whole
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index af0507fafc0db0f33b0a4f33e6ba0a10d6b3f9f3..3734dbf353963295c2b75eb8ec25aa4436509436 100644 (file)
--- a/world.h
+++ b/world.h
@@ -12,45 +12,97 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit );
 #include "rigidbody.h"
 #include "gate.h"
 #include "bvh.h"
+#include "lighting.h"
+#include "model.h"
 
+#include "traffic.h" /*TODO: -> world_traffic.h */
+#include "world_routes.h"
+#include "world_sfd.h"
+
+#include "shaders/terrain.h"
+#include "shaders/sky.h"
+#include "shaders/planeinf.h"
 #include "shaders/standard.h"
+#include "shaders/vblend.h"
+#include "shaders/gpos.h"
+#include "shaders/fscolour.h"
+#include "shaders/alphatest.h"
 
 static struct gworld
 {
-   scene geo, foliage;
-   submodel sm_road, sm_terrain;
-   glmesh skybox;
+   /* gameplay */
+   struct respawn_point
+   {
+      v3f co;
+      v4f q;
+      char name[32];
+   }
+   spawns[32];
+   u32 spawn_count;
+
+   struct subworld_routes routes;
+   struct subworld_sfd sfd;
 
-   v3f tutorial;
+   /* ...
+   struct subworld_spawns system_spawns;
+   struct subworld_physics system_physics;
+   */
 
-   teleport_gate gates[64];
-   u32 gate_count;
+   /* Paths */
+   traffic_node traffic[128];
+   u32 traffic_count;
+
+#if 0
+   traffic_driver van_man[6];
+#endif
+   
+   /* Physics */
    
-   rigidbody temp_rbs[128];
-   u32 rb_count;
+   /* Rendering & geometry */
+   scene geo, foliage;
+   rigidbody rb_geo;
+
+   /* TODO Maybe make this less hardcoded */
+   mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
+               sm_foliage_main, sm_foliage_alphatest,
+               sm_graffiti, sm_subworld, sm_terrain;
 
-   bh_tree bhcubes;
+   glmesh skybox, skydome;
+   mdl_submesh dome_upper, dome_lower;
+
+   glmesh cars;
+   mdl_submesh car_holden;
+
+   rigidbody mr_ball;
+
+   /* Load time */
+
+   struct instance_cache
+   {
+      mdl_header *mdl;
+      u32 pstr_file;
+   }
+   * instance_cache;
+   u32 instance_cache_count,
+       instance_cache_cap;
 }
 world;
 
-static void render_world( m4x4f projection, m4x3f camera )
-{
-   render_sky( camera );
+static struct subworld_routes *subworld_routes(void) { return &world.routes; }
+static struct subworld_sfd *subworld_sfd(void) { return &world.sfd; }
 
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
 
-   render_terrain( projection, camera[3] );
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
+vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
+                                 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
 
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   glEnable(GL_CULL_FACE);
+vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+                                 .flags = VG_TEXTURE_NEAREST };
 
-   vg_line_boxf( world.geo.bbx, 0xff00ff00 );
-}
+vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
+                                 .flags = VG_TEXTURE_NEAREST };
+
+vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
+                                 .flags = VG_TEXTURE_NEAREST };
 
 static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
 {
@@ -63,141 +115,96 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit )
    return scene_raycast( &world.geo, pos, dir, hit );
 }
 
-static int ray_hit_is_ramp( ray_hit *hit )
+static int ray_hit_is_terrain( ray_hit *hit )
 {
-   return hit->tri[0] < world.sm_road.vertex_count;
+   u32 valid_start = 0,
+       valid_end   = world.sm_terrain.vertex_count;
+
+   return (hit->tri[0] >= valid_start) &&
+          (hit->tri[0]  < valid_end);
 }
 
-static void world_load(void)
+static int ray_hit_is_ramp( ray_hit *hit )
 {
-   /* Setup scene */
-   scene_init( &world.geo );
-   model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+   u32 valid_start = world.sm_geo_std.vertex_start,
+       valid_end   = world.sm_geo_vb.vertex_start;
 
