chill out cubemaps
authorhgn <hgodden00@gmail.com>
Fri, 4 Aug 2023 19:40:02 +0000 (20:40 +0100)
committerhgn <hgodden00@gmail.com>
Fri, 4 Aug 2023 19:40:02 +0000 (20:40 +0100)
maps_src/mp_spawn/main.mdl
shaders/scene_cubemapped.fs
shaders/scene_cubemapped.h
skaterift.c
world.h
world_load.c
world_render.c

index df67868debe60089c287cb5e33aac8f375c65248..56751a797f1a7c42b67d422f877fe556b74b7c4c 100644 (file)
Binary files a/maps_src/mp_spawn/main.mdl and b/maps_src/mp_spawn/main.mdl differ
index 92fdf1092d206fd8e3fa2a3532e6bc50ac841f68..d5a9611c49c3c97fae8eed657de7d9ed1a07bc14 100644 (file)
@@ -14,6 +14,7 @@ void main()
 
    vec3 vfrag = vec3(0.5,0.5,0.5);
    vec4 vsamplemain = texture( uTexMain, aUv );
+   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.0015 + aCo.yx*0.002 );
    vec3 qnorm = aNorm.xyz;
    vfrag = vsamplemain.rgb;
 
@@ -28,5 +29,5 @@ void main()
    vec3 reflectdir = reflect( halfdir, qnorm );
    oColour = mix( oColour, 
                   vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),
-                  uColour.a );
+                  uColour.a*wgarbage.b );
 }
index 8532834d9f64943ac974245b99c917e2dadac482..0ffb7aeb08452e98b99231cba24d30551520c4f5 100644 (file)
@@ -434,6 +434,7 @@ static struct vg_shader _shader_scene_cubemapped = {
 "\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "   vec4 vsamplemain = texture( uTexMain, aUv );\n"
+"   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.0015 + aCo.yx*0.002 );\n"
 "   vec3 qnorm = aNorm.xyz;\n"
 "   vfrag = vsamplemain.rgb;\n"
 "\n"
@@ -448,7 +449,7 @@ static struct vg_shader _shader_scene_cubemapped = {
 "   vec3 reflectdir = reflect( halfdir, qnorm );\n"
 "   oColour = mix( oColour, \n"
 "                  vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),\n"
-"                  uColour.a );\n"
+"                  uColour.a*wgarbage.b );\n"
 "}\n"
 ""},
 };
index 40be41ef0c7b9d4732b35509f37239987c79d1e4..3188fd9adee822628b7291a4d84788a5db364f39 100644 (file)
@@ -507,10 +507,17 @@ VG_STATIC void render_main_game(void){
 
    /* --------------------------------------------------------------------- */
 
-   /* cubemaps TODO: Need a cubemap mark dirty thing for pordals */
    world_instance *view_world = localplayer.viewable_world;
    if( view_world != NULL ){
       render_world_cubemaps( view_world );
+
+      ent_gate *gate = view_world->rendering_gate;
+      if( gate ){
+         if( gate->flags & k_ent_gate_nonlocal ){
+            world_instance *dest = &world_static.instances[ gate->target ];
+            render_world_cubemaps( dest );
+         }
+      }
    }
 
    /* variable res target */
diff --git a/world.h b/world.h
index d3bc38863c7a1a33d1f49caaaa7697a8750c504b..9c1a1cf800c107e11764fdc538654a16a690630e 100644 (file)
--- a/world.h
+++ b/world.h
@@ -191,6 +191,7 @@ struct world_instance {
    glmesh mesh_geo, 
           mesh_no_collide,
           mesh_water;
+   u32 cubemap_cooldown, cubemap_side;
 
    rb_object rb_geo;
 
index 983feeea00b229bd55d87fbe9b69584a72130c5c..b91246f261e2f0e7df5aca2adebfde75ec96388b 100644 (file)
@@ -372,6 +372,13 @@ static void world_free( world_instance *world )
                      vg_linear_header(world->heap) );
    }
 
