+VG_STATIC void render_world_cubemaps( world_instance *world ){
+ glViewport( 0, 0, WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
+ camera cam;
+ 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 );
+
+ 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 );
+ }
+ }
+}
+