#include "world.h"
#include "world_render.h"
+#include "font.h"
+#include "gui.h"
+
+static int ccmd_set_time( int argc, const char *argv[] ){
+ if( argc == 1 ){
+ world_instance *world = world_current_instance();
+ world->time = atof( argv[0] );
+ }
+ else {
+ vg_error( "Usage set_time <0-1.0>\n" );
+ }
+ return 0;
+}
VG_STATIC void async_world_render_init( void *payload, u32 size )
{
vg_info( "Allocate uniform buffers\n" );
for( int i=0; i<4; i++ ){
- world_instance *world = &world_static.worlds[i];
+ world_instance *world = &world_static.instances[i];
world->ubo_bind_point = i;
glGenBuffers( 1, &world->ubo_lighting );
vg_info( "Allocate frame buffers\n" );
for( int i=0; i<4; i++ ){
- world_instance *world = &world_static.worlds[i];
+ world_instance *world = &world_static.instances[i];
struct framebuffer *fb = &world->heightmap;
fb->display_name = NULL;
VG_STATIC void world_render_init(void)
{
+ VG_VAR_F32( k_day_length );
+ VG_VAR_I32( k_debug_light_indices );
+ VG_VAR_I32( k_debug_light_complexity );
+ VG_VAR_I32( k_light_preview );
+ vg_console_reg_cmd( "set_time", ccmd_set_time, NULL );
+
+ world_render.sky_rate = 1.0;
+ world_render.sky_target_rate = 1.0;
+
shader_scene_standard_register();
shader_scene_standard_alphatest_register();
+ shader_scene_cubemapped_register();
+ shader_scene_fxglow_register();
shader_scene_vertex_blend_register();
shader_scene_terrain_register();
shader_scene_depth_register();
shader_scene_position_register();
shader_model_sky_register();
+ vg_info( "Loading world resources\n" );
+ vg_linear_clear( vg_mem.scratch );
+
+ mdl_context msky;
+ mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &msky, vg_mem.scratch );
+ mdl_async_load_glmesh( &msky, &world_render.skydome );
+ mdl_close( &msky );
+
vg_info( "Loading default world textures\n" );
vg_tex2d_load_qoi_async_file( "textures/garbage.qoi",
VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
void (*fn_set_uPvmPrev)( m4x4f pvm );
};
-VG_STATIC void world_render_if( world_instance *world, struct world_pass *pass )
-{
+VG_STATIC
+void world_render_traffic( world_instance *world, u32 material_id,
+ struct world_pass *pass ){
+ if( !mdl_arrcount( &world->ent_traffic ) ) return;
+
+ /* HACK: use the first material for every traffic entity */
+ ent_traffic *first = mdl_arritm( &world->ent_traffic, 0 );
+ if( !first->submesh_count ) return;
+
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, first->submesh_start );
+ if( sm->material_id != material_id ) return;
+
+ struct world_surface *mat = &world->surfaces[ material_id ];
+ pass->fn_bind_textures( world, mat );
+
+ for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
+ ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
+
+ for( u32 k=0; k<traffic->submesh_count; k++ ){
+ sm = mdl_arritm( &world->meta.submeshs,
+ traffic->submesh_start+k );
+
+ m4x3f mmdl;
+ q_m3x3( traffic->transform.q, mmdl );
+ v3_copy( traffic->transform.co, mmdl[3] );
+
+ m4x4f m4mdl;
+ m4x3_expand( mmdl, m4mdl );
+ m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
+
+ pass->fn_set_mdl( mmdl );
+ pass->fn_set_uPvmPrev( m4mdl );
+
+ mdl_draw_submesh( sm );
+ }
+ }
+}
+
+VG_STATIC
+void world_render_pass( world_instance *world, struct world_pass *pass ){
for( int i=0; i<world->surface_count; i++ ){
struct world_surface *mat = &world->surfaces[i];
if( mat->info.shader == pass->shader ){
mdl_submesh *sm;
- if( pass->geo_type == k_world_geo_type_solid )
+ if( pass->geo_type == k_world_geo_type_solid ){
sm = &mat->sm_geo;
- else
+ }
+ else{
+ world_render_traffic( world, i, pass );
sm = &mat->sm_no_collide;
+ }
if( !sm->indice_count )
continue;
pass->fn_bind_textures( world, mat );
mdl_draw_submesh( sm );
-
- for( u32 j=0; j<mdl_arrcount( &world->ent_traffic ); j++ ){
- ent_traffic *traffic = mdl_arritm( &world->ent_traffic, j );
-
- for( u32 k=0; k<traffic->submesh_count; k++ ){
- sm = mdl_arritm( &world->meta.submeshs,
- traffic->submesh_start+k );
-
- q_m3x3( traffic->transform.q, mmdl );
- v3_copy( traffic->transform.co, mmdl[3] );
-
- m4x4f m4mdl;
- m4x3_expand( mmdl, m4mdl );
