foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index a7bb6939c6b5d02b07f76e6c5eb29fd2d997afc1..33814858c1eacc564be511b85718678b2bb6279e 100644 (file)
 #include "font.h"
 #include "gui.h"
 #include "respawn.h"
+#include "ent_miniworld.h"
+#include "player_remote.h"
+#include "ent_skateshop.h"
 
 static int ccmd_set_time( int argc, const char *argv[] ){
-   if( argc == 1 ){
-      world_instance *world = world_current_instance();
+   world_instance *world = world_current_instance();
+   if( argc == 1 )
       world->time = atof( argv[0] );
-   }
-   else {
-      vg_error( "Usage set_time <0-1.0>\n" );
-   }
+   else 
+      vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time );
    return 0;
 }
 
-VG_STATIC void async_world_render_init( void *payload, u32 size )
+static void async_world_render_init( void *payload, u32 size )
 {
    vg_info( "Allocate uniform buffers\n" );
-   for( int i=0; i<4; i++ ){
+   for( int i=0; i<k_world_max; i++ ){
       world_instance *world = &world_static.instances[i];
       world->ubo_bind_point = i;
 
@@ -39,7 +40,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
    }
 
    vg_info( "Allocate frame buffers\n" );
-   for( int i=0; i<4; i++ ){
+   for( int i=0; i<k_world_max; i++ ){
       world_instance *world = &world_static.instances[i];
       struct framebuffer *fb = &world->heightmap;
 
@@ -65,7 +66,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
    }
 }
 
-VG_STATIC void world_render_init(void)
+static void world_render_init(void)
 {
    VG_VAR_F32( k_day_length );
    VG_VAR_I32( k_debug_light_indices );
@@ -78,6 +79,7 @@ VG_STATIC void world_render_init(void)
 
    shader_scene_standard_register();
    shader_scene_standard_alphatest_register();
+   shader_scene_foliage_register();
    shader_scene_override_register();
    shader_scene_cubemapped_register();
    shader_scene_fxglow_register();
@@ -86,6 +88,7 @@ VG_STATIC void world_render_init(void)
    shader_scene_depth_register();
    shader_scene_position_register();
    shader_model_sky_register();
+   shader_model_sky_space_register();
 
    vg_info( "Loading world resources\n" );
    vg_linear_clear( vg_mem.scratch );
@@ -93,7 +96,7 @@ VG_STATIC void world_render_init(void)
    mdl_context msky;
    mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
    mdl_load_metadata_block( &msky, vg_mem.scratch );
-   mdl_async_load_glmesh( &msky, &world_render.skydome );
+   mdl_async_load_glmesh( &msky, &world_render.skydome, NULL );
    mdl_close( &msky );
 
    vg_info( "Loading default world textures\n" );
@@ -104,46 +107,41 @@ VG_STATIC void world_render_init(void)
    vg_async_call( async_world_render_init, NULL, 0 );
 }
 
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
-{
+static void world_link_lighting_ub( world_instance *world, GLuint shader ){
    GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
    glUniformBlockBinding( shader, idx, world->ubo_bind_point );
 }
 
-VG_STATIC void world_bind_position_texture( world_instance *world, 
+static void world_bind_position_texture( world_instance *world, 
                                             GLuint shader, GLuint location,
-                                            int slot )
-{
+                                            int slot ){
    render_fb_bind_texture( &world->heightmap, 0, slot );
    glUniform1i( location, slot );
 }
 
-VG_STATIC void world_bind_light_array( world_instance *world,
+static void world_bind_light_array( world_instance *world,
                                        GLuint shader, GLuint location, 
-                                       int slot )
-{
+                                       int slot ){
    glActiveTexture( GL_TEXTURE0 + slot );
    glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
    glUniform1i( location, slot );
 }
 
