#ifndef WORLD_RENDER_H
#define WORLD_RENDER_H
+#include "camera.h"
#include "world.h"
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
+VG_STATIC GLuint tex_terrain_noise;
+
+VG_STATIC void async_world_render_init( void *payload, u32 size )
+{
+ 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_texture;
+ 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_STATIC void world_render_init(void)
{
vg_info( "Loading default world textures\n" );
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_noise }, 1 );
- }
- vg_release_thread_sync();
+ vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
+ VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
+ &tex_terrain_noise );
+ vg_async_item *call = vg_async_alloc(0);
+ vg_async_dispatch( call, async_world_render_init );
+}
+
+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 );
+}
+
+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( m4x4f projection, m4x3f camera );
+VG_STATIC void render_world_depth( world_instance *world, camera *cam );
/*
* Rendering
VG_STATIC void bind_terrain_noise(void)
{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
}
-VG_STATIC void world_render_if( enum mdl_shader shader,
- enum geo_type geo_type,
- void (*bind_point)(struct world_material *mat))
+struct world_pass{
+ camera *cam;
+ enum mdl_shader shader;
+ enum geo_type geo_type;
+
+ void (*fn_bind_textures)( world_instance *world,
+ struct world_surface *mat );
+ void (*fn_set_mdl)( m4x3f mdl );
+ void (*fn_set_uPvmPrev)( m4x4f pvm );
+};
+
+VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
{
-
- for( int i=0; i<world.material_count; i++ )
- {
- struct world_material *mat = &world.materials[i];
+ for( int i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[i];
- if( mat->info.shader == shader )
- {
+ if( mat->info.shader == pass->shader ){
mdl_submesh *sm;
- if( geo_type == k_geo_type_solid )
+ if( pass->geo_type == k_geo_type_solid )
sm = &mat->sm_geo;
else
sm = &mat->sm_no_collide;
if( !sm->indice_count )
continue;
- bind_point( mat );
+ m4x3f mmdl;
+ m4x3_identity( mmdl );
+ pass->fn_set_mdl( mmdl );
+ pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
+
+ pass->fn_bind_textures( world, mat );
mdl_draw_submesh( sm );
+
+ 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 );
+
+ 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 );
+ }
+ }
}
}
}
-VG_STATIC void world_render_both_stages( enum mdl_shader shader,
- void (*bind_point)(struct world_material *mat))
+VG_STATIC
+void world_render_both_stages( world_instance *world, struct world_pass *pass )
{
- mesh_bind( &world.mesh_geo );
- world_render_if( shader, k_geo_type_solid, bind_point );
- mesh_bind( &world.mesh_no_collide );
- world_render_if( shader, k_geo_type_nonsolid, bind_point );
+ mesh_bind( &world->mesh_geo );
+ pass->geo_type = k_geo_type_solid;
+ world_render_if( world, pass );
+
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+ pass->geo_type = k_geo_type_nonsolid;
+ world_render_if( world, pass );
+ glEnable( GL_CULL_FACE );
}
-VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
+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 ] );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
}
-VG_STATIC void render_world_vb( m4x4f projection, v3f camera )
+VG_STATIC void render_world_vb( world_instance *world, camera *cam )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- shader_vblend_uPv( projection );
- shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( camera );
-
- world_render_both_stages( k_shader_standard_vertex_blend,
- bindpoint_diffuse_texture1 );
+ 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 );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
+
+ shader_scene_vertex_blend_uPv( cam->mtx.pv );
+ shader_scene_vertex_blend_uCamera( cam->transform[3] );
+
+ struct world_pass pass = {
+ .shader = k_shader_standard_vertex_blend,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_vertex_blend_uMdl,
+ .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_standard( m4x4f projection, v3f camera )
+VG_STATIC void render_world_standard( world_instance *world, camera *cam )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ 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 );
- shader_standard_use();
- shader_standard_uTexGarbage(0);
- shader_standard_uTexMain(1);
- shader_link_standard_ub( _shader_standard.id, 2 );
bind_terrain_noise();
-
- shader_standard_uPv( projection );
- shader_standard_uMdl( identity_matrix );
- shader_standard_uCamera( camera );
+ shader_scene_standard_uCamera( cam->transform[3] );
- world_render_both_stages( k_shader_standard,
- bindpoint_diffuse_texture1 );
+ struct world_pass pass = {
+ .shader = k_shader_standard,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_standard_uMdl,
