fix rendering bugs
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_RENDER_C
6 #define WORLD_RENDER_C
7
8 #include "world.h"
9 #include "world_render.h"
10
11 static int ccmd_set_time( int argc, const char *argv[] ){
12 if( argc == 1 ){
13 world_instance *world = world_current_instance();
14 world->time = atof( argv[0] );
15 }
16 else {
17 vg_error( "Usage set_time <0-1.0>\n" );
18 }
19 return 0;
20 }
21
22 VG_STATIC void async_world_render_init( void *payload, u32 size )
23 {
24 vg_info( "Allocate uniform buffers\n" );
25 for( int i=0; i<4; i++ ){
26 world_instance *world = &world_static.worlds[i];
27 world->ubo_bind_point = i;
28
29 glGenBuffers( 1, &world->ubo_lighting );
30 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
31 glBufferData( GL_UNIFORM_BUFFER, sizeof(struct ub_world_lighting),
32 NULL, GL_DYNAMIC_DRAW );
33
34 glBindBufferBase( GL_UNIFORM_BUFFER, i, world->ubo_lighting );
35 VG_CHECK_GL_ERR();
36 }
37
38 vg_info( "Allocate frame buffers\n" );
39 for( int i=0; i<4; i++ ){
40 world_instance *world = &world_static.worlds[i];
41 struct framebuffer *fb = &world->heightmap;
42
43 fb->display_name = NULL;
44 fb->link = NULL;
45 fb->fixed_w = 1024;
46 fb->fixed_h = 1024;
47 fb->resolution_div = 0;
48
49 fb->attachments[0].display_name = NULL;
50 fb->attachments[0].purpose = k_framebuffer_attachment_type_texture;
51 fb->attachments[0].internalformat = GL_RG16F;
52 fb->attachments[0].format = GL_RG;
53 fb->attachments[0].type = GL_FLOAT;
54 fb->attachments[0].attachment = GL_COLOR_ATTACHMENT0;
55
56 fb->attachments[1].purpose = k_framebuffer_attachment_type_none;
57 fb->attachments[2].purpose = k_framebuffer_attachment_type_none;
58 fb->attachments[3].purpose = k_framebuffer_attachment_type_none;
59 fb->attachments[4].purpose = k_framebuffer_attachment_type_none;
60
61 render_fb_allocate( fb );
62 }
63 }
64
65 VG_STATIC void world_render_init(void)
66 {
67 VG_VAR_F32( k_day_length );
68 VG_VAR_I32( k_debug_light_indices );
69 VG_VAR_I32( k_debug_light_complexity );
70 VG_VAR_I32( k_light_preview );
71 vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
72
73 world_render.sky_rate = 1.0;
74 world_render.sky_target_rate = 1.0;
75
76 shader_scene_standard_register();
77 shader_scene_standard_alphatest_register();
78 shader_scene_fxglow_register();
79 shader_scene_vertex_blend_register();
80 shader_scene_terrain_register();
81 shader_scene_depth_register();
82 shader_scene_position_register();
83 shader_model_sky_register();
84
85 vg_info( "Loading world resources\n" );
86 vg_linear_clear( vg_mem.scratch );
87
88 mdl_context msky;
89 mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
90 mdl_load_metadata_block( &msky, vg_mem.scratch );
91 mdl_async_load_glmesh( &msky, &world_render.skydome );
92 mdl_close( &msky );
93
94 vg_info( "Loading default world textures\n" );
95 vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
96 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
97 &world_render.tex_terrain_noise );
98
99 vg_async_call( async_world_render_init, NULL, 0 );
100 }
101
102 VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader )
103 {
104 GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
105 glUniformBlockBinding( shader, idx, world->ubo_bind_point );
106 }
107
108 VG_STATIC void world_bind_position_texture( world_instance *world,
109 GLuint shader, GLuint location,
110 int slot )
111 {
112 render_fb_bind_texture( &world->heightmap, 0, slot );
113 glUniform1i( location, slot );
114 }
115
116 VG_STATIC void world_bind_light_array( world_instance *world,
117 GLuint shader, GLuint location,
118 int slot )
119 {
120 glActiveTexture( GL_TEXTURE0 + slot );
121 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
122 glUniform1i( location, slot );
123 }
124
125 VG_STATIC void world_bind_light_index( world_instance *world,
126 GLuint shader, GLuint location,
127 int slot )
128 {
129 glActiveTexture( GL_TEXTURE0 + slot );