-VG_STATIC void world_bind_light_index( world_instance *world,
+static void world_bind_light_index( world_instance *world,
                                        GLuint shader, GLuint location,
-                                       int slot )
-{
+                                       int slot ){
    glActiveTexture( GL_TEXTURE0 + slot );
    glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
    glUniform1i( location, slot );
 }
 
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
 
 /*
  * Rendering
  */
 
-VG_STATIC void bind_terrain_noise(void)
-{
+static void bind_terrain_noise(void){
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
 }
@@ -157,9 +155,46 @@ struct world_pass{
                              struct world_surface *mat );
    void (*fn_set_mdl)( m4x3f mdl );
    void (*fn_set_uPvmPrev)( m4x4f pvm );
+   void (*fn_set_uNormalMtx)( m3x3f mnorm );
 };
 
-VG_STATIC
+/* FIXME: we gotta do something about this crap, maybe batch lists. something..
+ * anything but this. */
+static
+void world_render_props( world_instance *world, u32 material_id,
+                         struct world_pass *pass ){
+   if( !mdl_arrcount( &world->ent_prop ) ) return;
+
+
+   struct world_surface *mat = &world->surfaces[ material_id ];
+   pass->fn_bind_textures( world, mat );
+
+   for( u32 j=0; j<mdl_arrcount( &world->ent_prop ); j++ ){
+      ent_prop *prop = mdl_arritm( &world->ent_prop, j );
+      if( prop->flags & 0x1 ) continue;
+      
+      for( u32 k=0; k<prop->submesh_count; k++ ){
+         mdl_submesh *sm = 
+            mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
+
+         if( sm->material_id != material_id ) continue;
+
+         m4x3f mmdl;
+         mdl_transform_m4x3( &prop->transform, mmdl );
+
+         m4x4f m4mdl;
+         m4x3_expand( mmdl, m4mdl );
+         m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
+
+         pass->fn_set_mdl( mmdl );
+         pass->fn_set_uPvmPrev( m4mdl );
+
+         mdl_draw_submesh( sm );
+      }
+   }
+}
+
+static
 void world_render_traffic( world_instance *world, u32 material_id,
                            struct world_pass *pass ){
    if( !mdl_arrcount( &world->ent_traffic ) ) return;
@@ -197,7 +232,7 @@ void world_render_traffic( world_instance *world, u32 material_id,
    }
 }
 
-VG_STATIC 
+static 
 void world_render_pass( world_instance *world, struct world_pass *pass ){
    for( int i=0; i<world->surface_count; i++ ){
       struct world_surface *mat = &world->surfaces[i];
@@ -210,6 +245,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
          }
          else{
             world_render_traffic( world, i, pass );
+            world_render_props( world, i, pass );
             sm = &mat->sm_no_collide;
          }
 
@@ -227,7 +263,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
    }
 }
 
-VG_STATIC 
+static 
 void world_render_both_stages( world_instance *world, struct world_pass *pass )
 {
    mesh_bind( &world->mesh_geo );
@@ -241,18 +277,25 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
    glEnable( GL_CULL_FACE );
 }
 
-VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_surface *mat )
-                                         
-{
+static GLuint world_get_texture( world_instance *world, u32 id ){
+   if( id & 0x80000000 )
+      return skaterift.rt_textures[id & ~0x80000000];
+   else 
+      return world->textures[ id ];
+}
+
+static void bindpoint_diffuse_texture1( world_instance *world,
+                                           struct world_surface *mat ){
    glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture(world,mat->info.tex_diffuse) );
 }
 
-VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
+static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
                                                  struct world_surface *mat ){
    glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture(world,mat->info.tex_diffuse) );
 
    u32 cubemap_id = mat->info.tex_none0,
        cubemap_index = 0;
@@ -268,8 +311,7 @@ VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    shader_scene_cubemapped_uColour( mat->info.colour );
 }
 