-   for( int i=0; i<mworld->layer_count; i++ )
-   {
-      submodel *sm = model_get_submodel( mworld, i );
-      if( !strcmp( sm->material, "surf" ) )
-         scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+   return (hit->tri[0] >= valid_start) &&
+          (hit->tri[0]  < valid_end);
+}
 
-   }
-   scene_copy_slice( &world.geo, &world.sm_road );
+static void world_register(void)
+{
+   shader_terrain_register();
+   shader_sky_register();
+   shader_planeinf_register();
+   shader_gpos_register();
+   shader_fscolour_register();
+   shader_alphatest_register();
+
+   world_routes_register();
+   world_sfd_register();
+}
 
-   for( int i=0; i<mworld->layer_count; i++ )
-   {
-      submodel *sm = model_get_submodel( mworld, i );
-      if( !strcmp( sm->material, "terrain" ) )
-         scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
-   }
+static void world_free(void)
+{
+   /* TODO.. */
 
-   scene_copy_slice( &world.geo, &world.sm_terrain );
+   world_sfd_free();
+}
 
-   vg_info( "BBX: %.3f %.3f %.3f -> %.3f %.3f %.3f\n",
-         world.geo.bbx[0][0], world.geo.bbx[0][1], world.geo.bbx[0][2],
-         world.geo.bbx[1][0], world.geo.bbx[1][1], world.geo.bbx[1][2] );
+static void render_world_depth( m4x4f projection, m4x3f camera );
 
-   /* 
-    * TODO: Parametric marker import
-    */
-   v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
-   
-   /* 
-    * Initialize gates
-    */
-   
-   world.gate_count = 0;
-   for( int i=0; i<mworld->marker_count; i++ )
+static void add_all_if_material( m4x3f transform, scene *pscene, 
+                                 mdl_header *mdl, u32 id )
+{
+   for( int i=0; i<mdl->node_count; i++ )
    {
-      model_marker *ga = model_get_marker( mworld, i );
-      
-      if( ga->classtype == k_classtype_gate )
+      mdl_node *pnode = mdl_node_from_id( mdl, i );
+
+      for( int j=0; j<pnode->submesh_count; j++ )
       {
-         struct classtype_gate *data = get_entdata_raw( mworld, ga );
-         
-         if( data->target )
+         mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
+
+         if( sm->material_id == id )
          {
-            model_marker *gb = model_get_marker( mworld, data->target );
-            
-            teleport_gate *gate = &world.gates[ world.gate_count ++ ];
-            
-            v3_copy( ga->co, gate->co[0] );
-            v3_copy( gb->co, gate->co[1] );
-            v4_copy( ga->q, gate->q[0] );
-            v4_copy( gb->q, gate->q[1] );
-            v2_copy( ga->s, gate->dims );
-
-            gate_transform_update( gate );
+            m4x3f transform2;
+            mdl_node_transform( pnode, transform2 );
+            m4x3_mul( transform, transform2, transform2 );
+
+            scene_add_submesh( pscene, mdl, sm, transform2 );
          }
       }
-   }
 
-   /*
-    * Load water mesh (1 per world)
-    */
-   for( int i=0; i<mworld->layer_count; i++ )
-   {
-      submodel *sm = model_get_submodel( mworld, i );
-      if( !strcmp( sm->material, "water" ) )
+      if( pnode->classtype == k_classtype_instance )
       {
-         glmesh surf;
-         model_unpack_submodel( mworld, &surf, sm );
-               
-         water_init();
-         water_set_surface( &surf, sm->pivot[1] );
+         if( pnode->sub_uid )
+         {
+            u32 instance_id = pnode->sub_uid -1;
+            struct instance_cache *cache = &world.instance_cache[instance_id];
+            mdl_header *mdl2 = cache->mdl;
 
-         vg_info( "%.3f\n", sm->pivot[1] );
+            m4x3f transform2;
+            mdl_node_transform( pnode, transform2 );
+            m4x3_mul( transform, transform2, transform2 );
 
-         break;
+            add_all_if_material( transform2, pscene, mdl2, id );
+         }
       }
    }
+}
 