+   for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
+      ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
+      glDeleteTextures( 1, &cm->texture_id );
+      glDeleteFramebuffers( 1, &cm->framebuffer_id );
+      glDeleteRenderbuffers( 1, &cm->renderbuffer_id );
+   }
+
    world->status = k_world_status_unloaded;
 }
 
index 525d6daca747206ef3745088dffe2d8c8a7ec979..87f307ec8bdd1bc91e5a503697f53416a2f5913b 100644 (file)
@@ -294,7 +294,7 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
+VG_STATIC void world_shader_standard_bind( world_instance *world, camera *cam ){
    shader_scene_standard_use();
    shader_scene_standard_uTexGarbage(0);
    shader_scene_standard_uTexMain(1);
@@ -310,7 +310,10 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
 
    bind_terrain_noise();
    shader_scene_standard_uCamera( cam->transform[3] );
-   
+}
+
+VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
+   world_shader_standard_bind( world, cam );
    struct world_pass pass = {
       .shader = k_shader_standard,
       .cam = cam,
@@ -322,36 +325,52 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ){
    world_render_both_stages( world, &pass );
 }
 
-VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam ){
+VG_STATIC void render_world_cubemapped( world_instance *world, camera *cam,
+                                        int layer_depth ){
    if( !mdl_arrcount( &world->ent_cubemap ) )
       return;
 
-   shader_scene_cubemapped_use();
-   shader_scene_cubemapped_uTexGarbage(0);
-   shader_scene_cubemapped_uTexMain(1);
-   shader_scene_cubemapped_uTexCubemap(10);
-   shader_scene_cubemapped_uPv( cam->mtx.pv );
+   if( layer_depth == -1 ){
+      world_shader_standard_bind( world, cam );
 
-   world_link_lighting_ub( world, _shader_scene_cubemapped.id );
-   world_bind_position_texture( world, _shader_scene_cubemapped.id, 
-                                _uniform_scene_cubemapped_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_scene_cubemapped.id,
-                                _uniform_scene_cubemapped_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_scene_cubemapped.id,
-                                _uniform_scene_cubemapped_uLightsIndex, 4 );
+      struct world_pass pass = {
+         .shader = k_shader_cubemap,
+         .cam = cam,
+         .fn_bind_textures = bindpoint_diffuse_texture1,
+         .fn_set_mdl = shader_scene_standard_uMdl,
+         .fn_set_uPvmPrev = shader_scene_standard_uPvmPrev,
+      };
 
-   bind_terrain_noise();
-   shader_scene_cubemapped_uCamera( cam->transform[3] );
-   
-   struct world_pass pass = {
-      .shader = k_shader_cubemap,
-      .cam = cam,
-      .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
-      .fn_set_mdl = shader_scene_cubemapped_uMdl,
-      .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
-   };
-
-   world_render_both_stages( world, &pass );
+      world_render_both_stages( world, &pass );
+   }
+   else {
+      shader_scene_cubemapped_use();
+      shader_scene_cubemapped_uTexGarbage(0);
+      shader_scene_cubemapped_uTexMain(1);
+      shader_scene_cubemapped_uTexCubemap(10);
+      shader_scene_cubemapped_uPv( cam->mtx.pv );
+
+      world_link_lighting_ub( world, _shader_scene_cubemapped.id );
+      world_bind_position_texture( world, _shader_scene_cubemapped.id, 
+                                   _uniform_scene_cubemapped_g_world_depth, 2 );
+      world_bind_light_array( world, _shader_scene_cubemapped.id,
+                                   _uniform_scene_cubemapped_uLightsArray, 3 );
+      world_bind_light_index( world, _shader_scene_cubemapped.id,
+                                   _uniform_scene_cubemapped_uLightsIndex, 4 );
+
+      bind_terrain_noise();
+      shader_scene_cubemapped_uCamera( cam->transform[3] );
+      
+      struct world_pass pass = {
+         .shader = k_shader_cubemap,
+         .cam = cam,
+         .fn_bind_textures = bindpoint_diffuse1_and_cubemap10,
+         .fn_set_mdl = shader_scene_cubemapped_uMdl,
+         .fn_set_uPvmPrev = shader_scene_cubemapped_uPvmPrev,
+      };
+
+      world_render_both_stages( world, &pass );
+   }
 }
 
 VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ){
@@ -654,11 +673,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
 
    render_world_routes( world, cam, layer_depth );
    render_world_standard( world, cam );
-
-   if( layer_depth != -1 ){
-      /* TODO: RENDER ONLY BASETEXTURE */
-      render_world_cubemapped( world, cam );
-   }
+   render_world_cubemapped( world, cam, layer_depth );
 
    render_world_vb( world, cam );
    render_world_alphatest( world, cam );
@@ -690,56 +705,68 @@ VG_STATIC void render_world( world_instance *world, camera *cam,
    }
 }
 
