small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 0ebf23a745b082c76ea8dc05650c5da02baeca69..98b9df90bc7e120bfea347fcad2e088037b444cc 100644 (file)
--- a/world.h
+++ b/world.h
-#include "common.h"
-
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
 
 #ifndef WORLD_H
 #define WORLD_H
 
-#include "scene.h"
-#include "terrain.h"
 #include "render.h"
-#include "water.h"
-#include "rigidbody.h"
-#include "gate.h"
-#include "bvh.h"
-#include "lighting.h"
-#include "model.h"
-#include "traffic.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"
-
-static struct gworld
-{
-   /* gameplay */
-   struct respawn_point
-   {
-      v3f co;
-      v4f q;
-      char name[32];
-   }
-   spawns[32];
-   u32 spawn_count;
-
-   teleport_gate gates[64];
-   u32 gate_count;
-
-   /* Paths */
-   traffic_node traffic[128];
-   u32 traffic_count;
-
-   traffic_driver van_man[6];
-   
-   /* Physics */
-   rigidbody temp_rbs[128];
-   u32 rb_count;
-   
-   /* Rendering & geometry */
-   scene geo, foliage;
-   rigidbody rb_geo;
-
-   mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb;
-
-   glmesh skybox, skydome;
-   mdl_submesh dome_upper, dome_lower;
-
-   glmesh cars;
-   mdl_submesh car_holden;
-
-   rigidbody mr_ball;
-}
-world;
-
-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 };
+#include "network_msg.h"
 
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
-{
-   for( int i=0; i<3; i++ )
-      v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
-}
-
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
-{
-   return scene_raycast( &world.geo, pos, dir, hit );
-}
+/* types
+ */
 
-static int ray_hit_is_ramp( ray_hit *hit )
-{
-   return hit->tri[0] > world.sm_geo_std_oob.vertex_count;
-}
+enum world_geo_type{
+   k_world_geo_type_solid = 0,
+   k_world_geo_type_nonsolid = 1,
+   k_world_geo_type_water = 2
+};
+
+enum world_purpose{
+   k_world_purpose_hub = 0,
+   k_world_purpose_client = 1,
+   k_world_max
+};
+
+struct leaderboard_cache {
+   enum request_status status;
+   f64 cache_time;
+   u8 *data;
+   u32 data_len;
+};
+
+typedef struct world_instance world_instance;
+
+static void skaterift_world_get_save_path( enum world_purpose which, 
+                                           char buf[128] );
+
+/* submodule headers */
+#include "world_entity.h"
+#include "world_gate.h"
+#include "world_gen.h"
+#include "world_info.h"
+#include "world_load.h"
+#include "world_physics.h"
+#include "world_render.h"
+#include "world_sfd.h"
+#include "world_volumes.h"
+#include "world_water.h"
+#include "world_audio.h"
+#include "world_routes.h"
+
+/* console variables */
+
+static f32   k_day_length            = 30.0f; /* minutes */
+static i32   k_debug_light_indices   = 0,
+             k_debug_light_complexity= 0,
+             k_light_preview         = 0;
+
+
+struct world_instance {
+   /* Fixed items
+    * -------------------------------------------------------
+    */
 
-static void world_register(void)
-{
-   shader_terrain_register();
-   shader_sky_register();
-   shader_planeinf_register();
-   shader_gpos_register();
-   shader_fscolour_register();
-}
+   void *heap;
+   enum world_status{
+      k_world_status_unloaded = 0,
+      k_world_status_loading = 1,
+      k_world_status_loaded = 2,
+      k_world_status_unloading = 3  /* dont spawn sounds and stuff */
+   }
+   status;
 
-static void world_free(void)
-{
-   /* TODO.. */
-}
+   struct{
+      boxf depthbounds;
+      int depth_computed;
 