- m4x4_mul( pass->cam->mtx_prev.pv, m4mdl, m4mdl );
-
- pass->fn_set_mdl( mmdl );
- pass->fn_set_uPvmPrev( m4mdl );
-
- mdl_draw_submesh( sm );
- }
- }
}
}
}
{
mesh_bind( &world->mesh_geo );
pass->geo_type = k_world_geo_type_solid;
- world_render_if( world, pass );
+ world_render_pass( world, pass );
glDisable( GL_CULL_FACE );
mesh_bind( &world->mesh_no_collide );
pass->geo_type = k_world_geo_type_nonsolid;
- world_render_if( world, pass );
+ world_render_pass( world, pass );
glEnable( GL_CULL_FACE );
}
glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
}
+VG_STATIC void bindpoint_diffuse1_and_cubemap10( world_instance *world,
+ struct world_surface *mat ){
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+
+ u32 cubemap_id = mat->info.tex_none0,
+ cubemap_index = 0;
+
+ if( mdl_entity_id_type( cubemap_id ) == k_ent_cubemap ){
+ cubemap_index = mdl_entity_id_id( cubemap_id );
+ }
+
+ ent_cubemap *cm = mdl_arritm( &world->ent_cubemap, cubemap_index );
+ glActiveTexture( GL_TEXTURE10 );
+ glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
+
+ shader_scene_cubemapped_uColour( mat->info.colour );
+}
+
VG_STATIC void render_world_vb( world_instance *world, camera *cam )
{
shader_scene_vertex_blend_use();
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);
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,
world_render_both_stages( world, &pass );
}
-VG_STATIC void render_world_alphatest( 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;
+
+ if( layer_depth == -1 ){
+ world_shader_standard_bind( world, cam );
+
+ 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,
+ };
+
+ 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 ){
shader_scene_standard_alphatest_use();
shader_scene_standard_alphatest_uTexGarbage(0);
shader_scene_standard_alphatest_uTexMain(1);
glEnable(GL_CULL_FACE);
}
+VG_STATIC
+void world_render_challenges( world_instance *world, struct world_pass *pass,
+ v3f pos, int layer_depth ){
+ if( !world ) return;
+ if( skaterift.activity == k_skaterift_replay ) return;
+
+ /* sort lists */
+ f32 radius = 40.0f;
+
+ u32 objective_list[ 32 ],
+ challenge_list[ 16 ];
+
+ v2f objective_uv_offsets[ 32 ];
+
+ u32 objective_count = 0,
+ challenge_count = 0;
+
+ ent_challenge *active_challenge = NULL;
+ int running = 0;
+ if( mdl_entity_id_type( world_static.focused_entity ) == k_ent_challenge ){
+ if( (skaterift.activity == k_skaterift_default) &&
+ world_static.challenge_target ){
+ running = 1;
+ }
+
+ if( !((skaterift.activity != k_skaterift_ent_focus) &&
+ !world_static.challenge_target) ){
+ world_instance *challenge_world = world_current_instance();
+ u32 index = mdl_entity_id_id( world_static.focused_entity );
+ active_challenge = mdl_arritm(&challenge_world->ent_challenge, index);
+ }
+ }
+
+ if( active_challenge ){
+ shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+ challenge_list[ challenge_count ++ ] = world_static.focused_entity;
+
+ u32 next = active_challenge->first;
+ while( mdl_entity_id_type(next) == k_ent_objective ){
+ u32 index = mdl_entity_id_id( next );
+ objective_list[ objective_count ++ ] = index;
+
+ ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+ next = objective->id_next;
+ }
+
+ radius = 10000.0f;
+ }
+ else {
+ shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+ bh_iter it;
+ bh_iter_init_range( 0, &it, pos, radius+10.0f );
+ i32 idx;
+ while( bh_next( world->entity_bh, &it, &idx ) ){
+ u32 id = world->entity_list[ idx ],
+ type = mdl_entity_id_type( id ),
+ index = mdl_entity_id_id( id );
+
+ if( type == k_ent_objective ) {
+ if( objective_count < vg_list_size(objective_list) )
+ objective_list[ objective_count ++ ] = index;
+ }
+ else if( type == k_ent_challenge ){
+ if( challenge_count < vg_list_size(challenge_list) )
+ challenge_list[ challenge_count ++ ] = index;
+ }
+ }
+ }
+
+ /* render objectives */
+ glDisable( GL_CULL_FACE );
+ mesh_bind( &world->mesh_no_collide );
+ u32 last_material = 0;
+ for( u32 i=0; i<objective_count; i++ ){
+ u32 index = objective_list[ i ];
+ ent_objective *objective = mdl_arritm( &world->ent_objective, index );
