update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 0584415a74d6a2e7f1bacba90b5eb0a366226152..4b6568b2651f3247dd3bc0d638bf9418790e3d82 100644 (file)
@@ -2,16 +2,18 @@
  * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
-#ifndef WORLD_RENDER_C
-#define WORLD_RENDER_C
-
 #include "world.h"
 #include "world_render.h"
 #include "font.h"
 #include "gui.h"
-#include "respawn.h"
+#include "world_map.h"
 #include "ent_miniworld.h"
 #include "player_remote.h"
+#include "ent_skateshop.h"
+#include "ent_npc.h"
+#include "shaders/model_entity.h"
+
+struct world_render world_render;
 
 static int ccmd_set_time( int argc, const char *argv[] ){
    world_instance *world = world_current_instance();
@@ -22,8 +24,7 @@ static int ccmd_set_time( int argc, const char *argv[] ){
    return 0;
 }
 
-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<k_world_max; i++ ){
       world_instance *world = &world_static.instances[i];
@@ -65,36 +66,25 @@ static void async_world_render_init( void *payload, u32 size )
    }
 }
 
-static void world_render_init(void)
+void world_render_init(void)
 {
    VG_VAR_F32( k_day_length );
    VG_VAR_I32( k_debug_light_indices );
    VG_VAR_I32( k_debug_light_complexity );
    VG_VAR_I32( k_light_preview );
+   VG_VAR_I32( k_light_editor );
    vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
 
    world_render.sky_rate = 1.0;
    world_render.sky_target_rate = 1.0;
 
-   shader_scene_standard_register();
-   shader_scene_standard_alphatest_register();
-   shader_scene_override_register();
-   shader_scene_cubemapped_register();
-   shader_scene_fxglow_register();
-   shader_scene_vertex_blend_register();
-   shader_scene_terrain_register();
-   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 );
 
    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" );
@@ -105,146 +95,163 @@ static void world_render_init(void)
    vg_async_call( async_world_render_init, NULL, 0 );
 }
 
-static void world_link_lighting_ub( world_instance *world, GLuint shader ){
+/* 
+ * standard uniform bindings
+ * ----------------------------------------------------------------------------
+ */
+void world_link_lighting_ub( world_instance *world, GLuint shader )
+{
    GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );   
    glUniformBlockBinding( shader, idx, world->ubo_bind_point );
 }
 
-static void world_bind_position_texture( world_instance *world, 
-                                            GLuint shader, GLuint location,
-                                            int slot ){
+void world_bind_position_texture( world_instance *world, 
+                                  GLuint shader, GLuint location,
+                                  int slot )
+{
    render_fb_bind_texture( &world->heightmap, 0, slot );
    glUniform1i( location, slot );
 }
 
-static void world_bind_light_array( world_instance *world,
-                                       GLuint shader, GLuint location, 
-                                       int slot ){
+void world_bind_light_array( world_instance *world,
+                             GLuint shader, GLuint location, 
+                             int slot )
+{
    glActiveTexture( GL_TEXTURE0 + slot );
    glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
    glUniform1i( location, slot );
 }
 
-static void world_bind_light_index( world_instance *world,
-                                       GLuint shader, GLuint location,
-                                       int slot ){
+void world_bind_light_index( world_instance *world,
+                             GLuint shader, GLuint location,
+                             int slot )
+{
    glActiveTexture( GL_TEXTURE0 + slot );
    glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
    glUniform1i( location, slot );
 }
 
-static void render_world_depth( world_instance *world, camera *cam );
-
-/*
- * Rendering
- */
-
-static void bind_terrain_noise(void){
+void bind_terrain_noise(void)
+{
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
 }
 
-struct world_pass{
-   camera *cam;
+/* 
+ * Get OpenGL texture name from texture ID.
+ */
+static GLuint world_get_texture( world_instance *world, u32 id ){
+   if( id & 0x80000000 ) return skaterift.rt_textures[id & ~0x80000000];
+   else                  return world->textures[ id ];
+}
+
+/*
+ * Passes Rendering
+ * ----------------------------------------------------------------------------
+ */
+
+struct world_pass
+{
+   vg_camera *cam;
    enum mdl_shader shader;
    enum world_geo_type geo_type;
 