+ .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_alphatest( m4x4f projection, v3f camera )
+VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ 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 );
+
- shader_alphatest_use();
- shader_alphatest_uTexGarbage(0);
- shader_alphatest_uTexMain(1);
- shader_link_standard_ub( _shader_alphatest.id, 2 );
bind_terrain_noise();
- shader_alphatest_uPv( projection );
- shader_alphatest_uMdl( identity_matrix );
- shader_alphatest_uCamera( camera );
+
+ shader_scene_standard_alphatest_uCamera( cam->transform[3] );
glDisable(GL_CULL_FACE);
-
- world_render_both_stages( k_shader_standard_cutout,
- bindpoint_diffuse_texture1 );
- glEnable(GL_CULL_FACE);
-}
+ struct world_pass pass = {
+ .shader = k_shader_standard_cutout,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
+ .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
+ };
-VG_STATIC void bindpoint_terrain( struct world_material *mat )
-{
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
+ world_render_both_stages( world, &pass );
- shader_terrain_uSandColour( mat->info.colour );
- shader_terrain_uBlendOffset( mat->info.colour1 );
+ glEnable(GL_CULL_FACE);
}
-VG_STATIC void render_terrain( m4x4f projection, v3f camera )
+VG_STATIC void bindpoint_terrain( world_instance *world,
+ struct world_surface *mat )
{
- 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 );
-
- vg_tex2d_bind( &tex_terrain_noise, 0 );
-
- shader_terrain_uPv( projection );
- shader_terrain_uMdl( identity_matrix );
- shader_terrain_uCamera( camera );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
- world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain );
+ shader_scene_terrain_uSandColour( mat->info.colour );
+ shader_scene_terrain_uBlendOffset( mat->info.colour1 );
}
-VG_STATIC void render_lowerdome( m4x3f camera )
+VG_STATIC void render_terrain( 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 );
-
- 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 );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
+
+ shader_scene_terrain_uPv( cam->mtx.pv );
+ shader_scene_terrain_uCamera( cam->transform[3] );
+
+ struct world_pass pass = {
+ .shader = k_shader_terrain_blend,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_terrain,
+ .fn_set_mdl = shader_scene_terrain_uMdl,
+ .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
}
-VG_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( world.sky_time );
-
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ /*
+ * 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 );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, tex_terrain_noise );
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 );
}
-VG_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 )
{
- if( !world.gate_count )
- return;
-
float closest = INFINITY;
- int id = 0;
+ 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->type == k_gate_type_unlinked )
+ continue;
- for( int i=0; i<world.gate_count; i++ )
- {
- struct route_gate *rg = &world.gates[i];
- float dist = v3_dist2( rg->gate.co[0], camera[3] );
+ float dist = v3_dist2( gi->co[0], cam->transform[3] );
- if( dist < closest )
- {
+ 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;
+
+ 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;
}
+}
+
+VG_STATIC void world_prerender( world_instance *world )
+{
+ 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;
+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);
+
- render_gate( &world.gates[id].gate, playerco, camera );
- v3_lerp( world.render_gate_pos,
- world.gates[id].gate.co[0],
- 1.0f,
- world.render_gate_pos );
+ 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( m4x4f projection, m4x3f camera )
+VG_STATIC void render_world( world_instance *world, camera *cam,
+ int layer_depth )
{
- 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] );
+ render_sky( world, cam );
- int closest = 0;
+ 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;
- if( !world.route_count )
+ if( !mdl_arrcount( &world->ent_route ) )
return;
- for( int i=0; i<world.route_count; i++ )
- {
- float dist = v3_dist2( world.routes[i].scoreboard_transform[3],
- camera[3] );
+ 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 )
- {
+ if( dist < min_dist ){
min_dist = dist;
closest = i;
}
}
- sfd_render( projection, camera[3],
- world.routes[closest].scoreboard_transform );
+ ent_route *route = mdl_arritm( &world->ent_route, closest );
+ sfd_render( world, cam, route->board_transform );
}
-VG_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 );
-
- mesh_bind( &world.mesh_geo );
- mesh_draw( &world.mesh_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 */