-   scene_upload( &world.geo );
-   scene_bh_create( &world.geo );
-   
-   water_compute_depth( world.geo.bbx );
-
-   scene_init( &world.foliage );
-   model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
-
-   /*
-    * TODO: Load any other meshes into the foliage scene, and create rbs for
-    *       them.
-    *
-    *       then compute bvh
-    */
-   
-   for( int i=0; i<mworld->layer_count; i++ )
-   {
-      submodel *sm = model_get_submodel( mworld, i );
-      if( !strcmp( sm->material, "surf" ) ||
-          !strcmp( sm->material, "terrain" ) ||
-          !strcmp( sm->material, "water" ) )
-         continue;
-
-      m4x3f transform;
-      q_m3x3( sm->q, transform );
-      v3_copy( sm->pivot, transform[3] );
-      scene_add_foliage( &world.foliage, mworld, sm, transform );
-
-      rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
-
-      box_copy( sm->bbx, rb->bbx );
-      v3_copy( sm->pivot, rb->co );
-      rb_init( rb );
-      v4_copy( sm->q, rb->q );
-      rb_update_transform( rb );
-   }
-
-   free( mworld );
+static void world_apply_procedural_foliage(void)
+{
+   mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
 
    v3f volume;
    v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
    volume[1] = 1.0f;
 
    m4x3f transform;
-
-   submodel *sm_blob = submodel_get( mfoliage, "blob" ),
-            *sm_tree = submodel_get( mfoliage, "tree" );
+   mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
+   mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
 
    for( int i=0;i<100000;i++ )
    {
@@ -211,8 +218,8 @@ static void world_load(void)
 
       if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
       {
-         if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
-             hit.pos[1] > water_height()+10.0f )
+         if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
+             (hit.pos[1] > water_height()+10.0f) )
          {
             v4f qsurface, qrandom;
             v3f axis;
@@ -226,23 +233,547 @@ static void world_load(void)
             q_m3x3( qsurface, transform );
 
             v3_copy( hit.pos, transform[3] );
-            
-            if( vg_randf() < 0.0006f )
+            scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
+         }
+      }
+   }
+   free( mfoliage );
+}
+
+static void world_load(void)
+{
+   mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
+
+   world.spawn_count = 0;
+   world.traffic_count = 0;
+   world.instance_cache = NULL;
+   
+   /*
+    * Process entities
+    */
+   for( int i=0; i<mworld->node_count; i++ )
+   {
+      mdl_node *pnode = mdl_node_from_id( mworld, i );
+      
+      if( pnode->classtype == k_classtype_none )
+      {}
+      else if( pnode->classtype == k_classtype_spawn )
+      {
+         struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+
+         v3_copy( pnode->co, rp->co );
+         v4_copy( pnode->q, rp->q );
+         strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) );
+      }
+      else if( pnode->classtype == k_classtype_water )
+      {
+         if( wrender.enabled )
+         {
+            vg_warn( "Multiple water surfaces in level! ('%s')\n", 
+                  mdl_pstr( mworld, pnode->pstr_name ));
+            continue;
+         }
+
+         mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 );
+         
+         if( sm )
+         {
+            glmesh surf;
+            mdl_unpack_submesh( mworld, &surf, sm );
+            water_init();
+            water_set_surface( &surf, pnode->co[1] );
+         }
+      }
+      else if( pnode->classtype == k_classtype_car_path )
+      {
+         struct classtype_car_path *p = mdl_get_entdata( mworld, pnode );
+         traffic_node *tn = &world.traffic[ world.traffic_count ];
+         tn->mn_next = NULL;
+         tn->mn_next1 = NULL;
+         
+         if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target );
+         if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 );
+
+         m4x3f transform;
+         mdl_node_transform( pnode, transform );
+         m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h );
+         v3_copy( transform[3], tn->co );
+
+         pnode->sub_uid = world.traffic_count ++;
+      }
+      else if( pnode->classtype == k_classtype_instance )
+      {
+         struct classtype_instance *inst = mdl_get_entdata( mworld, pnode );
+         pnode->sub_uid = 0;
+         
+         int cached = 0;
+         for( int i=0; i<world.instance_cache_count; i++ )
+         {
+            struct instance_cache *cache = &world.instance_cache[i];
+            if( inst->pstr_file == cache->pstr_file )
+            {
+               cached = 1;
+               pnode->sub_uid = i+1;
+               break;
+            }
+         }
+
+         if( !cached )
+         {
+            world.instance_cache = buffer_reserve( 
+                            world.instance_cache, world.instance_cache_count,
+                            &world.instance_cache_cap, 1, 
+                            sizeof(struct instance_cache) );
+
+            struct instance_cache *cache = 
+               &world.instance_cache[world.instance_cache_count];
+
+            const char *filename = mdl_pstr(mworld, inst->pstr_file);
+
+            cache->pstr_file = inst->pstr_file;
+            cache->mdl = mdl_load( filename );
+
+            if( cache->mdl )
             {
-               m3x3_identity( transform );
-               scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
+               world.instance_cache_count ++;
+               pnode->sub_uid = world.instance_cache_count;
+               mdl_link_materials( mworld, cache->mdl );
+               vg_success( "Cached %s\n", filename );
             }
             else
-               scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
+            {
+               vg_warn( "Failed to cache %s\n", filename );
+            }
          }
       }
    }
 
