-}
-
-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 );
- world_bind_position_texture( world, _shader_scene_vertex_blend.id,
- _uniform_scene_vertex_blend_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_vertex_blend.id,
- _uniform_scene_vertex_blend_uLightsArray, 3 );
-
- 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 );
- world_bind_position_texture( world, _shader_scene_standard.id,
- _uniform_scene_standard_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_standard.id,
- _uniform_scene_standard_uLightsArray, 3 );
-
- 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 );
- world_bind_position_texture( world, _shader_scene_standard_alphatest.id,
- _uniform_scene_standard_alphatest_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_standard_alphatest.id,
- _uniform_scene_standard_alphatest_uLightsArray, 3 );
-
-
- bind_terrain_noise();