nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 3662bb19f1447f0333ea23e52a1bee56040f7d57..4e390368e9f4f51a65283e0534b5e54ef349129a 100644 (file)
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
 #ifndef WORLD_RENDER_H
 #define WORLD_RENDER_H
 
+#include "camera.h"
 #include "world.h"
 
-vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
-                                 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
+/* FIXME */
+VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+                                         .flags = VG_TEXTURE_NEAREST };
 
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
+VG_STATIC void world_render_init(void)
+{
+   vg_info( "Loading default world textures\n" );
 
-vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
+   vg_acquire_thread_sync();
+   {
+      vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 );
 
-vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
 
-static void world_render_init(void)
-{
-   vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
-                                  &tex_terrain_noise,
-                                  &tex_alphatest,
-                                  &tex_graffiti }, 4 );
-}
+      vg_info( "Allocate uniform buffers\n" );
+      for( int i=0; i<4; i++ )
+      {
+         world_instance *world = &world_global.worlds[i];
+         world->ubo_bind_point = i;
+
+         glGenBuffers( 1, &world->ubo_lighting );
+         glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+         glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting), 
+                       NULL, GL_DYNAMIC_DRAW );
+
+         glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
+         VG_CHECK_GL_ERR();
+      }
 
+      vg_info( "Allocate frame buffers\n" );
+      for( int i=0; i<4; i++ )
+      {
+         world_instance *world = &world_global.worlds[i];
+         struct framebuffer *fb = &world->heightmap;
+
+         fb->display_name = NULL;
+         fb->link = NULL;
+         fb->fixed_w = 1024;
+         fb->fixed_h = 1024;
+         fb->resolution_div = 0;
+
+         fb->attachments[0].display_name     = NULL;
+         fb->attachments[0].purpose = k_framebuffer_attachment_type_colour;
+         fb->attachments[0].internalformat   = GL_RG16F;
+         fb->attachments[0].format           = GL_RG;
+         fb->attachments[0].type             = GL_FLOAT;
+         fb->attachments[0].attachment       = GL_COLOR_ATTACHMENT0;
+
+         fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
+         fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
+         fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
+         fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
+
+         render_fb_allocate( fb );
+      }
+   }
+   vg_release_thread_sync();
+}
 
+VG_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 );
+}
 
-static void render_world_depth( m4x4f projection, m4x3f camera );
+VG_STATIC 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 );
+}
 
+VG_STATIC 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 );
+}
 
+VG_STATIC 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 );
+}
 
+VG_STATIC void render_world_depth( world_instance *world, camera *cam );
 
 /*
  * Rendering
  */
 
-static void bind_terrain_textures(void)
+VG_STATIC void bind_terrain_noise(void)
 {
    vg_tex2d_bind( &tex_terrain_noise, 0 );
-   vg_tex2d_bind( &tex_terrain_colours, 1 );
 }
 
-static void render_world_vb( m4x4f projection, v3f camera )
-{
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+typedef void (*func_bind_point)( world_instance *world, 
+                                 struct world_surface *mat );
 
-   shader_vblend_use();
-   shader_vblend_uTexGarbage(0);
-   shader_vblend_uTexGradients(1);
-   shader_link_standard_ub( _shader_vblend.id, 2 );
-   bind_terrain_textures();
+VG_STATIC void world_render_if( world_instance *world,
+                                enum mdl_shader shader, 
+                                enum geo_type geo_type,
+                                func_bind_point bind_point )
+{
+   
+   for( int i=0; i<world->surface_count; i++ )
+   {
+      struct world_surface *mat = &world->surfaces[i];
 
-   shader_vblend_uPv( projection );
-   shader_vblend_uMdl( identity_matrix );
-   shader_vblend_uCamera( camera );
+      if( mat->info.shader == shader )
+      {
+         mdl_submesh *sm;
 
-   scene_bind( &world.geo );
-   mdl_draw_submesh( &world.sm_geo_vb );
+         if( geo_type == k_geo_type_solid )
+            sm = &mat->sm_geo;
+         else
+            sm = &mat->sm_no_collide;
 