-   void (*fn_bind_textures)( world_instance *world, 
-                             struct world_surface *mat );
+   void (*fn_bind)( world_instance *world, struct world_surface *mat );
    void (*fn_set_mdl)( m4x3f mdl );
    void (*fn_set_uPvmPrev)( m4x4f pvm );
    void (*fn_set_uNormalMtx)( m3x3f mnorm );
 };
 
-/* 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;
+void render_world_depth( world_instance *world, vg_camera *cam );
+
+/*
+ * Render a run of submeshes, only of those which match material_id
+ */
+static void world_render_submeshes( world_instance *world,
+                                    struct world_pass *pass, 
+                                    mdl_transform *transform, 
+                                    u32 start, u32 count, u32 material_id )
+{
+   for( u32 k=0; k<count; k++ )
+   {
+      mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, start+k );
+      if( sm->material_id != material_id ) 
+         continue;
+
+      m4x3f mmdl;
+      mdl_transform_m4x3( transform, mmdl );
+
+      m4x4f m4mdl;
+      m4x3_expand( mmdl, m4mdl );
+      m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
 
-   /* HACK: use the first material for every prop entity */
-   ent_prop *first = mdl_arritm( &world->ent_prop, 0 );
-   if( !first->submesh_count ) return;
+      pass->fn_set_mdl( mmdl );
+      pass->fn_set_uPvmPrev( m4mdl );
 
-   mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
-   if( sm->material_id != material_id ) return;
+      mdl_draw_submesh( sm );
+   }
+}
 
+/*
+ * Render props attached to this material
+ */
+static void world_render_props( world_instance *world, u32 material_id,
+                                struct world_pass *pass )
+{
    struct world_surface *mat = &world->surfaces[ material_id ];
-   pass->fn_bind_textures( world, mat );
+   if( !(mat->flags & WORLD_SURFACE_HAS_PROPS) ) return;
+
+   pass->fn_bind( 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++ ){
-         sm = mdl_arritm( &world->meta.submeshs, prop->submesh_start+k );
-
-         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 );
-      }
+      world_render_submeshes( world, pass, &prop->transform, 
+            prop->submesh_start, prop->submesh_count, material_id );
    }
 }
 
-static
-void world_render_traffic( world_instance *world, u32 material_id,
-                           struct world_pass *pass ){
-   if( !mdl_arrcount( &world->ent_traffic ) ) return;
-
-   /* HACK: use the first material for every traffic entity */
-   ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 );
-   if( !first->submesh_count ) return;
-
-   mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
-   if( sm->material_id != material_id ) return;
-
+/*
+ * Render traffic models attactched to this material
+ */
+static void world_render_traffic( world_instance *world, u32 material_id,
+                                  struct world_pass *pass )
+{
    struct world_surface *mat = &world->surfaces[ material_id ];
-   pass->fn_bind_textures( world, mat );
+   if( !(mat->flags & WORLD_SURFACE_HAS_TRAFFIC) ) return;
+
+   pass->fn_bind( world, mat );
 
    for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
       ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
-      
-      for( u32 k=0; k<traffic->submesh_count; k++ ){
-         sm = mdl_arritm( &world->meta.submeshs, 
-                           traffic->submesh_start+k );
-
-         m4x3f mmdl;
-         q_m3x3( traffic->transform.q, mmdl );
-         v3_copy( traffic->transform.co, mmdl[3] );
-
-         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 );
-      }
+      world_render_submeshes( world, pass, &traffic->transform,
+                              traffic->submesh_start, traffic->submesh_count,
+                              material_id );
    }
 }
 
-static 
-void world_render_pass( world_instance *world, struct world_pass *pass ){
-   for( int i=0; i<world->surface_count; i++ ){
+/*
+ * Iterate and render all materials which match the passes shader and geometry
+ * type. Includes props/traffic.
+ */
+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];
 
-      if( mat->info.shader == pass->shader ){
+      if( mat->info.shader == pass->shader )
+      {
          mdl_submesh *sm;
 