-VG_STATIC void render_world_vb( world_instance *world, camera *cam )
-{
+static void render_world_vb( world_instance *world, camera *cam ){
    shader_scene_vertex_blend_use();
    shader_scene_vertex_blend_uTexGarbage(0);
    shader_scene_vertex_blend_uTexGradients(1);
@@ -298,7 +340,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
+static void world_shader_standard_bind( world_instance *world, camera *cam ){
    shader_scene_standard_use();
    shader_scene_standard_uTexGarbage(0);
    shader_scene_standard_uTexMain(1);
@@ -316,7 +358,7 @@ VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
    shader_scene_standard_uCamera( cam->transform[3] );
 }
 
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
+static void render_world_standard( world_instance *world, camera *cam ){
    world_shader_standard_bind( world, cam );
    struct world_pass pass = {
       .shader = k_shader_standard,
@@ -329,12 +371,12 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
-                                        int layer_depth ){
+static void render_world_cubemapped( world_instance *world, camera *cam,
+                                     int enabled ){
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
 
-   if( layer_depth == -1 ){
+   if( !enabled ){
       world_shader_standard_bind( world, cam );
 
       struct world_pass pass = {
@@ -377,7 +419,7 @@ VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
    }
 }
 
-VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
+static void render_world_alphatest( world_instance *world, camera *cam ){
    shader_scene_standard_alphatest_use();
    shader_scene_standard_alphatest_uTexGarbage(0);
    shader_scene_standard_alphatest_uTexMain(1);
@@ -412,11 +454,34 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
    glEnable(GL_CULL_FACE);
 }
 
-VG_STATIC
-void world_render_challenges( world_instance *world, struct world_pass *pass,
-                              v3f pos, int layer_depth ){
+static void render_world_foliage( world_instance *world, camera *cam ){
+   shader_scene_foliage_use();
+   shader_scene_foliage_uTexGarbage(0);
+   shader_scene_foliage_uTexMain(1);
+   shader_scene_foliage_uPv( cam->mtx.pv );
+   shader_scene_foliage_uTime( vg.time );
+
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_foliage );
+   bind_terrain_noise();
+
+   shader_scene_foliage_uCamera( cam->transform[3] );
+   glDisable(GL_CULL_FACE);
+   struct world_pass pass = {
+      .shader = k_shader_foliage,
+      .cam = cam,
+      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_set_mdl = shader_scene_foliage_uMdl,
+      .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev,
+   };
+   world_render_both_stages( world, &pass );
+   glEnable(GL_CULL_FACE);
+}
+
+static void world_render_challenges( world_instance *world, 
+                                     struct world_pass *pass, v3f pos ){
    if( !world ) return;
    if( skaterift.activity == k_skaterift_replay ) return;
+   if( world != world_current_instance() ) return;
 
    /* sort lists */
    f32 radius = 40.0f;
@@ -453,7 +518,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
       while( mdl_entity_id_type(next) == k_ent_objective ){
          u32 index = mdl_entity_id_id( next );
          objective_list[ objective_count ++ ] = index;
-         
+
          ent_objective *objective = mdl_arritm( &world->ent_objective, index );
          next = objective->id_next;
       }
@@ -528,30 +593,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 
    /* render texts */
-   shader_scene_font_use();
-   shader_scene_font_uTexGarbage(0);
-   shader_scene_font_uTexMain(1);
-
-   shader_scene_font_uPv( skaterift.cam.mtx.pv );
-   shader_scene_font_uTime( vg.time );
-
-   /* TODO: Code dupe... */
-   world_link_lighting_ub( world, _shader_scene_font.id );
-   world_bind_position_texture( world, _shader_scene_font.id, 
-                                _uniform_scene_font_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_font.id,
-                                _uniform_scene_font_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_font.id,
-                                _uniform_scene_font_uLightsIndex, 4 );
-
-   bind_terrain_noise();
-   shader_scene_font_uCamera( skaterift.cam.transform[3] );
-
-   //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
-       glActiveTexture( GL_TEXTURE1 );
-       glBindTexture( GL_TEXTURE_2D, gui.font.texture );
-
-   mesh_bind( &gui.font.mesh );
+   font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam );
 
    char buf[32];
    u32 count = 0;
@@ -567,7 +609,7 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
    buf[c++] = '\0';
 