-   mesh_bind( &world.cars );
+         if( !sm->indice_count )
+            continue;
 
-#if 0
-   for( int i=0; i<vg_list_size(world.van_man); i++ )
-   {
-      shader_vblend_uMdl( world.van_man[i].transform );
-      mdl_draw_submesh( &world.car_holden );
+         bind_point( world, mat );
+         mdl_draw_submesh( sm );
+      }
    }
-#endif
 }
 
-static void render_world_alphatest( m4x4f projection, v3f camera )
+VG_STATIC 
+void world_render_both_stages(  world_instance *world,
+                                enum mdl_shader shader,
+                                func_bind_point bind_point )
+{
+   mesh_bind( &world->mesh_geo );
+   world_render_if( world, shader, k_geo_type_solid, bind_point );
+
+   glDisable( GL_CULL_FACE );
+   mesh_bind( &world->mesh_no_collide );
+   world_render_if( world, shader, k_geo_type_nonsolid, bind_point );
+   glEnable( GL_CULL_FACE );
+}
+
+VG_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 ] );
+}
+
+VG_STATIC void render_world_vb( world_instance *world, camera *cam )
 {
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
-   shader_alphatest_use();
-   shader_alphatest_uTexGarbage(0);
-   shader_alphatest_uTexMain(1);
-   shader_link_standard_ub( _shader_alphatest.id, 2 );
+   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 );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
-   vg_tex2d_bind( &tex_alphatest, 1 );
 
-   shader_alphatest_uPv( projection );
-   shader_alphatest_uMdl( identity_matrix );
-   shader_alphatest_uCamera( camera );
+   shader_scene_vertex_blend_uPv( cam->mtx.pv );
+   shader_scene_vertex_blend_uPvmPrev( cam->mtx_prev.pv );
+   shader_scene_vertex_blend_uMdl( identity_matrix );
+   shader_scene_vertex_blend_uCamera( cam->transform[3] );
 
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   mdl_draw_submesh( &world.sm_foliage_alphatest );
+   world_render_both_stages( world, k_shader_standard_vertex_blend,
+                             bindpoint_diffuse_texture1 );
+}
 
-   vg_tex2d_bind( &tex_graffiti, 1 );
-   mdl_draw_submesh( &world.sm_graffiti );
+VG_STATIC void render_world_standard( world_instance *world, camera *cam )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
 
-   glEnable(GL_CULL_FACE);
+   shader_scene_standard_use();
+   shader_scene_standard_uTexGarbage(0);
+   shader_scene_standard_uTexMain(1);
+   shader_scene_standard_uPv( cam->mtx.pv );
+   shader_scene_standard_uPvmPrev( cam->mtx_prev.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 );
+
+   bind_terrain_noise();
+
+   shader_scene_standard_uMdl( identity_matrix );
+   shader_scene_standard_uCamera( cam->transform[3] );
+   
+   world_render_both_stages( world, k_shader_standard,
+                             bindpoint_diffuse_texture1 );
 }
 
-static void render_terrain( m4x4f projection, v3f camera )
+VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
 {
    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_scene_standard_alphatest_use();
+   shader_scene_standard_alphatest_uTexGarbage(0);
+   shader_scene_standard_alphatest_uTexMain(1);
+   shader_scene_standard_alphatest_uPv( cam->mtx.pv );
+   shader_scene_standard_alphatest_uPvmPrev( cam->mtx_prev.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 );
+
 
-   shader_terrain_uPv( projection );
-   shader_terrain_uMdl( identity_matrix );
-   shader_terrain_uCamera( camera );
+   bind_terrain_noise();
 
-   scene_bind( &world.geo );
-   mdl_draw_submesh( &world.sm_terrain );
-   mdl_draw_submesh( &world.sm_geo_std_oob );
-   mdl_draw_submesh( &world.sm_geo_std );
-   mdl_draw_submesh( &world.sm_subworld );
+   shader_scene_standard_alphatest_uMdl( identity_matrix );
+   shader_scene_standard_alphatest_uCamera( cam->transform[3] );
 