130 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
131 glUniform1i( location, slot );
132 }
133
134 VG_STATIC void render_world_depth( world_instance *world, camera *cam );
135
136 /*
137 * Rendering
138 */
139
140 VG_STATIC void bind_terrain_noise(void)
141 {
142 glActiveTexture( GL_TEXTURE0 );
143 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
144 }
145
146 struct world_pass{
147 camera *cam;
148 enum mdl_shader shader;
149 enum world_geo_type geo_type;
150
151 void (*fn_bind_textures)( world_instance *world,
152 struct world_surface *mat );
153 void (*fn_set_mdl)( m4x3f mdl );
154 void (*fn_set_uPvmPrev)( m4x4f pvm );
155 };
156
157 VG_STATIC
158 void world_render_traffic( world_instance *world, u32 material_id,
159 struct world_pass *pass ){
160 if( !mdl_arrcount( &world->ent_traffic ) ) return;
161
162 /* HACK: use the first material for every traffic entity */
163 ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 );
164 if( !first->submesh_count ) return;
165
166 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
167 if( sm->material_id != material_id ) return;
168
169 struct world_surface *mat = &world->surfaces[ material_id ];
170 pass->fn_bind_textures( world, mat );
171
172 for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
173 ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
174
175 for( u32 k=0; k<traffic->submesh_count; k++ ){
176 sm = mdl_arritm( &world->meta.submeshs,
177 traffic->submesh_start+k );
178
179 m4x3f mmdl;
180 q_m3x3( traffic->transform.q, mmdl );
181 v3_copy( traffic->transform.co, mmdl[3] );
182
183 m4x4f m4mdl;
184 m4x3_expand( mmdl, m4mdl );
185 m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
186
187 pass->fn_set_mdl( mmdl );
188 pass->fn_set_uPvmPrev( m4mdl );
189
190 mdl_draw_submesh( sm );
191 }
192 }
193 }
194
195 VG_STATIC
196 void world_render_pass( world_instance *world, struct world_pass *pass ){
197 for( int i=0; i<world->surface_count; i++ ){
198 struct world_surface *mat = &world->surfaces[i];
199
200 if( mat->info.shader == pass->shader ){
201 mdl_submesh *sm;
202
203 if( pass->geo_type == k_world_geo_type_solid ){
204 sm = &mat->sm_geo;
205 }
206 else{
207 world_render_traffic( world, i, pass );
208 sm = &mat->sm_no_collide;
209 }
210
211 if( !sm->indice_count )
212 continue;
213
214 m4x3f mmdl;
215 m4x3_identity( mmdl );
216 pass->fn_set_mdl( mmdl );
217 pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv );
218
219 pass->fn_bind_textures( world, mat );
220 mdl_draw_submesh( sm );
221 }
222 }
223 }
224
225 VG_STATIC
226 void world_render_challenges( world_instance *world ){
227 if( !world ) return;
228
229 shader_scene_fxglow_use();
230 for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
231 ent_challenge *challenge = mdl_arritm(&world->ent_challenge,i);
232
233 m4x3f mmdl;
234 mdl_transform_m4x3( &challenge->transform, mmdl );
235 shader_scene_fxglow_uMdl( mmdl );
236 }
237 }
238
239 VG_STATIC
240 void world_render_both_stages( world_instance *world, struct world_pass *pass )
241 {
242 mesh_bind( &world->mesh_geo );
243 pass->geo_type = k_world_geo_type_solid;
244 world_render_pass( world, pass );
245
246 glDisable( GL_CULL_FACE );
247 mesh_bind( &world->mesh_no_collide );
248 pass->geo_type = k_world_geo_type_nonsolid;
249 world_render_pass( world, pass );
250 glEnable( GL_CULL_FACE );
251 }
252
253 VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
254 struct world_surface *mat )
255
256 {
257 glActiveTexture( GL_TEXTURE1 );
258 glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
259 }
260
261 VG_STATIC void render_world_vb( world_instance *world, camera *cam )
262 {
263 shader_scene_vertex_blend_use();
264 shader_scene_vertex_blend_uTexGarbage(0);
265 shader_scene_vertex_blend_uTexGradients(1);
266 world_link_lighting_ub( world, _shader_scene_vertex_blend.id );
267 world_bind_position_texture( world, _shader_scene_vertex_blend.id,