-   f32 w = font3d_string_width( &gui.font, 1, buf );
+   f32 w = font3d_string_width( 1, buf );
    m4x3f mlocal;
    m3x3_identity( mlocal );
    mlocal[3][0] = -w*0.5f;
@@ -592,31 +634,25 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
 
       shader_scene_font_uOpacity( scale );
       shader_scene_font_uColourize( colour );
-
-      struct font3d_render render = {
-         .font = &gui.font,
-         .variant_id = 1,
-         .shader = k_font_shader_world
-      };
-
-      font3d_begin( buf, &skaterift.cam, mmdl, &render );
-      font3d_draw( &render );
+      font3d_simple_draw( 1, buf, &skaterift.cam, mmdl );
    }
 }
 
-VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
-                                    int layer_depth ){
+static void render_world_fxglow( world_instance *host_world, 
+                                 world_instance *world, camera *cam,
+                                 m4x3f world_mmdl,
+                                 int generic, int challenges, int regions ){
    shader_scene_fxglow_use();
    shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
    shader_scene_fxglow_uTexMain(1);
    shader_scene_fxglow_uPv( cam->mtx.pv );
 
-   world_link_lighting_ub( world, _shader_scene_fxglow.id );
-   world_bind_position_texture( world, _shader_scene_fxglow.id, 
+   world_link_lighting_ub( host_world, _shader_scene_fxglow.id );
+   world_bind_position_texture( host_world, _shader_scene_fxglow.id, 
                         _uniform_scene_fxglow_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_fxglow.id,
+   world_bind_light_array( host_world, _shader_scene_fxglow.id,
                         _uniform_scene_fxglow_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_fxglow.id,
+   world_bind_light_index( host_world, _shader_scene_fxglow.id,
                            _uniform_scene_fxglow_uLightsIndex, 4 );
 
    shader_scene_fxglow_uCamera( cam->transform[3] );
@@ -630,41 +666,79 @@ VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
       .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
    };
 
-   world_render_both_stages( world, &pass );
-   world_render_challenges( world, &pass, cam->pos, layer_depth );
+   if( generic )
+      world_render_both_stages( world, &pass );
+
+   if( regions ){
+      mesh_bind( &world->mesh_no_collide );
+
+      u32 last_material = 0;
+      for( u32 i=0; i<mdl_arrcount(&world->ent_region); i ++ ){
+         shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+         ent_region *region = mdl_arritm( &world->ent_region, i );
+
+         f32 offset = 0.0f;
+         if( region->flags & k_ent_route_flag_achieve_gold )
+            offset = 2.0f;
+         else if( region->flags & k_ent_route_flag_achieve_silver )
+            offset = 1.0f;
+
+         shader_scene_fxglow_uUvOffset( (v2f){ (8.0f/256.0f)*offset, 0.0f } );
+
+         m4x3f mmdl;
+         mdl_transform_m4x3( &region->transform, mmdl );
+         m4x3_mul( world_mmdl, mmdl, mmdl );
+         shader_scene_fxglow_uMdl( mmdl );
+
+         for( u32 j=0; j<region->submesh_count; j++ ){
+            mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
+                                          region->submesh_start + j );
+
+            if( sm->material_id != last_material ){
+               last_material = sm->material_id;
+               pass.fn_bind_textures(world,&world->surfaces[sm->material_id]);
+            }
+            mdl_draw_submesh( sm );
+         }
+      }
+   }
+
+   if( challenges )
+      world_render_challenges( world, &pass, cam->pos );
 
    glEnable(GL_CULL_FACE);
 }
 
-VG_STATIC void bindpoint_terrain( world_instance *world,
+static void bindpoint_terrain( world_instance *world,
                                   struct world_surface *mat )
 {
    glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture(world,mat->info.tex_diffuse) );
 
    shader_scene_terrain_uSandColour( mat->info.colour );
    shader_scene_terrain_uBlendOffset( mat->info.colour1 );
 }
 