-         if( pass->geo_type == k_world_geo_type_solid ){
+         if( pass->geo_type == k_world_geo_type_solid )
+         {
             sm = &mat->sm_geo;
          }
-         else{
+         else
+         {
             world_render_traffic( world, i, pass );
             world_render_props( world, i, pass );
             sm = &mat->sm_no_collide;
@@ -257,15 +264,19 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){
          m4x3_identity( mmdl );
          pass->fn_set_mdl( mmdl );
          pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
-
-         pass->fn_bind_textures( world, mat );
+         pass->fn_bind( world, mat );
          mdl_draw_submesh( sm );
       }
    }
 }
 
-static 
-void world_render_both_stages( world_instance *world, struct world_pass *pass )
+/*
+ * Specific shader instructions
+ * ----------------------------------------------------------------------------
+ */
+
+static void world_render_both_stages( world_instance *world, 
+                                      struct world_pass *pass )
 {
    mesh_bind( &world->mesh_geo );
    pass->geo_type = k_world_geo_type_solid;
@@ -278,44 +289,25 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass )
    glEnable( GL_CULL_FACE );
 }
 
-static void bindpoint_diffuse_texture1( world_instance *world,
-                                           struct world_surface *mat )
-                                         
+static void bindpoint_world_vb( world_instance *world,
+                                struct world_surface *mat )
 {
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
-}
+   struct shader_props_vertex_blend *props = mat->info.props.compiled;
 
-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 ] );
-
-   u32 cubemap_id = mat->info.tex_none0,
-       cubemap_index = 0;
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
 
-   if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
-      cubemap_index = mdl_entity_id_id( cubemap_id );
-   }
-
-   ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
-   glActiveTexture( GL_TEXTURE10 );
-   glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
-
-   shader_scene_cubemapped_uColour( mat->info.colour );
+#if 0
+   shader_scene_vertex_blend_uOffset( props->blend_offset );
+#endif
 }
 
-static void render_world_vb( world_instance *world, camera *cam ){
+static void render_world_vb( world_instance *world, vg_camera *cam )
+{
    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 );
-   world_bind_light_index( world, _shader_scene_vertex_blend.id,
-                                _uniform_scene_vertex_blend_uLightsIndex, 4 );
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_vertex_blend );
 
    glActiveTexture( GL_TEXTURE0 );
    glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
@@ -323,10 +315,11 @@ static void render_world_vb( world_instance *world, camera *cam ){
    shader_scene_vertex_blend_uPv( cam->mtx.pv );
    shader_scene_vertex_blend_uCamera( cam->transform[3] );
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard_vertex_blend,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_world_vb,
       .fn_set_mdl = shader_scene_vertex_blend_uMdl,
       .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
    };
@@ -334,30 +327,35 @@ static void render_world_vb( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void world_shader_standard_bind( world_instance *world, camera *cam ){
+static void world_shader_standard_bind( world_instance *world, vg_camera *cam )
+{
    shader_scene_standard_use();
    shader_scene_standard_uTexGarbage(0);
    shader_scene_standard_uTexMain(1);
    shader_scene_standard_uPv( cam->mtx.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 );
-   world_bind_light_index( world, _shader_scene_standard.id,
-                                _uniform_scene_standard_uLightsIndex, 4 );
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_standard );
 
    bind_terrain_noise();
    shader_scene_standard_uCamera( cam->transform[3] );
 }
 
-static void render_world_standard( world_instance *world, camera *cam ){
+static void bindpoint_standard( world_instance *world, 
+                                struct world_surface *mat )
+{
+   struct shader_props_standard *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
+static void render_world_standard( world_instance *world, vg_camera *cam )
+{
    world_shader_standard_bind( world, cam );
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_standard,
       .fn_set_mdl = shader_scene_standard_uMdl,
       .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
    };
@@ -365,46 +363,79 @@ static void render_world_standard( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void render_world_cubemapped( world_instance *world, camera *cam,
-                                     int enabled ){
+static void bindpoint_world_cubemapped( world_instance *world,
+                                        struct world_surface *mat )
+{
+   struct shader_props_cubemapped *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture( world,props->tex_diffuse ) );
+
+   u32 cubemap_id = props->cubemap_entity,
+       cubemap_index = 0;
+
+   if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap )
+   {
+      cubemap_index = mdl_entity_id_id( cubemap_id );
+   }
+
+   ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
+   glActiveTexture( GL_TEXTURE10 );
+   glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
+
+   shader_scene_cubemapped_uColour( props->tint );
+}
+
+static void bindpoint_world_cubemapped_disabled( world_instance *world,
+                                                 struct world_surface *mat )
+{
+   struct shader_props_cubemapped *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, 
+                  world_get_texture( world, props->tex_diffuse ) );
+}
+
+static void render_world_cubemapped( world_instance *world, vg_camera *cam,
+                                     int enabled )
+{
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
 