-   free( mfoliage );
+   world.instance_cache = buffer_fix( world.instance_cache, 
+                                      world.instance_cache_count,
+                                     &world.instance_cache_cap,
+                                     sizeof( struct instance_cache ) );
+
+#if 0
+   traffic_finalize( world.traffic, world.traffic_count );
+   for( int i=0; i<vg_list_size(world.van_man); i++ )
+      world.van_man[i].current =&world.traffic[vg_randint(world.traffic_count)];
+#endif
+
+   /* 
+    * Compile meshes into the world scenes
+    */
+   scene_init( &world.geo );
+
+   u32 mat_surf = 0,
+       mat_surf_oob = 0,
+       mat_vertex_blend = 0,
+       mat_alphatest = 0,
+       mat_graffiti = 0,
+       mat_subworld = 0,
+       mat_terrain = 0;
+
+   for( int i=1; i<mworld->material_count; i++ )
+   {
+      mdl_material *mat = mdl_material_from_id( mworld, i );
+      const char *mat_name = mdl_pstr( mworld, mat->pstr_name );
+
+      if( !strcmp( "surf", mat_name ))
+         mat_surf = i;
+      else if( !strcmp( "surf_oob", mat_name ))
+         mat_surf_oob = i;
+      else if( !strcmp( "vertex_blend", mat_name ))
+         mat_vertex_blend = i;
+      else if( !strcmp( "alphatest", mat_name ))
+         mat_alphatest = i;
+      else if( !strcmp( "graffitibox", mat_name ))
+         mat_graffiti = i;
+      else if( !strcmp( "terrain", mat_name ) )
+         mat_terrain = i;
+   }
+
+   m4x3f midentity;
+   m4x3_identity( midentity );
+
+   if( mat_terrain )
+      add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
+   scene_copy_slice( &world.geo, &world.sm_terrain );
+
+   if( mat_surf_oob )
+      add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob );
+   else
+      vg_warn( "No OOB surface\n" );
+   scene_copy_slice( &world.geo, &world.sm_geo_std_oob );
+
+   if( mat_surf )
+      add_all_if_material( midentity, &world.geo, mworld, mat_surf );
+   scene_copy_slice( &world.geo, &world.sm_geo_std );
+
+   if( mat_vertex_blend )
+      add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend );
+   scene_copy_slice( &world.geo, &world.sm_geo_vb );
+
+   scene_upload( &world.geo );
+   scene_bh_create( &world.geo );
+
+
+   /* Foliage /nocollide layer.
+    * TODO: Probably should have material traits for this
+    */
+   scene_init( &world.foliage );
+
+   world_apply_procedural_foliage();
+   scene_copy_slice( &world.foliage, &world.sm_foliage_main );
+
+   add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest );
+   scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
+
+   add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
+   scene_copy_slice( &world.foliage, &world.sm_graffiti );
+
    scene_upload( &world.foliage );
+   world_routes_loadfrom( mworld );
+
+   for( int i=0; i<world.instance_cache_count; i++ )
