-VG_STATIC void bindpoint_terrain( world_instance *world,
- struct world_material *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 render_terrain( world_instance *world, camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_scene_terrain_use();
- shader_scene_terrain_uTexGarbage(0);
- shader_scene_terrain_uTexGradients(1);
- world_link_lighting_ub( world, _shader_scene_terrain.id, 2 );
-
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- shader_scene_terrain_uPv( cam->mtx.pv );
- shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv );
-
- shader_scene_terrain_uMdl( identity_matrix );
- shader_scene_terrain_uCamera( cam->transform[3] );
- shader_scene_terrain_uBoard0( TEMP_BOARD_0 );
- shader_scene_terrain_uBoard1( TEMP_BOARD_1 );
-
- world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
-}
-
-VG_STATIC void render_sky( 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);
- shader_model_sky_uTime( world_global.sky_time );
-
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- glDepthMask( GL_FALSE );
- glDisable( GL_DEPTH_TEST );
-
- mesh_bind( &world_global.skydome );
- mdl_draw_submesh( &world_global.dome_upper );
-
- glEnable( GL_DEPTH_TEST );
- glDepthMask( GL_TRUE );
-}
-
-VG_STATIC void render_world_gates( world_instance *world, camera *cam )
-{
- float closest = INFINITY;
-
- struct teleport_gate *gate = NULL;
- world_instance *dest_world = world;
-
- for( int i=0; i<world->gate_count; i++ )
- {
- struct route_gate *rg = &world->gates[i];
- float dist = v3_dist2( rg->gate.co[0], cam->transform[3] );
-
- vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE );
-
- if( dist < closest )
- {
- closest = dist;
- gate = &rg->gate;
- dest_world = world;
- }
- }
-
- for( int i=0; i<world->nonlocalgate_count; i++ )
- {
- struct nonlocal_gate *nlg = &world->nonlocal_gates[i];
-
- if( !nlg->working )
- {
- vg_line_pt3( nlg->gate.co[0], 0.25f, VG__RED );
- continue;
- }
- else
- vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN );
-
- float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] );
-
- if( dist < closest )
- {
- closest = dist;
- gate = &nlg->gate;
- dest_world = &world_global.worlds[ nlg->target_map_index ];
- }