+ if( (objective->flags & k_ent_objective_hidden) &&
+ !active_challenge ) continue;
+
+ f32 scale = 1.0f;
+
+ if( running ){
+ u32 passed = objective->flags & k_ent_objective_passed;
+ f32 target = passed? 0.0f: 1.0f;
+ vg_slewf(&objective->transform.s[0], target, vg.time_frame_delta*4.0f);
+ scale = vg_smoothstepf( objective->transform.s[0] );
+
+ if( (objective == world_static.challenge_target) || passed )
+ shader_scene_fxglow_uUvOffset( (v2f){ 16.0f/256.0f, 0.0f } );
+ else
+ shader_scene_fxglow_uUvOffset( (v2f){ 8.0f/256.0f, 0.0f } );
+ }
+ else {
+ f32 dist = v3_dist( objective->transform.co, pos ) * (1.0f/radius);
+ scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
+ }
+
+ m4x3f mmdl;
+ q_m3x3( objective->transform.q, mmdl );
+ m3x3_scalef( mmdl, scale );
+ v3_copy( objective->transform.co, mmdl[3] );
+ shader_scene_fxglow_uMdl( mmdl );
+
+ for( u32 j=0; j<objective->submesh_count; j++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ objective->submesh_start + j );
+
+ if( sm->material_id != last_material ){
+ last_material = sm->material_id;
+ pass->fn_bind_textures( world, &world->surfaces[sm->material_id] );
+ }
+ mdl_draw_submesh( sm );
+ }
+ }
+
+ /* render texts */
+ shader_scene_font_use();
+ shader_scene_font_uTexGarbage(0);
+ shader_scene_font_uTexMain(1);
+
+ shader_scene_font_uPv( skaterift.cam.mtx.pv );
+ shader_scene_font_uTime( vg.time );
+
+ /* TODO: Code dupe... */
+ world_link_lighting_ub( world, _shader_scene_font.id );
+ world_bind_position_texture( world, _shader_scene_font.id,
+ _uniform_scene_font_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_font.id,
+ _uniform_scene_font_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_font.id,
+ _uniform_scene_font_uLightsIndex, 4 );
+
+ bind_terrain_noise();
+ shader_scene_font_uCamera( skaterift.cam.transform[3] );
+
+ //shader_scene_font_uColour( (v4f){1.0f,1.0f,1.0f,1.0f} );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, gui.font.texture );
+
+ mesh_bind( &gui.font.mesh );
+
+ char buf[32];
+ u32 count = 0;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_challenge); i++ ){
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
+ if( challenge->status ) count ++;
+ }
+
+ int c=0;
+ c+=highscore_intl( buf+c, count, 3 );
+ buf[c++] = '/';
+ c+=highscore_intl( buf+c, mdl_arrcount(&world->ent_challenge), 3 );
+ buf[c++] = '\0';
+
+ f32 w = font3d_string_width( &gui.font, 1, buf );
+ m4x3f mlocal;
+ m3x3_identity( mlocal );
+ mlocal[3][0] = -w*0.5f;
+ mlocal[3][1] = 0.0f;
+ mlocal[3][2] = 0.0f;
+
+ for( u32 i=0; i<challenge_count; i++ ){
+ u32 index = challenge_list[ i ];
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, index );
+ m4x3f mmdl;
+ mdl_transform_m4x3( &challenge->transform, mmdl );
+ m4x3_mul( mmdl, mlocal, mmdl );
+
+ vg_line_point( challenge->transform.co, 0.25f, VG__RED );
+
+ f32 dist = v3_dist( challenge->transform.co, pos ) * (1.0f/radius),
+ scale = vg_smoothstepf( vg_clampf( 10.0f-dist*10.0f, 0.0f,1.0f ) ),
+ colour = 0.0f;
+
+ if( challenge->status )
+ colour = 1.0f;
+
+ shader_scene_font_uOpacity( scale );
+ shader_scene_font_uColourize( colour );
+
+ struct font3d_render render = {
+ .font = &gui.font,
+ .variant_id = 1,
+ .shader = k_font_shader_world
+ };
+
+ font3d_begin( buf, &skaterift.cam, mmdl, &render );
+ font3d_draw( &render );
+ }
+}
+
+VG_STATIC void render_world_fxglow( world_instance *world, camera *cam,
+ int layer_depth ){
+ shader_scene_fxglow_use();
+ shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } );
+ shader_scene_fxglow_uTexMain(1);
+ shader_scene_fxglow_uPv( cam->mtx.pv );
+
+ world_link_lighting_ub( world, _shader_scene_fxglow.id );
+ world_bind_position_texture( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_fxglow.id,
+ _uniform_scene_fxglow_uLightsIndex, 4 );
+
+ shader_scene_fxglow_uCamera( cam->transform[3] );
+ glDisable(GL_CULL_FACE);
+
+ struct world_pass pass = {
+ .shader = k_shader_fxglow,
+ .cam = cam,
+ .fn_bind_textures = bindpoint_diffuse_texture1,
+ .fn_set_mdl = shader_scene_fxglow_uMdl,
+ .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev,
+ };
+