-VG_STATIC void render_world_cubemaps( world_instance *world ){
-   glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
+VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm, 
+                                    u32 side ){
    camera cam;
-   for( u32 i=0; i<mdl_arrcount( &world->ent_cubemap ); i++ ){
-      ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i );
+   glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+         GL_TEXTURE_CUBE_MAP_POSITIVE_X + side, cm->texture_id, 0 );
+   glClear( GL_DEPTH_BUFFER_BIT );
+
+   v3f forward[6] = {
+      { -1.0f,  0.0f,  0.0f },
+      {  1.0f,  0.0f,  0.0f },
+      {  0.0f, -1.0f,  0.0f },
+      {  0.0f,  1.0f,  0.0f },
+      {  0.0f,  0.0f, -1.0f },
+      {  0.0f,  0.0f,  1.0f }
+   };
+   v3f up[6] = {
+      { 0.0f, -1.0f,  0.0f },
+      { 0.0f, -1.0f,  0.0f },
+      { 0.0f,  0.0f,  1.0f },
+      { 0.0f,  0.0f, -1.0f },
+      { 0.0f, -1.0f,  0.0f },
+      { 0.0f, -1.0f,  0.0f }
+   };
 
-      glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
-      
-      for( u32 j=0; j<6; j++ ){
-         glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
-               GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, cm->texture_id, 0 );
-         glClear( GL_DEPTH_BUFFER_BIT );
-
-         v3f forward[6] = {
-            { -1.0f,  0.0f,  0.0f },
-            {  1.0f,  0.0f,  0.0f },
-            {  0.0f, -1.0f,  0.0f },
-            {  0.0f,  1.0f,  0.0f },
-            {  0.0f,  0.0f, -1.0f },
-            {  0.0f,  0.0f,  1.0f }
-         };
-         v3f up[6] = {
-            { 0.0f, -1.0f,  0.0f },
-            { 0.0f, -1.0f,  0.0f },
-            { 0.0f,  0.0f,  1.0f },
-            { 0.0f,  0.0f, -1.0f },
-            { 0.0f, -1.0f,  0.0f },
-            { 0.0f, -1.0f,  0.0f }
-         };
-
-         v3_zero( cam.angles );
-         v3_copy( cm->co, cam.pos );
-
-         v3_copy( forward[j], cam.transform[2] );
-         v3_copy( up[j], cam.transform[1] );
-         v3_cross( up[j], forward[j], cam.transform[0] );
-         v3_copy( cm->co, cam.transform[3] );
-         m4x3_invert_affine( cam.transform, cam.transform_inverse );
-
-         camera_update_view( &cam );
-
-         cam.nearz = 0.1f;
-         cam.farz = 1000.0f;
-         cam.fov = 90.0f;
-         m4x4_copy( cam.mtx.p,  cam.mtx_prev.p );
-         m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz );
-         camera_finalize( &cam );
-         camera_finalize( &cam );
-
-         render_world( world, &cam, -1 );
+   v3_zero( cam.angles );
+   v3_copy( cm->co, cam.pos );
+
+   v3_copy( forward[side], cam.transform[2] );
+   v3_copy( up[side], cam.transform[1] );
+   v3_cross( up[side], forward[side], cam.transform[0] );
+   v3_copy( cm->co, cam.transform[3] );
+   m4x3_invert_affine( cam.transform, cam.transform_inverse );
+
+   camera_update_view( &cam );
+
+   cam.nearz = 0.1f;
+   cam.farz = 1000.0f;
+   cam.fov = 90.0f;
+   m4x4_copy( cam.mtx.p,  cam.mtx_prev.p );
+   m4x4_projection( cam.mtx.p, cam.fov, 1.0f, cam.nearz, cam.farz );
+   camera_finalize( &cam );
+   camera_finalize( &cam );
+
+   render_world( world, &cam, -1 );
+}
+
+VG_STATIC void render_world_cubemaps( world_instance *world ){
+   if( world->cubemap_cooldown )
+      world->cubemap_cooldown --;
+   else{
+      world->cubemap_cooldown = 60;
+
+      glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
+      for( u32 i=0; i<mdl_arrcount( &world->ent_cubemap ); i++ ){
+         ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, i );
+         glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
+
+         world->cubemap_side ++;
+         if( world->cubemap_side >= 6 )
+            world->cubemap_side = 0;
+
+         render_cubemap_side( world, cm, world->cubemap_side );
       }
    }
 }