-}
-
-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 );
- mesh_bind( &world.mesh_no_collide );
- world_render_if( shader, k_geo_type_nonsolid, bind_point );
-}
-
-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] );
-
- 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] );
-
- 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] );
-
- glDisable(GL_CULL_FACE);
-
- world_render_both_stages( k_shader_standard_cutout,
- bindpoint_diffuse_texture1 );
-
- glEnable(GL_CULL_FACE);
-}
-
-VG_STATIC void bindpoint_terrain( struct world_material *mat )
-{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
-
- shader_terrain_uSandColour( mat->info.colour );
- shader_terrain_uBlendOffset( mat->info.colour1 );
-}
-
-VG_STATIC void render_terrain( camera *cam )
-{
- 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 );
-
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- shader_terrain_uPv( cam->mtx.pv );
- shader_terrain_uPvmPrev( cam->mtx_prev.pv );
-
- shader_terrain_uMdl( identity_matrix );
- shader_terrain_uCamera( cam->transform[3] );
-
- world_render_both_stages( 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_sky_use();
- shader_sky_uMdl( identity_matrix );
- shader_sky_uPv( pv );
- shader_sky_uPvmPrev( pv_prev );
- shader_sky_uTexGarbage(0);
- shader_sky_uTime( world.sky_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 );
-}
-
-VG_STATIC void render_world_gates( camera *cam )
-{
- if( !world.gate_count )
- return;
-
- float closest = INFINITY;
- int id = 0;
-
- 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] );
-
- if( dist < closest )
- {
- closest = dist;
- id = i;
- }