-   if( !enabled ){
+   if( !enabled )
+   {
       world_shader_standard_bind( world, cam );
 
-      struct world_pass pass = {
+      struct world_pass pass = 
+      {
          .shader = k_shader_cubemap,
          .cam = cam,
-         .fn_bind_textures = bindpoint_diffuse_texture1,
+         .fn_bind = bindpoint_world_cubemapped_disabled,
          .fn_set_mdl = shader_scene_standard_uMdl,
          .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
       };
 
       world_render_both_stages( world, &pass );
    }
-   else {
+   else 
+   {
       shader_scene_cubemapped_use();
       shader_scene_cubemapped_uTexGarbage(0);
       shader_scene_cubemapped_uTexMain(1);
       shader_scene_cubemapped_uTexCubemap(10);
       shader_scene_cubemapped_uPv( cam->mtx.pv );
 
-      world_link_lighting_ub( world, _shader_scene_cubemapped.id );
-      world_bind_position_texture( world, _shader_scene_cubemapped.id, 
-                                   _uniform_scene_cubemapped_g_world_depth, 2 );
-      world_bind_light_array( world, _shader_scene_cubemapped.id,
-                                   _uniform_scene_cubemapped_uLightsArray, 3 );
-      world_bind_light_index( world, _shader_scene_cubemapped.id,
-                                   _uniform_scene_cubemapped_uLightsIndex, 4 );
+      WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_cubemapped );
 
       bind_terrain_noise();
       shader_scene_cubemapped_uCamera( cam->transform[3] );
       
-      struct world_pass pass = {
+      struct world_pass pass = 
+      {
          .shader = k_shader_cubemap,
          .cam = cam,
-         .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
+         .fn_bind = bindpoint_world_cubemapped,
          .fn_set_mdl = shader_scene_cubemapped_uMdl,
          .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
       };
@@ -413,44 +444,60 @@ static void render_world_cubemapped( world_instance *world, camera *cam,
    }
 }
 
-static void render_world_alphatest( world_instance *world, camera *cam ){
+static void render_world_alphatest( world_instance *world, vg_camera *cam )
+{
    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 );
 
-   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 );
-   world_bind_light_index( world, _shader_scene_standard_alphatest.id,
-                           _uniform_scene_standard_alphatest_uLightsIndex, 4 );
-
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_standard_alphatest );
 
    bind_terrain_noise();
-
-   
    shader_scene_standard_alphatest_uCamera( cam->transform[3] );
-
    glDisable(GL_CULL_FACE);
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_standard_cutout,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_standard,
       .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
       .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
    };
 
    world_render_both_stages( world, &pass );
+   glEnable(GL_CULL_FACE);
+}
+
+static void render_world_foliage( world_instance *world, vg_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 = bindpoint_standard,
+      .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 ){
+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;
@@ -522,7 +569,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    glDisable( GL_CULL_FACE );
    mesh_bind( &world->mesh_no_collide );
    u32 last_material = 0;
-   for( u32 i=0; i<objective_count; i++ ){
+   for( u32 i=0; i<objective_count; i++ )
+   {
       u32 index = objective_list[ i ];
       ent_objective *objective = mdl_arritm( &world->ent_objective, index );
       if( (objective->flags & k_ent_objective_hidden) &&
@@ -530,7 +578,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
 
       f32 scale = 1.0f;
 
-      if( running ){
+      if( running )
+      {
          u32 passed = objective->flags & k_ent_objective_passed;
          f32 target = passed? 0.0f: 1.0f;
          vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
@@ -541,7 +590,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
          else
             shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
       }
-      else {
+      else 
+      {
          f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
          scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
       }
@@ -552,13 +602,15 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
       v3_copy( objective->transform.co, mmdl[3] );
       shader_scene_fxglow_uMdl( mmdl );
 
