *scene_geo,
+ *scene_no_collide,
+ *scene_lines;
+
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *trigger_bh,
+ *geo_bh;
+
+ /* graphics */
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_route_lines,
+ mesh_water;
+
+ rigidbody rb_geo;
+
+ /* TODO Maybe make this less hardcoded */
+ mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
+ sm_foliage_main, sm_foliage_alphatest,
+ sm_graffiti, sm_subworld, sm_terrain;
+
+ /*
+ * Allocated AFTER all previous buffers are done
+ * --------------------------------------------------------------------------