#include "render.h"
#include "shaders/terrain.h"
+#include "shaders/sky.h"
+
+vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
+ .flags = VG_TEXTURE_CLAMP | VG_TEXTURE_NEAREST
+};
+vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
+
+static struct
+{
+ glmesh skydome;
+}
+trender;
static void terrain_register(void)
{
shader_terrain_register();
+ shader_sky_register();
+}
+
+static void terrain_init(void)
+{
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
+ &tex_terrain_noise }, 2 );
+
+
+ model *msky = vg_asset_read("models/rs_skydome.mdl");
+ model_unpack( msky, &trender.skydome );
+ free(msky);
}
-void test(void)
+static void render_terrain(m4x4f projection)
{
+ shader_terrain_use();
+ shader_terrain_uTexGarbage(0);
+ shader_terrain_uTexGradients(1);
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+ shader_terrain_uPv( projection );
+ shader_terrain_uMdl( identity_matrix );
+}
+
+static void render_sky(m4x3f camera)
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+ shader_sky_use();
+ shader_sky_uMdl(identity_matrix);
+ shader_sky_uPv(full);
+
+ glDepthMask(GL_FALSE);
+ glDisable(GL_DEPTH_TEST);
+
+ mesh_bind( &trender.skydome );
+ mesh_draw( &trender.skydome );
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
}
#endif