-   /* TODO: Dont draw in reflection */
    glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   mdl_draw_submesh( &world.sm_foliage_main );
+   
+   world_render_both_stages( world, k_shader_standard_cutout,
+                             bindpoint_diffuse_texture1 );
+
    glEnable(GL_CULL_FACE);
 }
 
-static void render_lowerdome( m4x3f camera )
+VG_STATIC void bindpoint_terrain( world_instance *world,
+                                  struct world_surface *mat )
 {
-   m4x4f projection, full;
-   pipeline_projection( projection, 0.4f, 1000.0f );
+   glActiveTexture( GL_TEXTURE1 );
+   glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
 
-   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 );
+   shader_scene_terrain_uSandColour( mat->info.colour );
+   shader_scene_terrain_uBlendOffset( mat->info.colour1 );
+}
 
+VG_STATIC void render_terrain( world_instance *world, camera *cam )
+{
    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,0.0f} );
-   
-   mdl_draw_submesh( &world.dome_lower );
+
+   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 );
+
+   vg_tex2d_bind( &tex_terrain_noise, 0 );
+
+   shader_scene_terrain_uPv( cam->mtx.pv );
+   shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv );
+
+   shader_scene_terrain_uMdl( identity_matrix );
+   shader_scene_terrain_uCamera( cam->transform[3] );
+
+   world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
 }
 
-static void render_sky(m4x3f camera)
+VG_STATIC void render_sky( world_instance *world, camera *cam )
 {
-   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 );
+   /* 
+    * Modify matrix to remove clipping and view translation
+    */
+   m4x4f v,
+         v_prev,
+         pv,
+         pv_prev;
+
+   m4x4_copy( cam->mtx.v, v );
+   m4x4_copy( cam->mtx_prev.v, v_prev );
+   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_mul( pv,      v,      pv );
+   m4x4_mul( pv_prev, v_prev, pv_prev );
 
    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 );
+   /*
+    * 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 );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
    glDepthMask( GL_FALSE );
    glDisable( GL_DEPTH_TEST );
 
-   mesh_bind( &world.skydome );
-   mdl_draw_submesh( &world.dome_upper );
+   mesh_bind( &world_global.skydome );
+   mesh_draw( &world_global.skydome );
    
    glEnable( GL_DEPTH_TEST );
    glDepthMask( GL_TRUE );
 }
 
-static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
+VG_STATIC void render_world_gates( world_instance *world, camera *cam,
+                                   int layer_depth )
 {
    float closest = INFINITY;
-   int   id = 0;
 
-   for( int i=0; i<world.routes.gate_count; i++ )
-   {
-      struct route_gate *rg = &world.routes.gates[i];
-      float dist = v3_dist2( rg->gate.co[0], camera[3] );
+   struct ent_gate *gate = NULL;
 
-      if( dist < closest )
-      {
+   for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+      ent_gate *gi = mdl_arritm( &world->ent_gate, i );
+
+      if( gi->type == k_gate_type_unlinked )
+         continue;
+
+      float dist = v3_dist2( gi->co[0], cam->transform[3] );
+
+      vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+
+      if( dist < closest ){
          closest = dist;
-         id = i;
+         gate = gi;
       }
    }
+   
+   if( gate ){
+      /* should really be set in fixed update since its used in the physics
+       * of most systems. too bad! */
+      world->rendering_gate = gate;
 
-   render_gate( &world.routes.gates[id].gate, playerco, camera );
-   v3_lerp( world.render_gate_pos, 
-            world.routes.gates[id].gate.co[0],
-            1.0f,
-            world.render_gate_pos );
+      if( gate->type == k_gate_type_teleport ){
+         render_gate( world, gate, cam, layer_depth );
+      }
+      else if( gate->type == k_gate_type_nonlocel ){
+         world_instance *dest_world = &world_global.worlds[ gate->target ];
+         render_gate( dest_world, gate, cam, layer_depth );
+      }
+      else
+         world->rendering_gate = NULL;
+   }
 }
 
