- /* yes we are using this as the entity begin thing. FIXME */
- world->probabilities[ k_probability_curve_constant ] = 1.0f;
- for( u32 i=0; i<mdl_arrcount(&world->ent_audio); i++ ){
- ent_audio *audio = mdl_arritm(&world->ent_audio,i);
- if( audio->flags & AUDIO_FLAG_AUTO_START ){
- ent_call call;
- call.data = NULL;
- call.function = k_ent_function_trigger;
- call.id = mdl_entity_id( k_ent_audio, i );
- entity_call( world, &call );
+ /*
+ * Allocate cubemaps
+ */
+ for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
+ ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
+
+ glGenTextures( 1, &cm->texture_id );
+ glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ for( u32 j=0; j<6; j ++ ) {
+ glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB,
+ WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES,
+ 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+ }
+
+ glGenFramebuffers( 1, &cm->framebuffer_id );
+ glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
+ glGenRenderbuffers(1, &cm->renderbuffer_id );
+ glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24,
+ WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
+
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
+ glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, cm->renderbuffer_id );
+
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
+
+ if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){
+ vg_error( "Cubemap framebuffer incomplete.\n" );