268 _uniform_scene_vertex_blend_g_world_depth, 2 );
269 world_bind_light_array( world, _shader_scene_vertex_blend.id,
270 _uniform_scene_vertex_blend_uLightsArray, 3 );
271 world_bind_light_index( world, _shader_scene_vertex_blend.id,
272 _uniform_scene_vertex_blend_uLightsIndex, 4 );
273
274 glActiveTexture( GL_TEXTURE0 );
275 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
276
277 shader_scene_vertex_blend_uPv( cam->mtx.pv );
278 shader_scene_vertex_blend_uCamera( cam->transform[3] );
279
280 struct world_pass pass = {
281 .shader = k_shader_standard_vertex_blend,
282 .cam = cam,
283 .fn_bind_textures = bindpoint_diffuse_texture1,
284 .fn_set_mdl = shader_scene_vertex_blend_uMdl,
285 .fn_set_uPvmPrev = shader_scene_vertex_blend_uPvmPrev,
286 };
287
288 world_render_both_stages( world, &pass );
289 }
290
291 VG_STATIC void render_world_standard( world_instance *world, camera *cam )
292 {
293 shader_scene_standard_use();
294 shader_scene_standard_uTexGarbage(0);
295 shader_scene_standard_uTexMain(1);
296 shader_scene_standard_uPv( cam->mtx.pv );
297
298 world_link_lighting_ub( world, _shader_scene_standard.id );
299 world_bind_position_texture( world, _shader_scene_standard.id,
300 _uniform_scene_standard_g_world_depth, 2 );
301 world_bind_light_array( world, _shader_scene_standard.id,
302 _uniform_scene_standard_uLightsArray, 3 );
303 world_bind_light_index( world, _shader_scene_standard.id,
304 _uniform_scene_standard_uLightsIndex, 4 );
305
306 bind_terrain_noise();
307 shader_scene_standard_uCamera( cam->transform[3] );
308
309 struct world_pass pass = {
310 .shader = k_shader_standard,
311 .cam = cam,
312 .fn_bind_textures = bindpoint_diffuse_texture1,
313 .fn_set_mdl = shader_scene_standard_uMdl,
314 .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
315 };
316
317 world_render_both_stages( world, &pass );
318 }
319
320 VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
321 {
322 shader_scene_standard_alphatest_use();
323 shader_scene_standard_alphatest_uTexGarbage(0);
324 shader_scene_standard_alphatest_uTexMain(1);
325 shader_scene_standard_alphatest_uPv( cam->mtx.pv );
326
327 world_link_lighting_ub( world, _shader_scene_standard_alphatest.id );
328 world_bind_position_texture( world, _shader_scene_standard_alphatest.id,
329 _uniform_scene_standard_alphatest_g_world_depth, 2 );
330 world_bind_light_array( world, _shader_scene_standard_alphatest.id,
331 _uniform_scene_standard_alphatest_uLightsArray, 3 );
332 world_bind_light_index( world, _shader_scene_standard_alphatest.id,
333 _uniform_scene_standard_alphatest_uLightsIndex, 4 );
334
335
336 bind_terrain_noise();
337
338
339 shader_scene_standard_alphatest_uCamera( cam->transform[3] );
340
341 glDisable(GL_CULL_FACE);
342
343 struct world_pass pass = {
344 .shader = k_shader_standard_cutout,
345 .cam = cam,
346 .fn_bind_textures = bindpoint_diffuse_texture1,
347 .fn_set_mdl = shader_scene_standard_alphatest_uMdl,
348 .fn_set_uPvmPrev = shader_scene_standard_alphatest_uPvmPrev,
349 };
350
351 world_render_both_stages( world, &pass );
352
353 glEnable(GL_CULL_FACE);
354 }
355
356 VG_STATIC void render_world_fxglow( world_instance *world, camera *cam ){
357 //glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
358
359 shader_scene_fxglow_use();
360 shader_scene_fxglow_uTexMain(1);
361 shader_scene_fxglow_uPv( cam->mtx.pv );
362
363 world_link_lighting_ub( world, _shader_scene_fxglow.id );
364 world_bind_position_texture( world, _shader_scene_fxglow.id,
365 _uniform_scene_fxglow_g_world_depth, 2 );
366 world_bind_light_array( world, _shader_scene_fxglow.id,
367 _uniform_scene_fxglow_uLightsArray, 3 );
368 world_bind_light_index( world, _shader_scene_fxglow.id,
369 _uniform_scene_fxglow_uLightsIndex, 4 );
370
371 shader_scene_fxglow_uCamera( cam->transform[3] );
372 glDisable(GL_CULL_FACE);
373
374 struct world_pass pass = {
375 .shader = k_shader_fxglow,
376 .cam = cam,