-      for( u32 j=0; j<objective->submesh_count; j++ ){
+      for( u32 j=0; j<objective->submesh_count; j++ )
+      {
          mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, 
                                        objective->submesh_start + j );
 
-         if( sm->material_id != last_material ){
+         if( sm->material_id != last_material )
+         {
             last_material = sm->material_id;
-            pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+            pass->fn_bind( world, &world->surfaces[sm->material_id] );
          }
          mdl_draw_submesh( sm );
       }
@@ -567,19 +619,20 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    /* render texts */
    font3d_bind( &gui.font, k_font_shader_world, 0, world, &skaterift.cam );
 
-   char buf[32];
    u32 count = 0;
 
-   for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+   for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ )
+   {
       ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
       if( challenge->status ) count ++;
    }
 
-   int c=0;
-   c+=highscore_intl( buf+c, count, 3 );
-   buf[c++] = '/';
-   c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
-   buf[c++] = '\0';
+   char buf[32];
+   vg_str str;
+   vg_strnull( &str, buf, sizeof(buf) );
+   vg_strcati32( &str, count );
+   vg_strcatch( &str, '/' );
+   vg_strcati32( &str, mdl_arrcount(&world->ent_challenge) );
 
    f32 w = font3d_string_width( 1, buf );
    m4x3f mlocal;
@@ -588,7 +641,8 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    mlocal[3][1] = 0.0f;
    mlocal[3][2] = 0.0f;
 
-   for( u32 i=0; i<challenge_count; i++ ){
+   for( u32 i=0; i<challenge_count; i++ )
+   {
       u32 index = challenge_list[ i ];
       ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
       m4x3f mmdl;
@@ -610,60 +664,111 @@ void world_render_challenges( world_instance *world, struct world_pass *pass,
    }
 }
 
-static void render_world_fxglow( world_instance *world, camera *cam ){
+static void bindpoint_fxglow( world_instance *world,
+                              struct world_surface *mat )
+{
+   struct shader_props_standard *props = mat->info.props.compiled;
+
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+}
+
+static void render_world_fxglow( world_instance *host_world, 
+                                 world_instance *world, vg_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, 
-                        _uniform_scene_fxglow_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_fxglow.id,
-                        _uniform_scene_fxglow_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_fxglow.id,
-                           _uniform_scene_fxglow_uLightsIndex, 4 );
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_fxglow );
 
    shader_scene_fxglow_uCamera( cam->transform[3] );
    glDisable(GL_CULL_FACE);
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_fxglow,
       .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse_texture1,
+      .fn_bind = bindpoint_fxglow,
       .fn_set_mdl = shader_scene_fxglow_uMdl,
       .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
    };
 
-   world_render_both_stages( world, &pass );
-   world_render_challenges( world, &pass, cam->pos );
+   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( world, &world->surfaces[sm->material_id] );
+            }
+            mdl_draw_submesh( sm );
+         }
+      }
+   }
+
+   if( challenges )
+      world_render_challenges( world, &pass, cam->pos );
 
    glEnable(GL_CULL_FACE);
 }
 
 static void bindpoint_terrain( world_instance *world,
-                                  struct world_surface *mat )
+                               struct world_surface *mat )
 {
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+   struct shader_props_terrain *props = mat->info.props.compiled;
 
-   shader_scene_terrain_uSandColour( mat->info.colour );
-   shader_scene_terrain_uBlendOffset( mat->info.colour1 );
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world_get_texture(world, props->tex_diffuse) );
+   shader_scene_terrain_uBlendOffset( props->blend_offset );
+   shader_scene_terrain_uSandColour( props->sand_colour );
 }
 
 static void bindpoint_override( world_instance *world,
-                                   struct world_surface *mat ){
-   if( mat->info.flags & k_material_flag_collision ){
+                                   struct world_surface *mat )
+{
+   if( mat->info.flags & k_material_flag_collision )
+   {
       shader_scene_override_uAlphatest(0);
    }
-   else{
+   else
+   {
       glActiveTexture( GL_TEXTURE1 );
-      glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+      glBindTexture( GL_TEXTURE_2D, world_get_texture(world, mat->alpha_tex) );
       shader_scene_override_uAlphatest(1);
    }
 }
 
