-/* FIXME */
-VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-VG_STATIC void world_render_init(void)
-{
- vg_info( "Loading default world textures\n" );
-
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 );
-
-
- vg_info( "Allocate uniform buffers\n" );
- for( int i=0; i<4; i++ )
- {
- world_instance *world = &world_global.worlds[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_global.worlds[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;
-
- /* TODO: We could get away with this being R16u, and just have it be
- * a normed value between min and max of the bounding box Y */
-
- fb->attachments[0].display_name = NULL;
- fb->attachments[0].purpose = k_framebuffer_attachment_type_colour;
- 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_release_thread_sync();
-}
-
-VG_STATIC void world_link_lighting_ub( world_instance *world,
- GLuint shader, int texture_id )
-{
- GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
- glUniformBlockBinding( shader, idx, world->ubo_bind_point );
-
- render_fb_bind_texture( &world->heightmap, 0, texture_id );
- glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id );
-}
-
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
-/*
- * Rendering
- */
-
-VG_STATIC void bind_terrain_noise(void)
-{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-}
-
-typedef void (*func_bind_point)( world_instance *world,
- struct world_material *mat );
-
-VG_STATIC void world_render_if( world_instance *world,
- enum mdl_shader shader,
- enum geo_type geo_type,
- func_bind_point bind_point )
-{
-
- for( int i=0; i<world->material_count; i++ )
- {
- struct world_material *mat = &world->materials[i];
-
- if( mat->info.shader == shader )
- {
- mdl_submesh *sm;
-
- if( geo_type == k_geo_type_solid )
- sm = &mat->sm_geo;
- else
- sm = &mat->sm_no_collide;
-
- if( !sm->indice_count )
- continue;
-
- bind_point( world, mat );
- mdl_draw_submesh( sm );
- }
- }
-}
-
-VG_STATIC
-void world_render_both_stages( world_instance *world,
- enum mdl_shader shader,
- func_bind_point bind_point )
-{
- mesh_bind( &world->mesh_geo );
- world_render_if( world, shader, k_geo_type_solid, bind_point );
-
- glDisable( GL_CULL_FACE );
- mesh_bind( &world->mesh_no_collide );
- world_render_if( world, shader, k_geo_type_nonsolid, bind_point );
- glEnable( GL_CULL_FACE );
-}
-
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
- struct world_material *mat )
-{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-}
-
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- 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, 2 );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- shader_scene_vertex_blend_uPv( cam->mtx.pv );
- shader_scene_vertex_blend_uPvmPrev( cam->mtx_prev.pv );
- shader_scene_vertex_blend_uMdl( identity_matrix );
- shader_scene_vertex_blend_uCamera( cam->transform[3] );
- shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 );
- shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 );
-
- world_render_both_stages( world, k_shader_standard_vertex_blend,
- bindpoint_diffuse_texture1 );
-}
-
-VG_STATIC void render_world_standard( world_instance *world, camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_scene_standard_use();
- shader_scene_standard_uTexGarbage(0);
- shader_scene_standard_uTexMain(1);
- shader_scene_standard_uPv( cam->mtx.pv );
- shader_scene_standard_uPvmPrev( cam->mtx_prev.pv );
- world_link_lighting_ub( world, _shader_scene_standard.id, 2 );
- bind_terrain_noise();
-
- shader_scene_standard_uMdl( identity_matrix );
- shader_scene_standard_uCamera( cam->transform[3] );
- shader_scene_standard_uBoard0( TEMP_BOARD_0 );
- shader_scene_standard_uBoard1( TEMP_BOARD_1 );
-
- world_render_both_stages( world, k_shader_standard,
- bindpoint_diffuse_texture1 );
-}
-
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- 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 );
- shader_scene_standard_alphatest_uPvmPrev( cam->mtx_prev.pv );
- world_link_lighting_ub( world, _shader_scene_standard_alphatest.id, 2 );
- bind_terrain_noise();
-
- shader_scene_standard_alphatest_uMdl( identity_matrix );
- shader_scene_standard_alphatest_uCamera( cam->transform[3] );
- shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 );
- shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 );
-
- glDisable(GL_CULL_FACE);
-
- world_render_both_stages( world, k_shader_standard_cutout,
- bindpoint_diffuse_texture1 );
-
- glEnable(GL_CULL_FACE);
-}
-
-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;
- }