+ world_render_both_stages( world, &pass );
+ world_render_challenges( world, &pass, cam->pos, layer_depth );
+
+ glEnable(GL_CULL_FACE);
+}
+
VG_STATIC void bindpoint_terrain( world_instance *world,
struct world_surface *mat )
{
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
ent_gate *gi = mdl_arritm( &world->ent_gate, i );
- if( gi->type == k_gate_type_unlinked )
+ if( !(gi->flags & k_ent_gate_linked) )
continue;
float dist = v3_dist2( gi->co[0], cam->transform[3] );
- vg_line_pt3( gi->co[0], 0.25f, VG__BLUE );
+ vg_line_point( gi->co[0], 0.25f, VG__BLUE );
if( dist < closest ){
closest = dist;
}
}
+ world->rendering_gate = gate;
if( gate ){
- /* should really be set in fixed update since its used in the physics
- * of most systems. too bad! */
- world->rendering_gate = gate;
+ if( gate->flags & k_ent_gate_locked ) return;
- if( gate->type == k_gate_type_teleport ){
- render_gate( world, gate, cam, layer_depth );
- }
- else if( gate->type == k_gate_type_nonlocel ){
- if( skaterift.async_op != k_async_op_world_loading &&
- skaterift.async_op != k_async_op_world_preloading ){
- world_instance *dest_world = &world_static.worlds[ gate->target ];
- render_gate( dest_world, gate, cam, layer_depth );
+ if( gate->flags & k_ent_gate_nonlocal ){
+ if( world_static.load_state != k_world_loader_none ){
+ world->rendering_gate = NULL;
+ return;
}
+
+ world_instance *dest_world = &world_static.instances[ gate->target ];
+ render_gate( world, dest_world, gate, cam, layer_depth );
+ }
+ else{
+ render_gate( world, world, gate, cam, layer_depth );
}
- else
- world->rendering_gate = NULL;
}
}
VG_STATIC void world_prerender( world_instance *world )
{
- world->time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+ if( mdl_arrcount( &world->ent_light ) ){
+ f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
+ world->time += vg.time_delta * (1.0/(rate*60.0));
+ }
+ else{
+ world->time = 0.834;
+ }
struct ub_world_lighting *state = &world->ub_lighting;
sizeof(struct ub_world_lighting), &world->ub_lighting );
}
-VG_STATIC void skateshop_render(void);
VG_STATIC void render_world( world_instance *world, camera *cam,
int layer_depth )
{
render_world_routes( world, cam, layer_depth );
render_world_standard( world, cam );
+ render_world_cubemapped( world, cam, layer_depth );
+
render_world_vb( world, cam );
render_world_alphatest( world, cam );
render_terrain( world, cam );
+ if( layer_depth == -1 ) return;
if( layer_depth == 0 ){
- skateshop_render();
+ world_entity_focus_render();
/* Render SFD's */
u32 closest = 0;
float min_dist = INFINITY;
- if( !mdl_arrcount( &world->ent_route ) )
- return;
-
- for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
- ent_route *route = mdl_arritm( &world->ent_route, i );
- float dist = v3_dist2( route->board_transform[3], cam->pos );
+ if( mdl_arrcount( &world->ent_route ) ){
+ for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ float dist = v3_dist2( route->board_transform[3], cam->pos );
- if( dist < min_dist ){
- min_dist = dist;
- closest = i;
+ if( dist < min_dist ){
+ min_dist = dist;
+ closest = i;
+ }
}
+
+ ent_route *route = mdl_arritm( &world->ent_route, closest );
+ sfd_render( world, cam, route->board_transform );
}
+ }
- ent_route *route = mdl_arritm( &world->ent_route, closest );
- sfd_render( world, cam, route->board_transform );
+ f32 greyout = 0.0f;
+ if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge )
+ greyout = world_static.focus_strength;
+
+ if( greyout > 0.0f ){
+ glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+ glEnable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ shader_blitcolour_use();
+ shader_blitcolour_uColour( (v4f){ 0.5f, 0.5f, 0.5f, greyout*0.56f } );
+ render_fsquad();
+
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0,
+ GL_COLOR_ATTACHMENT1 } );
+ }
+
+ render_world_fxglow( world, cam, layer_depth );
+}
+
+VG_STATIC void render_cubemap_side( world_instance *world, ent_cubemap *cm,
+ u32 side ){
+ camera cam;
+ 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 }
+ };
+
+ 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 );
+ }
}
}