-static void render_terrain( world_instance *world, camera *cam ){
+static void render_terrain( world_instance *world, vg_camera *cam )
+{
    shader_scene_terrain_use();
    shader_scene_terrain_uTexGarbage(0);
    shader_scene_terrain_uTexGradients(1);
@@ -675,10 +780,11 @@ static void render_terrain( world_instance *world, camera *cam ){
    shader_scene_terrain_uPv( cam->mtx.pv );
    shader_scene_terrain_uCamera( cam->transform[3] );
 
-   struct world_pass pass = {
+   struct world_pass pass = 
+   {
       .shader = k_shader_terrain_blend,
       .cam = cam,
-      .fn_bind_textures = bindpoint_terrain,
+      .fn_bind = bindpoint_terrain,
       .fn_set_mdl = shader_scene_terrain_uMdl,
       .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
    };
@@ -686,7 +792,8 @@ static void render_terrain( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-static void render_sky( world_instance *world, camera *cam ){
+static void render_sky( world_instance *world, vg_camera *cam )
+{
    /* 
     * Modify matrix to remove clipping and view translation
     */
@@ -743,7 +850,7 @@ static void render_sky( world_instance *world, camera *cam ){
       glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
    }
    else {
-      assert(0);
+      vg_fatal_error( "Programming error\n" );
    }
 
    glDepthMask( GL_FALSE );
@@ -756,14 +863,17 @@ static void render_sky( world_instance *world, camera *cam ){
    glDepthMask( GL_TRUE );
 }
 
-static void render_world_gates( world_instance *world, camera *cam ){
+void render_world_gates( world_instance *world, vg_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] );
 
@@ -784,8 +894,10 @@ static void render_world_gates( world_instance *world, camera *cam ){
       }
 
       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;
          }
 
@@ -797,7 +909,8 @@ static void render_world_gates( world_instance *world, camera *cam ){
    }
 }
 
-static void world_prerender( world_instance *world ){
+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_frame_delta * (1.0/(rate*60.0));
@@ -806,6 +919,10 @@ static void world_prerender( world_instance *world ){
       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;
@@ -815,6 +932,13 @@ static void world_prerender( world_instance *world ){
    state->g_debug_complexity = k_debug_light_complexity;
    state->g_time_of_day = vg_fractf( world->time );
 
+   if( vg.quality_profile == k_quality_profile_high )
+      state->g_shadow_samples = 8;
+   else if( vg.quality_profile == k_quality_profile_low )
+      state->g_shadow_samples = 2;
+   else
+      state->g_shadow_samples = 0;
+
    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 );
 
@@ -840,9 +964,71 @@ static void world_prerender( world_instance *world ){
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 }
 