-VG_STATIC void bindpoint_none( world_instance *world,
-                               struct world_surface *mat ){
-   
+static void bindpoint_override( world_instance *world,
+                                   struct world_surface *mat ){
+   if( mat->info.flags & k_material_flag_collision ){
+      shader_scene_override_uAlphatest(0);
+   }
+   else{
+      glActiveTexture( GL_TEXTURE1 );
+      glBindTexture( GL_TEXTURE_2D, 
+                     world_get_texture(world,mat->info.tex_diffuse) );
+      shader_scene_override_uAlphatest(1);
+   }
 }
 
-VG_STATIC void render_terrain( world_instance *world, camera *cam )
-{
+static void render_terrain( world_instance *world, camera *cam ){
    shader_scene_terrain_use();
    shader_scene_terrain_uTexGarbage(0);
    shader_scene_terrain_uTexGradients(1);
 
-   world_link_lighting_ub( world, _shader_scene_terrain.id );
-   world_bind_position_texture( world, _shader_scene_terrain.id, 
-                        _uniform_scene_terrain_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_terrain.id,
-                        _uniform_scene_terrain_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_terrain.id,
-                           _uniform_scene_terrain_uLightsIndex, 4 );
-
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_terrain );
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
 
@@ -682,8 +756,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_sky( world_instance *world, camera *cam )
-{
+static void render_sky( world_instance *world, camera *cam ){
    /* 
     * Modify matrix to remove clipping and view translation
     */
@@ -694,13 +767,18 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
 
    m4x4_copy( cam->mtx.v, v );
    m4x4_copy( cam->mtx_prev.v, v_prev );
+
+   for( int i=0; i<3; i++ ){
+      v3_normalize(v[i]);
+      v3_normalize(v_prev[i]);
+   }
    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_reset_clipping( pv,      100.0f, 0.1f );
+   m4x4_reset_clipping( pv_prev, 100.0f, 0.1f );
 
    m4x4_mul( pv,      v,      pv );
    m4x4_mul( pv_prev, v_prev, pv_prev );
@@ -711,15 +789,32 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
    /*
     * Draw
     */
-   shader_model_sky_use();
-   shader_model_sky_uMdl( identity_matrix );
-   shader_model_sky_uPv( pv );
-   shader_model_sky_uPvmPrev( pv_prev );
-   shader_model_sky_uTexGarbage(0);
-   world_link_lighting_ub( world, _shader_model_sky.id );
+   if( world->skybox == k_skybox_default ){
+      shader_model_sky_use();
+      shader_model_sky_uMdl( identity_matrix );
+      shader_model_sky_uPv( pv );
+      shader_model_sky_uPvmPrev( pv_prev );
+      shader_model_sky_uTexGarbage(0);
+      world_link_lighting_ub( world, _shader_model_sky.id );
+
+      glActiveTexture( GL_TEXTURE0 );
+      glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+   }
+   else if( world->skybox == k_skybox_space ){
+      shader_model_sky_space_use();
 
-   glActiveTexture( GL_TEXTURE0 );
-   glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+      shader_model_sky_space_uMdl( identity_matrix );
+      shader_model_sky_space_uPv( pv );
+      shader_model_sky_space_uPvmPrev( pv_prev );
+      shader_model_sky_space_uTexGarbage(0);
+      world_link_lighting_ub( world, _shader_model_sky_space.id );
+
+      glActiveTexture( GL_TEXTURE0 );
+      glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
+   }
+   else {
+      assert(0);
+   }
 
    glDepthMask( GL_FALSE );
    glDisable( GL_DEPTH_TEST );
@@ -731,17 +826,16 @@ VG_STATIC void render_sky( world_instance *world, camera *cam )
    glDepthMask( GL_TRUE );
 }
 