377 .fn_bind_textures = bindpoint_diffuse_texture1,
378 .fn_set_mdl = shader_scene_fxglow_uMdl,
379 .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
380 };
381
382 world_render_both_stages( world, &pass );
383
384 glEnable(GL_CULL_FACE);
385 //glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
386 }
387
388 VG_STATIC void bindpoint_terrain( world_instance *world,
389 struct world_surface *mat )
390 {
391 glActiveTexture( GL_TEXTURE1 );
392 glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
393
394 shader_scene_terrain_uSandColour( mat->info.colour );
395 shader_scene_terrain_uBlendOffset( mat->info.colour1 );
396 }
397
398 VG_STATIC void render_terrain( world_instance *world, camera *cam )
399 {
400 shader_scene_terrain_use();
401 shader_scene_terrain_uTexGarbage(0);
402 shader_scene_terrain_uTexGradients(1);
403
404 world_link_lighting_ub( world, _shader_scene_terrain.id );
405 world_bind_position_texture( world, _shader_scene_terrain.id,
406 _uniform_scene_terrain_g_world_depth, 2 );
407 world_bind_light_array( world, _shader_scene_terrain.id,
408 _uniform_scene_terrain_uLightsArray, 3 );
409 world_bind_light_index( world, _shader_scene_terrain.id,
410 _uniform_scene_terrain_uLightsIndex, 4 );
411
412 glActiveTexture( GL_TEXTURE0 );
413 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
414
415 shader_scene_terrain_uPv( cam->mtx.pv );
416 shader_scene_terrain_uCamera( cam->transform[3] );
417
418 struct world_pass pass = {
419 .shader = k_shader_terrain_blend,
420 .cam = cam,
421 .fn_bind_textures = bindpoint_terrain,
422 .fn_set_mdl = shader_scene_terrain_uMdl,
423 .fn_set_uPvmPrev = shader_scene_terrain_uPvmPrev,
424 };
425
426 world_render_both_stages( world, &pass );
427 }
428
429 VG_STATIC void render_sky( world_instance *world, camera *cam )
430 {
431 /*
432 * Modify matrix to remove clipping and view translation
433 */
434 m4x4f v,
435 v_prev,
436 pv,
437 pv_prev;
438
439 m4x4_copy( cam->mtx.v, v );
440 m4x4_copy( cam->mtx_prev.v, v_prev );
441 v3_zero( v[3] );
442 v3_zero( v_prev[3] );
443
444 m4x4_copy( cam->mtx.p, pv );
445 m4x4_copy( cam->mtx_prev.p, pv_prev );
446 m4x4_reset_clipping( pv, cam->farz, cam->nearz );
447 m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz );
448
449 m4x4_mul( pv, v, pv );
450 m4x4_mul( pv_prev, v_prev, pv_prev );
451
452 m4x3f identity_matrix;
453 m4x3_identity( identity_matrix );
454
455 /*
456 * Draw
457 */
458 shader_model_sky_use();
459 shader_model_sky_uMdl( identity_matrix );
460 shader_model_sky_uPv( pv );
461 shader_model_sky_uPvmPrev( pv_prev );
462 shader_model_sky_uTexGarbage(0);
463 world_link_lighting_ub( world, _shader_model_sky.id );
464
465 glActiveTexture( GL_TEXTURE0 );
466 glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
467
468 glDepthMask( GL_FALSE );
469 glDisable( GL_DEPTH_TEST );
470
471 mesh_bind( &world_render.skydome );
472 mesh_draw( &world_render.skydome );
473
474 glEnable( GL_DEPTH_TEST );
475 glDepthMask( GL_TRUE );
476 }
477
478 VG_STATIC void render_world_gates( world_instance *world, camera *cam,
479 int layer_depth )
480 {
481 float closest = INFINITY;
482 struct ent_gate *gate = NULL;
483
484 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
485 ent_gate *gi = mdl_arritm( &world->ent_gate, i );
486
487 if( gi->type == k_gate_type_unlinked )
488 continue;
489
490 float dist = v3_dist2( gi->co[0], cam->transform[3] );
491
492 vg_line_point( gi->co[0], 0.25f, VG__BLUE );
493
494 if( dist < closest ){
495 closest = dist;
496 gate = gi;
497 }
498 }
499
500 if( gate ){
501 /* should really be set in fixed update since its used in the physics
502 * of most systems. too bad! */
503 world->rendering_gate = gate;
504
505 if( gate->type == k_gate_type_teleport ){
506 render_gate( world, gate, cam, layer_depth );
507 }
508 else if( gate->type == k_gate_type_nonlocel ){
509 if( world_loader.state != k_world_loader_none ){
510 world->rendering_gate = NULL;