-static void render_world( world_instance *world, camera *cam,
-                          int stenciled, int viewing_from_gate, 
-                          int with_water, int with_cubemaps ){
+static void render_other_entities( world_instance *world, vg_camera *cam )
+{
+   f32 radius = 40.0f;
+   bh_iter it;
+   bh_iter_init_range( 0, &it, cam->pos, radius+10.0f );
+
+   u32 glider_list[4],
+       glider_count = 0,
+       npc_list[4],
+       npc_count = 0;
+
+   i32 idx;
+   while( bh_next( world->entity_bh, &it, &idx ) ){
+      u32 id    = world->entity_list[ idx ],
+          type  = mdl_entity_id_type( id ),
+          index = mdl_entity_id_id( id );
+
+      if( type == k_ent_glider ) 
+      {
+         if( glider_count < vg_list_size(glider_list) )
+            glider_list[ glider_count ++ ] = index;
+      }
+      else if( type == k_ent_npc ) 
+      {
+         if( npc_count < vg_list_size(npc_list) )
+            npc_list[ npc_count ++ ] = index;
+      }
+   }
+
+   shader_model_entity_use();
+   shader_model_entity_uTexMain( 0 );
+   shader_model_entity_uCamera( cam->transform[3] );
+   shader_model_entity_uPv( cam->mtx.pv );
+   WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_entity );
+
+   for( u32 j=0; j<glider_count; j ++ )
+   {
+      ent_glider *glider = mdl_arritm( &world->ent_glider, glider_list[j] );
+
+      if( !(glider->flags & 0x1) )
+         continue;
+
+      m4x3f mdl;
+      mdl_transform_m4x3( &glider->transform, mdl );
+
+      f32 dist  = v3_dist( glider->transform.co, cam->pos ) * (1.0f/radius),
+          scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+      m3x3_scalef( mdl, scale );
+
+      render_glider_model( cam, world, mdl, k_board_shader_entity );
+   }
+
+   for( u32 j=0; j<npc_count; j ++ )
+   {
+      u32 index = npc_list[j];
+      ent_npc *npc = mdl_arritm( &world->ent_npc, npc_list[j] );
+      npc_update( npc );
+      npc_render( npc, world, cam );
+   }
+}
+
+void render_world( world_instance *world, vg_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 );
@@ -866,6 +1052,7 @@ static void render_world( world_instance *world, camera *cam,
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
+   render_world_foliage( world, cam );
    render_terrain( world, cam );
 
    if( !viewing_from_gate ){
@@ -915,7 +1102,7 @@ static void render_world( world_instance *world, camera *cam,
                                        GL_COLOR_ATTACHMENT1 } );
       }
 
-      render_world_fxglow( world, cam );
+      render_world_fxglow( world, world, cam, NULL, 1, 1, 0 );
    }
    
    if( with_water ){
@@ -935,6 +1122,7 @@ static void render_world( world_instance *world, camera *cam,
    }
 
    render_remote_players( world, cam );
+   render_other_entities( world, cam );
    ent_miniworld_render( world, cam );
 
    if( stenciled ){
@@ -948,10 +1136,11 @@ static void render_world( world_instance *world, camera *cam,
 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++ ){
+                                        m4x4f mpvm_prev )
+{
+   for( int i=0; i<world->surface_count; i++ )
+   {
       struct world_surface *mat = &world->surfaces[i];
-
       if( mat->info.flags & k_material_flag_ghosts ) continue;
 
       mdl_submesh *sm;
@@ -966,19 +1155,21 @@ static void render_world_override_pass( world_instance *world,
       pass->fn_set_mdl( mmdl );
       pass->fn_set_uNormalMtx( mnormal );
       pass->fn_set_uPvmPrev( mpvm_prev );
-      pass->fn_bind_textures( world, mat );
+      pass->fn_bind( world, mat );
       mdl_draw_submesh( sm );
    }
 }
 
-static void render_world_override( world_instance *world,
-                                   world_instance *lighting_source,
-                                   m4x3f mmdl,
-                                   camera *cam,
-                                   ent_spawn *dest_spawn, f32 iso_amt ){
-   struct world_pass pass = {
+void render_world_override( world_instance *world,
+                            world_instance *lighting_source,
+                            m4x3f mmdl,
+                            vg_camera *cam,
+                            ent_spawn *dest_spawn, v4f map_info )
+{
+   struct world_pass pass = 
+   {
       .cam = cam,
-      .fn_bind_textures = bindpoint_override,
+      .fn_bind = bindpoint_override,
       .fn_set_mdl = shader_scene_override_uMdl,
       .fn_set_uPvmPrev = shader_scene_override_uPvmPrev,
       .fn_set_uNormalMtx = shader_scene_override_uNormalMtx,
@@ -989,7 +1180,7 @@ static void render_world_override( world_instance *world,
    shader_scene_override_uTexGarbage(0);
    shader_scene_override_uTexMain(1);
    shader_scene_override_uPv( pass.cam->mtx.pv );
-   shader_scene_override_uIsoAmt( iso_amt );
+   shader_scene_override_uMapInfo( map_info );
 
    WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override );
    bind_terrain_noise();
@@ -1033,11 +1224,13 @@ static void render_world_override( world_instance *world,
    pass.geo_type = k_world_geo_type_nonsolid;
    render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev );
    glEnable( GL_CULL_FACE );
+
+   render_world_fxglow( world, world, cam, mmdl, 0, 0, 1 );
 }
 
 static void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
                                     u32 side ){
-   camera cam;
+   vg_camera cam;
    glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
          GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 );
    glClear( GL_DEPTH_BUFFER_BIT );
@@ -1068,20 +1261,21 @@ static void render_cubemap_side( world_instance *world, ent_cubemap *cm,
    v3_copy( cm->co, cam.transform[3] );
    m4x3_invert_affine( cam.transform, cam.transform_inverse );
 
-   camera_update_view( &cam );
+   vg_camera_update_view( &cam );
 
    cam.nearz = 0.1f;
    cam.farz = 1000.0f;
    cam.fov = 90.0f;
    m4x4_copy( cam.mtx.p,  cam.mtx_prev.p );
    m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz );
-   camera_finalize( &cam );
-   camera_finalize( &cam );
+   vg_camera_finalize( &cam );
+   vg_camera_finalize( &cam );
 
    render_world( world, &cam, 0, 1, 1, 0 );
 }
 
-static void render_world_cubemaps( world_instance *world ){
+void render_world_cubemaps( world_instance *world )
+{
    if( world->cubemap_cooldown )
       world->cubemap_cooldown --;
    else{
@@ -1101,7 +1295,13 @@ static void render_world_cubemaps( world_instance *world ){
    }
 }
 
-static void render_world_depth( world_instance *world, camera *cam ){
+/*
+ * Geo shaders
+ * ---------------------------------------------
+ */
+
+void render_world_depth( world_instance *world, vg_camera *cam )
+{
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
@@ -1116,7 +1316,8 @@ static void render_world_depth( world_instance *world, camera *cam ){
    mesh_draw( &world->mesh_geo );
 }
 
-static void render_world_position( world_instance *world, camera *cam ){
+void render_world_position( world_instance *world, vg_camera *cam )
+{
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
@@ -1131,4 +1332,47 @@ static void render_world_position( world_instance *world, camera *cam ){
    mesh_draw( &world->mesh_geo );
 }
 
-#endif
+struct ui_enum_opt skybox_setting_options[] = { 
+   { 0, "g_daysky_colour" },
+   { 1, "g_nightsky_colour" },
+   { 2, "g_sunset_colour" },
+   { 3, "g_ambient_colour" },
+   { 4, "g_sun_colour" },
+};
+
+static f32 *skybox_prop_location( world_instance *world, i32 index ){
+   switch( index ){
+      case 0: return world->ub_lighting.g_daysky_colour; break;
+      case 1: return world->ub_lighting.g_nightsky_colour; break;
+      case 2: return world->ub_lighting.g_sunset_colour; break;
+      case 3: return world->ub_lighting.g_ambient_colour; break;
+      case 4: return world->ub_lighting.g_sun_colour; break;
+      default: return NULL;
+   }
+}
+
+void imgui_world_light_edit( world_instance *world )
+{
+   ui_rect panel = { vg.window_x-400, 0, 400, vg.window_y };
+   ui_fill( panel, ui_colour( k_ui_bg+1 ) );
+   ui_outline( panel, 1, ui_colour( k_ui_bg+7 ), 0 );
+   ui_rect_pad( panel, (ui_px[2]){ 8, 8 } );
+   vg_ui.wants_mouse = 1;
+
+   static i32 option_to_edit = 0;
+   ui_enum( panel, "option", skybox_setting_options, 5, &option_to_edit );
+   ui_colourpicker( panel, "colour", 
+                    skybox_prop_location( world, option_to_edit ) );
+
+   if( ui_button( panel, "save tweaker file ('/tmp/tweaker.txt')\n" ) == 1 ){
+      FILE *fp = fopen( "/tmp/tweaker.txt", "w" );
+      
+      for( i32 i=0; i<5; i ++ ){
+         struct ui_enum_opt *opt = &skybox_setting_options[i];
+         f32 *val = skybox_prop_location( world, i );
+         fprintf( fp, "%s = {%.3ff, %.3ff, %.3ff, %.3ff},\n",
+                  opt->alias, val[0], val[1], val[2], val[3] );
+      }
+      fclose( fp );
+   }
+}