#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)
{
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 );
}
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 );
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);
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 )
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 );
}
/*
* 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 );
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 );