-static void render_world_depth( m4x4f projection, m4x3f camera );
-
-static void add_all_if_material( scene *pscene, mdl_header *mdl, u32 id )
-{
-   for( int i=0; i<mdl->node_count; i++ )
-   {
-      mdl_node *pnode = mdl_node_from_id( mdl, i );
-
-      for( int j=0; j<pnode->submesh_count; j++ )
-      {
-         mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
-
-         if( sm->material_id == id )
-         {
-            m4x3f transform;
-            mdl_node_transform( pnode, transform );
-            scene_add_submesh( pscene, mdl, sm, transform );
-         }
-      }
+      float height;
+      int enabled;
+      v4f plane;
    }
-}
-
-static void world_apply_foliage(void)
-{
-   scene_init( &world.foliage );
-   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;
-   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++ )
-   {
-      v3f pos;
-      v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
-      pos[1] = 1000.0f;
-      v3_add( pos, world.geo.bbx[0], pos );
-      
-      ray_hit hit;
-      hit.dist = INFINITY;
-
-      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 )
-         {
-            v4f qsurface, qrandom;
-            v3f axis;
-
-            v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
-
-            float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
-            q_axis_angle( qsurface, axis, angle );
-            q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
-            q_mul( qsurface, qrandom, qsurface );
-            q_m3x3( qsurface, transform );
-
-            v3_copy( hit.pos, transform[3] );
-            scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
-         }
-      }
+   water;
+
+   f64 time;
+
+   /* STD140 */
+   struct ub_world_lighting{
+      v4f g_cube_min,
+          g_cube_inv_range;
+
+      v4f g_water_plane,
+          g_depth_bounds;
+
+      v4f g_daysky_colour;
+      v4f g_nightsky_colour;
+      v4f g_sunset_colour;
+      v4f g_ambient_colour;
+      v4f g_sunset_ambient;
+      v4f g_sun_colour;
+      v4f g_sun_dir;
+      v4f g_board_0;
+      v4f g_board_1;
+
+      float g_water_fog;
+      float g_time;
+      float g_realtime;
+      float g_shadow_length;
+      float g_shadow_spread;
+
+      float g_time_of_day;
+      float g_day_phase;
+      float g_sunset_phase;
+
+      int g_light_preview;
+      int g_shadow_samples;
+
+      int g_debug_indices;
+      int g_debug_complexity;
    }
+   ub_lighting;
+   GLuint ubo_lighting;
+   int    ubo_bind_point;
 
-   scene_upload( &world.foliage );
-   free( mfoliage );
-}
-
-static void world_load(void)
-{
-   mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
+   GLuint tbo_light_entities,
+          tex_light_entities,
+          tex_light_cubes;
 
-   world.spawn_count = 0;
-   world.gate_count = 0;
-   world.rb_count = 0;
-   world.traffic_count = 0;
+   float probabilities[3];
 
-   scene_init( &world.geo );
+   v3i light_cubes;
+   struct framebuffer heightmap;
 
-   /* 
-    * Compile meshes into the world scenes
+   /*
+    * Dynamically allocated when world_load is called.
+    *
+    *                  the following arrays index somewhere into this linear 
+    *                  allocator
+    * --------------------------------------------------------------------------
     */
-   u32 mat_surf = 0,
-       mat_surf_oob = 0,
-       mat_vertex_blend = 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 );
-
-      vg_info( "%d %s\n", mat->pstr_name, mat_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;
-   }
-
-   if( mat_surf_oob )
-      add_all_if_material( &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( &world.geo, mworld, mat_surf );
-   scene_copy_slice( &world.geo, &world.sm_geo_std );
-
-   if( mat_vertex_blend )
-      add_all_if_material( &world.geo, mworld, mat_vertex_blend );
-   scene_copy_slice( &world.geo, &world.sm_geo_vb );
 
-   scene_upload( &world.geo );
-   scene_bh_create( &world.geo );
-   
    /*
-    * Process entities
+    * Main world .mdl 
     */
-   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_gate )
-      {
-         struct classtype_gate *entgate = mdl_get_entdata( mworld, pnode );
-
-         if( entgate->target )
-         {
-            mdl_node *pother = mdl_node_from_id( mworld, entgate->target );
-            
-            teleport_gate *gate = &world.gates[ world.gate_count ++ ];
-            
-            v3_copy( pnode->co,  gate->co[0] );
-            v3_copy( pother->co, gate->co[1] );
-            v4_copy( pnode->q,   gate->q[0] );
-            v4_copy( pother->q,  gate->q[1] );
-            v2_copy( pnode->s,   gate->dims );
-
-            gate_transform_update( gate );
-         }
-      }
-      else if( pnode->classtype == k_classtype_block )
-      {
-         struct classtype_block *block = mdl_get_entdata( mworld, pnode );
-
-         m4x3f transform;
-         mdl_node_transform( pnode, transform );
-
-         rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
-
-         box_copy( block->bbx, rb->bbx ); /* TODO: apply scale */
-         v3_copy( pnode->co, rb->co );
-         rb_init( rb );
-         v4_copy( pnode->q, rb->q );
-         rb_update_transform( rb );
-      }
-      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 ++;
-      }
-   }
-   
-   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)];
+   mdl_context meta;
 