-static void render_world( m4x4f projection, m4x3f camera )
+VG_STATIC void world_prerender( world_instance *world )
 {
-   render_sky( camera );
-   render_world_routes( projection, camera[3] );
-   render_world_vb( projection, camera[3] );
-   render_world_alphatest( projection, camera[3] );
-   render_terrain( projection, camera[3] );
+   static double g_time = 0.0;
+   g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+   struct ub_world_lighting *state = &world->ub_lighting;
+
+   state->g_time = g_time;
+   state->g_realtime = vg.time;
+   state->g_debug_indices = k_debug_light_indices;
+   state->g_light_preview = k_light_preview;
+   state->g_debug_complexity = k_debug_light_complexity;
 
-   int closest = 0;
+   state->g_time_of_day = vg_fractf( g_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 );
+
+   state->g_day_phase    =       state->g_day_phase    * 0.5f + 0.5f;
+   state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
+
+   float a = state->g_time_of_day * VG_PIf * 2.0f;
+   state->g_sun_dir[0] = sinf( a );
+   state->g_sun_dir[1] = cosf( a );
+   state->g_sun_dir[2] = 0.2f;
+   v3_normalize( state->g_sun_dir );
+
+
+   world->probabilities[ k_probability_curve_constant ] = 1.0f;
+
+   float dp = state->g_day_phase;
+
+   world->probabilities[ k_probability_curve_wildlife_day ] =
+      (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
+   world->probabilities[ k_probability_curve_wildlife_night ] = 
+      1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
+      
+
+   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                    sizeof(struct ub_world_lighting), &world->ub_lighting );
+}
+
+VG_STATIC void render_world( world_instance *world, camera *cam,
+                             int layer_depth )
+{
+   render_sky( world, cam );
+
+   render_world_routes( world, cam, layer_depth );
+   render_world_standard( world, cam );
+   render_world_vb( world, cam );
+   render_world_alphatest( world, cam );
+   render_terrain( world, cam );
+
+   /* Render SFD's */
+   u32 closest = 0;
    float min_dist = INFINITY;
 
-   for( int i=0; i<world.routes.route_count; i++ )
-   {
-      float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
-                              camera[3] );
+   if( !mdl_arrcount( &world->ent_route ) )
+      return;
 
-      if( dist < min_dist )
-      {
+   for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+      ent_route *route = mdl_arritm( &world->ent_route, i );
+      float dist = v3_dist2( route->board_transform[3], cam->pos );
+
+      if( dist < min_dist ){
          min_dist = dist;
          closest = i;
       }
    }
 
-   sfd_render( &world.sfd.tester, projection, camera[3], 
-         world.routes.routes[closest].scoreboard_transform );
+   ent_route *route = mdl_arritm( &world->ent_route, closest );
+   sfd_render( world, cam, route->board_transform );
 }
 
-static void render_world_depth( m4x4f projection, m4x3f camera )
+VG_STATIC void render_world_depth( world_instance *world, camera *cam )
 {
    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 );
+   shader_scene_depth_use();
+   shader_scene_depth_uCamera( cam->transform[3] );
+   shader_scene_depth_uPv( cam->mtx.pv );
+   shader_scene_depth_uPvmPrev( cam->mtx_prev.pv );
+   shader_scene_depth_uMdl( identity_matrix );
+   world_link_lighting_ub( world, _shader_scene_depth.id );
 
-#if 0
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   glEnable(GL_CULL_FACE);
-#endif
+   mesh_bind( &world->mesh_geo );
+   mesh_draw( &world->mesh_geo );
+}
+
+VG_STATIC void render_world_position( world_instance *world, camera *cam )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+
+   shader_scene_position_use();
+   shader_scene_position_uCamera( cam->transform[3] );
+   shader_scene_position_uPv( cam->mtx.pv );
+   shader_scene_position_uPvmPrev( cam->mtx_prev.pv );
+   shader_scene_position_uMdl( identity_matrix );
+   world_link_lighting_ub( world, _shader_scene_position.id );
+
+   mesh_bind( &world->mesh_geo );
+   mesh_draw( &world->mesh_geo );
 }
 
 #endif /* WORLD_RENDER_H */