511 return;
512 }
513
514 world_instance *dest_world = &world_static.worlds[ gate->target ];
515 render_gate( dest_world, gate, cam, layer_depth );
516 }
517 else
518 world->rendering_gate = NULL;
519 }
520 }
521
522 VG_STATIC void world_prerender( world_instance *world )
523 {
524
525 if( mdl_arrcount( &world->ent_light ) ){
526 f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
527 world->time += vg.time_delta * (1.0/(rate*60.0));
528 }
529 else{
530 world->time = 0.834;
531 }
532
533 struct ub_world_lighting *state = &world->ub_lighting;
534
535 state->g_time = world->time;
536 state->g_realtime = vg.time;
537 state->g_debug_indices = k_debug_light_indices;
538 state->g_light_preview = k_light_preview;
539 state->g_debug_complexity = k_debug_light_complexity;
540 state->g_time_of_day = vg_fractf( world->time );
541 state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
542 state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
543
544 state->g_day_phase = state->g_day_phase * 0.5f + 0.5f;
545 state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
546
547 float a = state->g_time_of_day * VG_PIf * 2.0f;
548 state->g_sun_dir[0] = sinf( a );
549 state->g_sun_dir[1] = cosf( a );
550 state->g_sun_dir[2] = 0.2f;
551 v3_normalize( state->g_sun_dir );
552
553 world->probabilities[ k_probability_curve_constant ] = 1.0f;
554 float dp = state->g_day_phase;
555
556 world->probabilities[ k_probability_curve_wildlife_day ] =
557 (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
558 world->probabilities[ k_probability_curve_wildlife_night ] =
559 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
560
561 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
562 glBufferSubData( GL_UNIFORM_BUFFER, 0,
563 sizeof(struct ub_world_lighting), &world->ub_lighting );
564 }
565
566 VG_STATIC void skateshop_render(void);
567 VG_STATIC void render_world( world_instance *world, camera *cam,
568 int layer_depth )
569 {
570 render_sky( world, cam );
571
572 render_world_routes( world, cam, layer_depth );
573 render_world_standard( world, cam );
574 render_world_vb( world, cam );
575 render_world_alphatest( world, cam );
576 render_world_fxglow( world, cam );
577 render_terrain( world, cam );
578
579 if( layer_depth == 0 ){
580 skateshop_render();
581
582 /* Render SFD's */
583 u32 closest = 0;
584 float min_dist = INFINITY;
585
586 if( !mdl_arrcount( &world->ent_route ) )
587 return;
588
589 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
590 ent_route *route = mdl_arritm( &world->ent_route, i );
591 float dist = v3_dist2( route->board_transform[3], cam->pos );
592
593 if( dist < min_dist ){
594 min_dist = dist;
595 closest = i;
596 }
597 }
598
599 ent_route *route = mdl_arritm( &world->ent_route, closest );
600 sfd_render( world, cam, route->board_transform );
601 }
602 }
603
604 VG_STATIC void render_world_depth( world_instance *world, camera *cam )
605 {
606 m4x3f identity_matrix;
607 m4x3_identity( identity_matrix );
608
609 shader_scene_depth_use();
610 shader_scene_depth_uCamera( cam->transform[3] );
611 shader_scene_depth_uPv( cam->mtx.pv );
612 shader_scene_depth_uPvmPrev( cam->mtx_prev.pv );
613 shader_scene_depth_uMdl( identity_matrix );
614 world_link_lighting_ub( world, _shader_scene_depth.id );
615
616 mesh_bind( &world->mesh_geo );
617 mesh_draw( &world->mesh_geo );
618 }
619
620 VG_STATIC void render_world_position( world_instance *world, camera *cam )
621 {
622 m4x3f identity_matrix;
623 m4x3_identity( identity_matrix );
624
625 shader_scene_position_use();
626 shader_scene_position_uCamera( cam->transform[3] );
627 shader_scene_position_uPv( cam->mtx.pv );
628 shader_scene_position_uPvmPrev( cam->mtx_prev.pv );
629 shader_scene_position_uMdl( identity_matrix );
630 world_link_lighting_ub( world, _shader_scene_position.id );
631
632 mesh_bind( &world->mesh_geo );
633 mesh_draw( &world->mesh_geo );
634 }
635
636 #endif