-   world_apply_foliage();
-   free( mworld );
+   GLuint *textures;
+   u32 texture_count;
 
-   /* 
-    * 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 world_surface{
+      mdl_material info;
+      mdl_submesh sm_geo,
+                  sm_no_collide;
+   }
+   * surfaces;
+   u32 surface_count;
+
+   ent_worldinfo info;
+   mdl_array_ptr ent_spawn,
+                 ent_gate,
+                 ent_light,
+                 ent_route_node,
+                 ent_path_index,
+                 ent_checkpoint,
+                 ent_route,
+                 ent_water,
+
+                 ent_audio_clip,
+                 ent_audio,
+                 ent_volume,
+                 ent_traffic,
+                 ent_skateshop,
+                 ent_marker,
+                 ent_camera,
+                 ent_swspreview,
+                 ent_ccmd,
+                 ent_objective,
+                 ent_challenge,
+                 ent_relay,
+                 ent_cubemap;
+
+   ent_gate *rendering_gate;
+
+   /* logic 
+    * ----------------------------------------------------
     */
-   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 );
-}
 
-static void world_init(void)
-{
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
-                                  &tex_terrain_noise }, 2 );
+   /* world geometry */
+   scene_context scene_geo,
+                 scene_no_collide,
+                 scene_lines;
 
+   /* spacial mappings */
+   bh_tree *geo_bh,
+           *entity_bh;
+   u32 *entity_list;
 
-   mdl_header *msky = mdl_load("models/rs_skydome.mdl");
-   mdl_unpack_glmesh( msky, &world.skydome );
+   /* graphics */
+   glmesh mesh_route_lines;
+   glmesh mesh_geo, 
+          mesh_no_collide,
+          mesh_water;
+   u32 cubemap_cooldown, cubemap_side;
 
-   mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
-            *nupper = mdl_node_from_name( msky, "dome_upper" );
-   
-   world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
-   world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
-   free(msky);
+   rb_object rb_geo;
 
-   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);
+   /* leaderboards */
+   struct leaderboard_cache *leaderboard_cache;
+};
 
+struct world_static {
    /*
-    * Setup scene collider 
+    * Allocated as system memory
+    * --------------------------------------------------------------------------
     */
-   v3_zero( world.rb_geo.co );
-   q_identity( world.rb_geo.q );
+   void *heap;
 
-   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 );
-}
+   u32 current_run_version;
+   double time, rewind_from, rewind_to, last_use;
 
-static void world_update(void)
-{
-#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 );
-#endif
-
-   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] );
-   }
-}
+   u32 active_trigger_volumes[8];
+   u32 active_trigger_volume_count;
 
-/*
- * Rendering
- */
+   addon_reg *instance_addons[ k_world_max ];
+   world_instance instances[ k_world_max ];
 
-static void bind_terrain_textures(void)
-{
-   vg_tex2d_bind( &tex_terrain_noise, 0 );
-   vg_tex2d_bind( &tex_terrain_colours, 1 );
-}
+   enum world_purpose active_instance;
+   u32            focused_entity; /* like skateshop, challenge.. */
+   f32            focus_strength;
+   camera         focus_cam;
 
-static void render_world_vb( m4x4f projection, v3f camera )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   /* challenges */
+   ent_objective *challenge_target;
+   f32 challenge_timer;
 
-   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 );
-
-   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 );
+   enum world_loader_state{
+      k_world_loader_none,
+      k_world_loader_preload,
+      k_world_loader_load
    }
+   load_state;
 }
+static world_static;
 
-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_geo_std_oob );
-   mdl_draw_submesh( &world.sm_geo_std );
-
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   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( m4x4f projection, m4x3f camera )
-{
-   render_sky( camera );
-   render_world_vb( projection, camera[3] );
-   render_terrain( projection, camera[3] );
-}
-
-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
-}
+static void world_init(void);
+static world_instance *world_current_instance(void);
+static void world_set_active_instance( u32 index );
 
 #endif /* WORLD_H */