-VG_STATIC void render_world_gates( world_instance *world, camera *cam,
-                                   int layer_depth )
-{
+static void render_world_gates( world_instance *world, camera *cam ){
    float closest = INFINITY;
    struct ent_gate *gate = NULL;
 
    for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
       ent_gate *gi = mdl_arritm( &world->ent_gate, i );
 
-      if( !(gi->flags & k_ent_gate_linked) )
-         continue;
+      if( !(gi->flags & k_ent_gate_nonlocal) )
+         if( !(gi->flags & k_ent_gate_linked) )
+            continue;
 
       float dist = v3_dist2( gi->co[0], cam->transform[3] );
 
@@ -754,35 +848,42 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    }
    
    world->rendering_gate = gate;
+
    if( gate ){
-      if( gate->flags & k_ent_gate_locked ) return;
+      if( gate->flags & k_ent_gate_locked ){
+         world->rendering_gate = NULL;
+         return;
+      }
 
       if( gate->flags & k_ent_gate_nonlocal ){
-         if( world_static.load_state != k_world_loader_none ){
+         if( !(gate->flags & k_ent_gate_linked) ||
+             (world_static.load_state != k_world_loader_none) ){
             world->rendering_gate = NULL;
+            render_gate_unlinked( world, gate, cam );
             return;
          }
 
          world_instance *dest_world = &world_static.instances[ gate->target ];
-         render_gate( world, dest_world, gate, cam, layer_depth );
-      }
-      else{
-         render_gate( world, world, gate, cam, layer_depth );
+         render_gate( world, dest_world, gate, cam );
       }
+      else
+         render_gate( world, world, gate, cam );
    }
 }
 
-VG_STATIC void world_prerender( world_instance *world )
-{
-
+static void world_prerender( world_instance *world ){
    if( mdl_arrcount( &world->ent_light ) ){
       f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
-      world->time += vg.time_delta * (1.0/(rate*60.0));
+      world->time += vg.time_frame_delta * (1.0/(rate*60.0));
    }
    else{
       world->time = 0.834;
    }
 
+   if( world->info.flags & 0x1 ){
+      world->time = world->info.timezone;
+   }
+
    struct ub_world_lighting *state = &world->ub_lighting;
 
    state->g_time = world->time;
@@ -790,11 +891,7 @@ VG_STATIC void world_prerender( world_instance *world )
    state->g_debug_indices = k_debug_light_indices;
    state->g_light_preview = k_light_preview;
    state->g_debug_complexity = k_debug_light_complexity;
-
-   if( skaterift.activity == k_skaterift_respawning )
-      state->g_time_of_day = 0.1f;
-   else
-      state->g_time_of_day = vg_fractf( world->time );
+   state->g_time_of_day = vg_fractf( world->time );
 
    state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
    state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
@@ -821,21 +918,36 @@ VG_STATIC void world_prerender( world_instance *world )
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 }
 
-VG_STATIC void render_world( world_instance *world, camera *cam,
-                             int layer_depth )
-{
+static void render_world( world_instance *world, camera *cam,
+                          int stenciled, int viewing_from_gate, 
+                          int with_water, int with_cubemaps ){
+   if( stenciled ){
+      glClear( GL_DEPTH_BUFFER_BIT );
+      glStencilFunc( GL_EQUAL, 1, 0xFF );
+      glStencilMask( 0x00 ); 
+      glEnable( GL_CULL_FACE );
+      glEnable( GL_STENCIL_TEST );
+   }
+   else {
+      glStencilMask( 0xFF );
+      glStencilFunc( GL_ALWAYS, 1, 0xFF );
+      glDisable( GL_STENCIL_TEST );
+   }
+
    render_sky( world, cam );
 
