fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 68c0ceb91a88efe8cd22635d158fc7d00a6118c3..e738d372dd59d019011595e32f80829f85ac7146 100644 (file)
@@ -8,8 +8,9 @@
 #include "camera.h"
 #include "world.h"
 
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
-                                 .flags = VG_TEXTURE_NEAREST };
+/* FIXME */
+VG_STATIC vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+                                         .flags = VG_TEXTURE_NEAREST };
 
 VG_STATIC void world_render_init(void)
 {
@@ -65,8 +66,11 @@ VG_STATIC void world_render_both_stages( enum mdl_shader shader,
 {
    mesh_bind( &world.mesh_geo );
    world_render_if( shader, k_geo_type_solid, bind_point );
+
+   glDisable( GL_CULL_FACE );
    mesh_bind( &world.mesh_no_collide );
    world_render_if( shader, k_geo_type_nonsolid, bind_point );
+   glEnable( GL_CULL_FACE );
 }
 
 VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )
@@ -80,18 +84,20 @@ VG_STATIC void render_world_vb( 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 );
+   shader_scene_vertex_blend_use();
+   shader_scene_vertex_blend_uTexGarbage(0);
+   shader_scene_vertex_blend_uTexGradients(1);
+   shader_link_standard_ub( _shader_scene_vertex_blend.id, 2 );
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
-   shader_vblend_uPv( cam->mtx.pv );
-   shader_vblend_uPvmPrev( cam->mtx_prev.pv );
-   shader_vblend_uMdl( identity_matrix );
-   shader_vblend_uCamera( cam->transform[3] );
+   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] );
+   shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 );
+   shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 );
 
-   world_render_both_stages( k_shader_standard_vertex_blend, 
+   world_render_both_stages( k_shader_standard_vertex_blend,
                              bindpoint_diffuse_texture1 );
 }
 
@@ -100,16 +106,18 @@ VG_STATIC void render_world_standard( camera *cam )
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
-   shader_standard_use();
-   shader_standard_uTexGarbage(0);
-   shader_standard_uTexMain(1);
-   shader_standard_uPv( cam->mtx.pv );
-   shader_standard_uPvmPrev( cam->mtx_prev.pv );
-   shader_link_standard_ub( _shader_standard.id, 2 );
+   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 );
+   shader_link_standard_ub( _shader_scene_standard.id, 2 );
    bind_terrain_noise();
 
-   shader_standard_uMdl( identity_matrix );
-   shader_standard_uCamera( cam->transform[3] );
+   shader_scene_standard_uMdl( identity_matrix );
+   shader_scene_standard_uCamera( cam->transform[3] );
+   shader_scene_standard_uBoard0( TEMP_BOARD_0 );
+   shader_scene_standard_uBoard1( TEMP_BOARD_1 );
    
    world_render_both_stages( k_shader_standard,
                              bindpoint_diffuse_texture1 );
@@ -120,16 +128,18 @@ VG_STATIC void render_world_alphatest( camera *cam )
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
-   shader_alphatest_use();
-   shader_alphatest_uTexGarbage(0);
-   shader_alphatest_uTexMain(1);
-   shader_alphatest_uPv( cam->mtx.pv );
-   shader_alphatest_uPvmPrev( cam->mtx_prev.pv );
-   shader_link_standard_ub( _shader_alphatest.id, 2 );
+   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 );
+   shader_link_standard_ub( _shader_scene_standard_alphatest.id, 2 );
    bind_terrain_noise();
 
-   shader_alphatest_uMdl( identity_matrix );
-   shader_alphatest_uCamera( cam->transform[3] );
+   shader_scene_standard_alphatest_uMdl( identity_matrix );
+   shader_scene_standard_alphatest_uCamera( cam->transform[3] );
+   shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 );
+   shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 );
 
    glDisable(GL_CULL_FACE);
    
@@ -144,8 +154,8 @@ VG_STATIC void bindpoint_terrain( struct world_material *mat )
    glActiveTexture( GL_TEXTURE1 );
    glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] );
 
-   shader_terrain_uSandColour( mat->info.colour );
-   shader_terrain_uBlendOffset( mat->info.colour1 );
+   shader_scene_terrain_uSandColour( mat->info.colour );
+   shader_scene_terrain_uBlendOffset( mat->info.colour1 );
 }
 
 VG_STATIC void render_terrain( camera *cam )
@@ -153,18 +163,20 @@ VG_STATIC void render_terrain( 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 );
+   shader_scene_terrain_use();
+   shader_scene_terrain_uTexGarbage(0);
+   shader_scene_terrain_uTexGradients(1);
+   shader_link_standard_ub( _shader_scene_terrain.id, 2 );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
-   shader_terrain_uPv( cam->mtx.pv );
-   shader_terrain_uPvmPrev( cam->mtx_prev.pv );
+   shader_scene_terrain_uPv( cam->mtx.pv );
+   shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv );
 
-   shader_terrain_uMdl( identity_matrix );
-   shader_terrain_uCamera( cam->transform[3] );
+   shader_scene_terrain_uMdl( identity_matrix );
+   shader_scene_terrain_uCamera( cam->transform[3] );
+   shader_scene_terrain_uBoard0( TEMP_BOARD_0 );
+   shader_scene_terrain_uBoard1( TEMP_BOARD_1 );
 
    world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain );
 }
@@ -198,12 +210,12 @@ VG_STATIC void render_sky( camera *cam )
    /*
     * Draw
     */
-   shader_sky_use();
-   shader_sky_uMdl( identity_matrix );
-   shader_sky_uPv( pv );
-   shader_sky_uPvmPrev( pv_prev );
-   shader_sky_uTexGarbage(0);
-   shader_sky_uTime( world.sky_time );
+   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);
+   shader_model_sky_uTime( world.sky_time );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
@@ -280,11 +292,11 @@ VG_STATIC void render_world_depth( camera *cam )
    m4x3f identity_matrix;
    m4x3_identity( identity_matrix );
 
-   shader_gpos_use();
-   shader_gpos_uCamera( cam->transform[3] );
-   shader_gpos_uPv( cam->mtx.pv );
-   shader_gpos_uPvmPrev( cam->mtx_prev.pv );
-   shader_gpos_uMdl( identity_matrix );
+   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 );
    
    mesh_bind( &world.mesh_geo );
    mesh_draw( &world.mesh_geo );