cubemaps
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index a33d774cbfbfeeeb1f10c0d156e47515ae015d1b..525d6daca747206ef3745088dffe2d8c8a7ec979 100644 (file)
@@ -23,7 +23,7 @@ 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 );
@@ -37,7 +37,7 @@ VG_STATIC void async_world_render_init( void *payload, u32 size )
 
    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;
@@ -75,6 +75,7 @@ VG_STATIC void world_render_init(void)
 
    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();
@@ -244,6 +245,25 @@ VG_STATIC void bindpoint_diffuse_texture1( world_instance *world,
    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();
@@ -274,8 +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 render_world_standard( world_instance *world, camera *cam ){
    shader_scene_standard_use();
    shader_scene_standard_uTexGarbage(0);
    shader_scene_standard_uTexMain(1);
@@ -303,8 +322,39 @@ VG_STATIC void render_world_standard( world_instance *world, camera *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 ){
+   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 );
+
+   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);
@@ -520,7 +570,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    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] );
@@ -533,25 +583,22 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
       }
    }
    
+   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( world_loader.state != k_world_loader_none ){
+      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.worlds[ gate->target ];
-         render_gate( dest_world, gate, cam, layer_depth );
+         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;
    }
 }
 
@@ -607,6 +654,12 @@ 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_vb( world, cam );
    render_world_alphatest( world, cam );
    render_world_fxglow( world, cam );
@@ -637,6 +690,60 @@ 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 );
+   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 );
+      }
+   }
+}
+
 VG_STATIC void render_world_depth( world_instance *world, camera *cam )
 {
    m4x3f identity_matrix;