-   render_world_routes( world, cam, layer_depth );
+   m4x3f identity;
+   m4x3_identity(identity);
+   render_world_routes( world, world, identity, cam, viewing_from_gate, 0 );
    render_world_standard( world, cam );
-   render_world_cubemapped( world, cam, layer_depth );
+   render_world_cubemapped( world, cam, with_cubemaps );
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
+   render_world_foliage( world, cam );
    render_terrain( world, cam );
 
-   if( layer_depth == -1 ) return;
-   if( layer_depth == 0 ){
+   if( !viewing_from_gate ){
       world_entity_focus_render();
 
       /* Render SFD's */
@@ -858,36 +970,64 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
       }
    }
 
-   f32 greyout = 0.0f;
-   if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge )
-      greyout = world_static.focus_strength;
-
-   if( greyout > 0.0f ){
-      glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
-      glEnable(GL_BLEND);
-      glDisable(GL_DEPTH_TEST);
-      glDepthMask(GL_FALSE);
-      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-      glBlendEquation(GL_FUNC_ADD);
-
-      shader_blitcolour_use();
-      shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } );
-      render_fsquad();
-      
-      glDisable(GL_BLEND);
-      glEnable(GL_DEPTH_TEST);
-      glDepthMask(GL_TRUE);
-      glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, 
-                                    GL_COLOR_ATTACHMENT1 } );
+   if( !viewing_from_gate ){
+      f32 greyout = 0.0f;
+      if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge )
+         greyout = world_static.focus_strength;
+
+      if( greyout > 0.0f ){
+         glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+         glEnable(GL_BLEND);
+         glDisable(GL_DEPTH_TEST);
+         glDepthMask(GL_FALSE);
+         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+         glBlendEquation(GL_FUNC_ADD);
+
+         shader_blitcolour_use();
+         shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } );
+         render_fsquad();
+         
+         glDisable(GL_BLEND);
+         glEnable(GL_DEPTH_TEST);
+         glDepthMask(GL_TRUE);
+         glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, 
+                                       GL_COLOR_ATTACHMENT1 } );
+      }
+
+      render_world_fxglow( world, world, cam, NULL, 1, 1, 0 );
+   }
+   
+   if( with_water ){
+      render_water_texture( world, cam );
+      render_fb_bind( gpipeline.fb_main, 1 );
+   }
+
+   if( stenciled ){
+      glStencilFunc( GL_EQUAL, 1, 0xFF );
+      glStencilMask( 0x00 ); 
+      glEnable( GL_CULL_FACE );
+      glEnable( GL_STENCIL_TEST );
    }
 
-   render_world_fxglow( world, cam, layer_depth );
+   if( with_water ){
+      render_water_surface( world, cam );
+   }
+
+   render_remote_players( world, cam );
+   ent_miniworld_render( world, cam );
+
+   if( stenciled ){
+      glStencilMask( 0xFF );
+      glStencilFunc( GL_ALWAYS, 1, 0xFF );
+      glDisable( GL_STENCIL_TEST );
+   }
 }
 
 
-VG_STATIC 
-void render_world_override_pass( world_instance *world,
-                                 struct world_pass *pass ){
+static void render_world_override_pass( world_instance *world,
+                                        struct world_pass *pass,
+                                        m4x3f mmdl, m3x3f mnormal,
+                                       m4x4f mpvm_prev ){
    for( int i=0; i<world->surface_count; i++ ){
       struct world_surface *mat = &world->surfaces[i];
 
@@ -902,52 +1042,81 @@ void render_world_override_pass( world_instance *world,
       if( !sm->indice_count )
          continue;
 
-      m4x3f mmdl;
-      m4x3_identity( mmdl );
       pass->fn_set_mdl( mmdl );
-      pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
+      pass->fn_set_uNormalMtx( mnormal );
+      pass->fn_set_uPvmPrev( mpvm_prev );
       pass->fn_bind_textures( world, mat );
       mdl_draw_submesh( sm );
    }
 }
 