+      free( world.instance_cache[i].mdl );
+
+   free( world.instance_cache );
+   free( mworld );
+
+   /* 
+    * Rendering the depth map
+    */
+   m4x4f ortho;
+   m4x3f camera;
+
+   v3f extent;
+   v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
+
+   float fl = world.geo.bbx[0][0],
+         fr = world.geo.bbx[1][0],
+         fb = world.geo.bbx[0][2],
+         ft = world.geo.bbx[1][2],
+         rl = 1.0f / (fr-fl),
+         tb = 1.0f / (ft-fb);
+
+   m4x4_zero( ortho );
+       ortho[0][0] = 2.0f * rl;
+       ortho[2][1] = 2.0f * tb;
+   ortho[3][0] = (fr + fl) * -rl;
+   ortho[3][1] = (ft + fb) * -tb;
+   ortho[3][3] = 1.0f;
+   m4x3_identity( camera );
+
+   glViewport( 0, 0, 1024, 1024 );
+   glDisable(GL_DEPTH_TEST);
+   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+   shader_fscolour_use();
+   shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+   render_fsquad();
+
+   glEnable(GL_BLEND);
+   glBlendFunc(GL_ONE, GL_ONE);
+   glBlendEquation(GL_MAX);
+   render_world_depth( ortho, camera );
+   glDisable(GL_BLEND);
+   glEnable(GL_DEPTH_TEST);
+
+   /* 
+    * TODO: World settings entity
+    */
+   struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
+   v4_copy( wrender.plane, winfo->g_water_plane );
+
+   v4f bounds;
+   bounds[0] = world.geo.bbx[0][0];
+   bounds[1] = world.geo.bbx[0][2];
+   bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
+   bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
+   v4_copy( bounds, winfo->g_depth_bounds );
+
+   winfo->g_water_fog = 0.04f;
+   render_update_lighting_ub();
+   
+
+   world.mr_ball.type = k_rb_shape_sphere;
+   world.mr_ball.inf.sphere.radius = 2.0f;
+   v3_copy( (v3f){ 0.0f, 110.0f, 0.0f }, world.mr_ball.co );
+
+   q_identity(world.mr_ball.q);
+   rb_init( &world.mr_ball );
+
+   /*
+    * Setup scene collider 
+    */
+   v3_zero( world.rb_geo.co );
+   q_identity( world.rb_geo.q );
+
+   world.rb_geo.type = k_rb_shape_scene;
+   world.rb_geo.inf.scene.pscene = &world.geo;
+   world.rb_geo.is_world = 1;
+   rb_init( &world.rb_geo );
+}
+
+static void world_init(void)
+{
+   vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
+                                  &tex_terrain_noise,
+                                  &tex_alphatest,
+                                  &tex_graffiti }, 4 );
+
+   mdl_header *mcars = mdl_load( "models/rs_cars.mdl" );
+   mdl_unpack_glmesh( mcars, &world.cars );
+   mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
+   world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
+   free(mcars);
+
+
+   mdl_header *msky = mdl_load("models/rs_skydome.mdl");
+   mdl_unpack_glmesh( msky, &world.skydome );
+
+   mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
+            *nupper = mdl_node_from_name( msky, "dome_upper" );
    
-   bh_create( &world.bhcubes, 
-         &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
+   world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
+   world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
+   free(msky);
+
+
+   /* Other systems */
+   world_sfd_init();
+}
+
+static void world_update(void)
+{
+   world_routes_update();
+   world_routes_debug();
+   sfd_update( &world.sfd.tester );
+
+#if 0
+   rb_solver_reset();
+   rb_build_manifold_terrain_sphere( &world.mr_ball );
+   
+   for( int i=0; i<5; i++ )
+      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+
+   rb_iter( &world.mr_ball );
+   rb_update_transform( &world.mr_ball );
+   rb_debug( &world.mr_ball, 0 );
+
+   for( int i=0; i<vg_list_size(world.van_man); i++ )
+   {
+      traffic_drive( &world.van_man[i] );
+      traffic_visualize_car( &world.van_man[i] );
+   }
+#endif
+}
+
+/*
+ * Rendering
+ */
+
+static void bind_terrain_textures(void)
+{
+   vg_tex2d_bind( &tex_terrain_noise, 0 );
+   vg_tex2d_bind( &tex_terrain_colours, 1 );
+}
+
+static void render_world_vb( m4x4f projection, v3f camera )
+{
+   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 );
+   bind_terrain_textures();
+
+   shader_vblend_uPv( projection );
+   shader_vblend_uMdl( identity_matrix );
+   shader_vblend_uCamera( camera );
+
+   scene_bind( &world.geo );
+   mdl_draw_submesh( &world.sm_geo_vb );
+
+   mesh_bind( &world.cars );
+
+#if 0
+   for( int i=0; i<vg_list_size(world.van_man); i++ )
+   {
+      shader_vblend_uMdl( world.van_man[i].transform );
+      mdl_draw_submesh( &world.car_holden );
+   }
+#endif
+}
+
+static void render_world_alphatest( m4x4f projection, v3f camera )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+
+   shader_alphatest_use();
+   shader_alphatest_uTexGarbage(0);
+   shader_alphatest_uTexMain(1);
+   shader_link_standard_ub( _shader_alphatest.id, 2 );
+
+   vg_tex2d_bind( &tex_terrain_noise, 0 );
+   vg_tex2d_bind( &tex_alphatest, 1 );
+
+   shader_alphatest_uPv( projection );
+   shader_alphatest_uMdl( identity_matrix );
+   shader_alphatest_uCamera( camera );
+
+   glDisable(GL_CULL_FACE);
+   scene_bind( &world.foliage );
+   mdl_draw_submesh( &world.sm_foliage_alphatest );
+
+   vg_tex2d_bind( &tex_graffiti, 1 );
+   mdl_draw_submesh( &world.sm_graffiti );
+
+   glEnable(GL_CULL_FACE);
+}
+
+static void render_terrain( m4x4f projection, v3f camera )
+{
+   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 );
+   bind_terrain_textures();
+
+   shader_terrain_uPv( projection );
+   shader_terrain_uMdl( identity_matrix );
+   shader_terrain_uCamera( camera );
+
+   scene_bind( &world.geo );
+   mdl_draw_submesh( &world.sm_terrain );
+   mdl_draw_submesh( &world.sm_geo_std_oob );
+   mdl_draw_submesh( &world.sm_geo_std );
+   mdl_draw_submesh( &world.sm_subworld );
+
+   /* TODO: Dont draw in reflection */
+   glDisable(GL_CULL_FACE);
+   scene_bind( &world.foliage );
+   mdl_draw_submesh( &world.sm_foliage_main );
+   glEnable(GL_CULL_FACE);
+}
+
+static void render_lowerdome( 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_planeinf_use();
+   shader_planeinf_uMdl(identity_matrix);
+   shader_planeinf_uPv(full);
+   shader_planeinf_uCamera(camera[3]);
+   shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
+   
+   mdl_draw_submesh( &world.dome_lower );
+}
+
+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);
+   shader_sky_uTexGarbage(0);
+   shader_sky_uTime( vg_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 );
+}
+
+static void render_world_gates( m4x4f projection, m4x3f camera )
+{
+   float closest = INFINITY;
+   int   id = 0;
+
+   for( int i=0; i<world.routes.gate_count; i++ )
+   {
+      struct route_gate *rg = &world.routes.gates[i];
+      float dist = v3_dist2( rg->gate.co[0], camera[3] );
+
+      if( dist < closest )
+      {
+         closest = dist;
+         id = i;
+      }
+   }
+
+   render_gate( &world.routes.gates[id].gate, camera );
+}
+
+static void render_world( m4x4f projection, m4x3f camera )
+{
+   render_sky( camera );
+   render_world_routes( projection, camera[3] );
+   render_world_vb( projection, camera[3] );
+   render_world_alphatest( projection, camera[3] );
+   render_terrain( projection, camera[3] );
+
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+   identity_matrix[3][1] = 125.0f;
+
+   v4f t;
+   q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f );
+   q_m3x3( t, identity_matrix );
+
+   //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+
+   shader_gpos_use();
+   shader_gpos_uCamera( camera[3] );
+   shader_gpos_uPv( projection );
+   shader_gpos_uMdl( identity_matrix );
+   
+   scene_bind( &world.geo );
+   scene_draw( &world.geo );
+
+#if 0
+   glDisable(GL_CULL_FACE);
+   scene_bind( &world.foliage );
+   scene_draw( &world.foliage );
+   glEnable(GL_CULL_FACE);
+#endif
 }
 
 #endif /* WORLD_H */