-}
-
-VG_STATIC void world_render_both_stages( enum mdl_shader shader,
- void (*bind_point)(struct world_material *mat))
-{
- mesh_bind( &world.mesh_geo );
- world_render_if( shader, k_geo_type_solid, bind_point );
-
- glDisable( GL_CULL_FACE );
- mesh_bind( &world.mesh_no_collide );
- world_render_if( shader, k_geo_type_nonsolid, bind_point );
- glEnable( GL_CULL_FACE );
-}
-
-VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
-{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
-}
-
-VG_STATIC void render_world_vb( camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- shader_vblend_uPv( cam->mtx.pv );
- shader_vblend_uPvmPrev( cam->mtx_prev.pv );
- shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( cam->transform[3] );
- shader_vblend_uBoard0( TEMP_BOARD_0 );
- shader_vblend_uBoard1( TEMP_BOARD_1 );
-
- world_render_both_stages( k_shader_standard_vertex_blend,
- bindpoint_diffuse_texture1 );
-}
-
-VG_STATIC void render_world_standard( camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_standard_use();
- shader_standard_uTexGarbage(0);
- shader_standard_uTexMain(1);
- shader_standard_uPv( cam->mtx.pv );
- shader_standard_uPvmPrev( cam->mtx_prev.pv );
- shader_link_standard_ub( _shader_standard.id, 2 );
- bind_terrain_noise();
-
- shader_standard_uMdl( identity_matrix );
- shader_standard_uCamera( cam->transform[3] );
- shader_standard_uBoard0( TEMP_BOARD_0 );
- shader_standard_uBoard1( TEMP_BOARD_1 );
-
- world_render_both_stages( k_shader_standard,
- bindpoint_diffuse_texture1 );
-}
-
-VG_STATIC void render_world_alphatest( camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_alphatest_use();
- shader_alphatest_uTexGarbage(0);
- shader_alphatest_uTexMain(1);
- shader_alphatest_uPv( cam->mtx.pv );
- shader_alphatest_uPvmPrev( cam->mtx_prev.pv );
- shader_link_standard_ub( _shader_alphatest.id, 2 );
- bind_terrain_noise();
-
- shader_alphatest_uMdl( identity_matrix );
- shader_alphatest_uCamera( cam->transform[3] );
- shader_alphatest_uBoard0( TEMP_BOARD_0 );
- shader_alphatest_uBoard1( TEMP_BOARD_1 );
-
- glDisable(GL_CULL_FACE);
-
- world_render_both_stages( k_shader_standard_cutout,
- bindpoint_diffuse_texture1 );
-
- glEnable(GL_CULL_FACE);
-}