-VG_STATIC void render_world_override( world_instance *world ){
+static void render_world_override( world_instance *world,
+                                   world_instance *lighting_source,
+                                   m4x3f mmdl,
+                                   camera *cam,
+                                   ent_spawn *dest_spawn, v4f map_info ){
    struct world_pass pass = {
-      .cam = &skaterift.cam,
-      .fn_bind_textures = bindpoint_none,
+      .cam = cam,
+      .fn_bind_textures = bindpoint_override,
       .fn_set_mdl = shader_scene_override_uMdl,
       .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
+      .fn_set_uNormalMtx = shader_scene_override_uNormalMtx,
       .shader = k_shader_override
    };
 
    shader_scene_override_use();
-   respawn_chooser_shader_uniforms();
    shader_scene_override_uTexGarbage(0);
    shader_scene_override_uTexMain(1);
    shader_scene_override_uPv( pass.cam->mtx.pv );
+   shader_scene_override_uMapInfo( map_info );
 
-   world_link_lighting_ub( world, _shader_scene_override.id );
-   world_bind_position_texture( world, _shader_scene_override.id, 
-                                _uniform_scene_override_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_override.id,
-                                _uniform_scene_override_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_override.id,
-                                _uniform_scene_override_uLightsIndex, 4 );
-
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
    bind_terrain_noise();
+
    shader_scene_override_uCamera( pass.cam->transform[3] );
 
+   m4x4f mpvm_prev;
+   m4x3_expand( mmdl, mpvm_prev );
+   m4x4_mul( cam->mtx_prev.pv, mpvm_prev, mpvm_prev );
+
+   m3x3f mnormal;
+   m3x3_inv( mmdl, mnormal );
+   m3x3_transpose( mnormal, mnormal );
+   v3_normalize( mnormal[0] );
+   v3_normalize( mnormal[1] );
+   v3_normalize( mnormal[2] );
+
+   v4f uPlayerPos, uSpawnPos;
+   v4_zero( uPlayerPos );
+   v4_zero( uSpawnPos );
+
+   v3_copy( world->player_co, uPlayerPos );
+   
+   if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) )
+      v3_copy( dest_spawn->transform.co, uSpawnPos );
+   else
+      v3_add( uPlayerPos, (v3f){0,-1,0}, uSpawnPos );
+
+   uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
+   uSpawnPos[3] = 1.0f/uPlayerPos[3];
+
+   shader_scene_override_uPlayerPos( uPlayerPos );
+   shader_scene_override_uSpawnPos( uSpawnPos );
+
+
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_geo );
    pass.geo_type = k_world_geo_type_solid;
-   render_world_override_pass( world, &pass );
+   render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev );
    mesh_bind( &world->mesh_no_collide );
    pass.geo_type = k_world_geo_type_nonsolid;
-   render_world_override_pass( world, &pass );
+   render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev );
    glEnable( GL_CULL_FACE );
+
+   render_world_fxglow( world, world, cam, mmdl, 0, 0, 1 );
 }
 
-VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
+static void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
                                     u32 side ){
    camera cam;
    glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
@@ -990,10 +1159,10 @@ VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    camera_finalize( &cam );
    camera_finalize( &cam );
 
-   render_world( world, &cam, -1 );
+   render_world( world, &cam, 0, 1, 1, 0 );
 }
 
-VG_STATIC void render_world_cubemaps( world_instance *world ){
+static void render_world_cubemaps( world_instance *world ){
    if( world->cubemap_cooldown )
       world->cubemap_cooldown --;
    else{
@@ -1013,8 +1182,7 @@ VG_STATIC void render_world_cubemaps( world_instance *world ){
    }
 }
 
-VG_STATIC void render_world_depth( world_instance *world, camera *cam )
-{
+static void render_world_depth( world_instance *world, camera *cam ){
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
@@ -1029,8 +1197,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam )
    mesh_draw( &world->mesh_geo );
 }
 
-VG_STATIC void render_world_position( world_instance *world, camera *cam )
-{
+static void render_world_position( world_instance *world, camera *cam ){
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );