chill out cubemaps
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
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 );
       }
    }
 }