X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.c;h=33814858c1eacc564be511b85718678b2bb6279e;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=e6c709afb0d141438a9726256d4889cf06f74a46;hpb=7e1fe6c7931ba4492aa10ac5eebc316b74fb5dac;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.c b/world_render.c index e6c709a..3381485 100644 --- a/world_render.c +++ b/world_render.c @@ -10,15 +10,16 @@ #include "font.h" #include "gui.h" #include "respawn.h" +#include "ent_miniworld.h" +#include "player_remote.h" +#include "ent_skateshop.h" static int ccmd_set_time( int argc, const char *argv[] ){ - if( argc == 1 ){ - world_instance *world = world_current_instance(); + world_instance *world = world_current_instance(); + if( argc == 1 ) world->time = atof( argv[0] ); - } - else { - vg_error( "Usage set_time <0-1.0>\n" ); - } + else + vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time ); return 0; } @@ -78,6 +79,7 @@ static void world_render_init(void) shader_scene_standard_register(); shader_scene_standard_alphatest_register(); + shader_scene_foliage_register(); shader_scene_override_register(); shader_scene_cubemapped_register(); shader_scene_fxglow_register(); @@ -86,6 +88,7 @@ static void world_render_init(void) shader_scene_depth_register(); shader_scene_position_register(); shader_model_sky_register(); + shader_model_sky_space_register(); vg_info( "Loading world resources\n" ); vg_linear_clear( vg_mem.scratch ); @@ -93,7 +96,7 @@ static void world_render_init(void) 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_async_load_glmesh( &msky, &world_render.skydome, NULL ); mdl_close( &msky ); vg_info( "Loading default world textures\n" ); @@ -152,8 +155,45 @@ struct world_pass{ struct world_surface *mat ); void (*fn_set_mdl)( m4x3f mdl ); void (*fn_set_uPvmPrev)( m4x4f pvm ); + void (*fn_set_uNormalMtx)( m3x3f mnorm ); }; +/* FIXME: we gotta do something about this crap, maybe batch lists. something.. + * anything but this. */ +static +void world_render_props( world_instance *world, u32 material_id, + struct world_pass *pass ){ + if( !mdl_arrcount( &world->ent_prop ) ) return; + + + struct world_surface *mat = &world->surfaces[ material_id ]; + pass->fn_bind_textures( world, mat ); + + for( u32 j=0; jent_prop ); j++ ){ + ent_prop *prop = mdl_arritm( &world->ent_prop, j ); + if( prop->flags & 0x1 ) continue; + + for( u32 k=0; ksubmesh_count; k++ ){ + mdl_submesh *sm = + mdl_arritm( &world->meta.submeshs, prop->submesh_start+k ); + + if( sm->material_id != material_id ) continue; + + m4x3f mmdl; + mdl_transform_m4x3( &prop->transform, mmdl ); + + 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 ); + } + } +} + static void world_render_traffic( world_instance *world, u32 material_id, struct world_pass *pass ){ @@ -205,6 +245,7 @@ void world_render_pass( world_instance *world, struct world_pass *pass ){ } else{ world_render_traffic( world, i, pass ); + world_render_props( world, i, pass ); sm = &mat->sm_no_collide; } @@ -236,18 +277,25 @@ void world_render_both_stages( world_instance *world, struct world_pass *pass ) glEnable( GL_CULL_FACE ); } +static GLuint world_get_texture( world_instance *world, u32 id ){ + if( id & 0x80000000 ) + return skaterift.rt_textures[id & ~0x80000000]; + else + return world->textures[ id ]; +} + static void bindpoint_diffuse_texture1( world_instance *world, - struct world_surface *mat ) - -{ + struct world_surface *mat ){ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); } 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 ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); u32 cubemap_id = mat->info.tex_none0, cubemap_index = 0; @@ -324,11 +372,11 @@ static void render_world_standard( world_instance *world, camera *cam ){ } static void render_world_cubemapped( world_instance *world, camera *cam, - int layer_depth ){ + int enabled ){ if( !mdl_arrcount( &world->ent_cubemap ) ) return; - if( layer_depth == -1 ){ + if( !enabled ){ world_shader_standard_bind( world, cam ); struct world_pass pass = { @@ -406,9 +454,31 @@ static void render_world_alphatest( world_instance *world, camera *cam ){ glEnable(GL_CULL_FACE); } -static -void world_render_challenges( world_instance *world, struct world_pass *pass, - v3f pos, int layer_depth ){ +static void render_world_foliage( world_instance *world, camera *cam ){ + shader_scene_foliage_use(); + shader_scene_foliage_uTexGarbage(0); + shader_scene_foliage_uTexMain(1); + shader_scene_foliage_uPv( cam->mtx.pv ); + shader_scene_foliage_uTime( vg.time ); + + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_foliage ); + bind_terrain_noise(); + + shader_scene_foliage_uCamera( cam->transform[3] ); + glDisable(GL_CULL_FACE); + struct world_pass pass = { + .shader = k_shader_foliage, + .cam = cam, + .fn_bind_textures = bindpoint_diffuse_texture1, + .fn_set_mdl = shader_scene_foliage_uMdl, + .fn_set_uPvmPrev = shader_scene_foliage_uPvmPrev, + }; + world_render_both_stages( world, &pass ); + glEnable(GL_CULL_FACE); +} + +static void world_render_challenges( world_instance *world, + struct world_pass *pass, v3f pos ){ if( !world ) return; if( skaterift.activity == k_skaterift_replay ) return; if( world != world_current_instance() ) return; @@ -568,19 +638,21 @@ void world_render_challenges( world_instance *world, struct world_pass *pass, } } -static void render_world_fxglow( world_instance *world, camera *cam, - int layer_depth ){ +static void render_world_fxglow( world_instance *host_world, + world_instance *world, camera *cam, + m4x3f world_mmdl, + int generic, int challenges, int regions ){ 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, + world_link_lighting_ub( host_world, _shader_scene_fxglow.id ); + world_bind_position_texture( host_world, _shader_scene_fxglow.id, _uniform_scene_fxglow_g_world_depth, 2 ); - world_bind_light_array( world, _shader_scene_fxglow.id, + world_bind_light_array( host_world, _shader_scene_fxglow.id, _uniform_scene_fxglow_uLightsArray, 3 ); - world_bind_light_index( world, _shader_scene_fxglow.id, + world_bind_light_index( host_world, _shader_scene_fxglow.id, _uniform_scene_fxglow_uLightsIndex, 4 ); shader_scene_fxglow_uCamera( cam->transform[3] ); @@ -594,8 +666,45 @@ static void render_world_fxglow( world_instance *world, camera *cam, .fn_set_uPvmPrev = shader_scene_fxglow_uPvmPrev, }; - world_render_both_stages( world, &pass ); - world_render_challenges( world, &pass, cam->pos, layer_depth ); + if( generic ) + world_render_both_stages( world, &pass ); + + if( regions ){ + mesh_bind( &world->mesh_no_collide ); + + u32 last_material = 0; + for( u32 i=0; ient_region); i ++ ){ + shader_scene_fxglow_uUvOffset( (v2f){ 0.0f, 0.0f } ); + ent_region *region = mdl_arritm( &world->ent_region, i ); + + f32 offset = 0.0f; + if( region->flags & k_ent_route_flag_achieve_gold ) + offset = 2.0f; + else if( region->flags & k_ent_route_flag_achieve_silver ) + offset = 1.0f; + + shader_scene_fxglow_uUvOffset( (v2f){ (8.0f/256.0f)*offset, 0.0f } ); + + m4x3f mmdl; + mdl_transform_m4x3( ®ion->transform, mmdl ); + m4x3_mul( world_mmdl, mmdl, mmdl ); + shader_scene_fxglow_uMdl( mmdl ); + + for( u32 j=0; jsubmesh_count; j++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + region->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 ); + } + } + } + + if( challenges ) + world_render_challenges( world, &pass, cam->pos ); glEnable(GL_CULL_FACE); } @@ -604,7 +713,8 @@ static void bindpoint_terrain( world_instance *world, struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_terrain_uSandColour( mat->info.colour ); shader_scene_terrain_uBlendOffset( mat->info.colour1 ); @@ -617,7 +727,8 @@ static void bindpoint_override( world_instance *world, } else{ glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); + glBindTexture( GL_TEXTURE_2D, + world_get_texture(world,mat->info.tex_diffuse) ); shader_scene_override_uAlphatest(1); } } @@ -645,8 +756,7 @@ static void render_terrain( world_instance *world, camera *cam ){ world_render_both_stages( world, &pass ); } -static void render_sky( world_instance *world, camera *cam ) -{ +static void render_sky( world_instance *world, camera *cam ){ /* * Modify matrix to remove clipping and view translation */ @@ -657,13 +767,18 @@ static void render_sky( world_instance *world, camera *cam ) m4x4_copy( cam->mtx.v, v ); m4x4_copy( cam->mtx_prev.v, v_prev ); + + for( int i=0; i<3; i++ ){ + v3_normalize(v[i]); + v3_normalize(v_prev[i]); + } v3_zero( v[3] ); v3_zero( v_prev[3] ); m4x4_copy( cam->mtx.p, pv ); m4x4_copy( cam->mtx_prev.p, pv_prev ); - m4x4_reset_clipping( pv, cam->farz, cam->nearz ); - m4x4_reset_clipping( pv_prev, cam->farz, cam->nearz ); + m4x4_reset_clipping( pv, 100.0f, 0.1f ); + m4x4_reset_clipping( pv_prev, 100.0f, 0.1f ); m4x4_mul( pv, v, pv ); m4x4_mul( pv_prev, v_prev, pv_prev ); @@ -674,15 +789,32 @@ static void render_sky( world_instance *world, camera *cam ) /* * Draw */ - shader_model_sky_use(); - shader_model_sky_uMdl( identity_matrix ); - shader_model_sky_uPv( pv ); - shader_model_sky_uPvmPrev( pv_prev ); - shader_model_sky_uTexGarbage(0); - world_link_lighting_ub( world, _shader_model_sky.id ); + if( world->skybox == k_skybox_default ){ + shader_model_sky_use(); + shader_model_sky_uMdl( identity_matrix ); + shader_model_sky_uPv( pv ); + shader_model_sky_uPvmPrev( pv_prev ); + shader_model_sky_uTexGarbage(0); + world_link_lighting_ub( world, _shader_model_sky.id ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + } + else if( world->skybox == k_skybox_space ){ + shader_model_sky_space_use(); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + shader_model_sky_space_uMdl( identity_matrix ); + shader_model_sky_space_uPv( pv ); + shader_model_sky_space_uPvmPrev( pv_prev ); + shader_model_sky_space_uTexGarbage(0); + world_link_lighting_ub( world, _shader_model_sky_space.id ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise ); + } + else { + assert(0); + } glDepthMask( GL_FALSE ); glDisable( GL_DEPTH_TEST ); @@ -694,17 +826,16 @@ static void render_sky( world_instance *world, camera *cam ) glDepthMask( GL_TRUE ); } -static void render_world_gates( world_instance *world, camera *cam, - int layer_depth ) -{ +static void render_world_gates( world_instance *world, camera *cam ){ float closest = INFINITY; struct ent_gate *gate = NULL; for( u32 i=0; ient_gate); i++ ){ ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - if( !(gi->flags & k_ent_gate_linked) ) - continue; + if( !(gi->flags & k_ent_gate_nonlocal) ) + if( !(gi->flags & k_ent_gate_linked) ) + continue; float dist = v3_dist2( gi->co[0], cam->transform[3] ); @@ -717,35 +848,42 @@ static void render_world_gates( world_instance *world, camera *cam, } world->rendering_gate = gate; + if( gate ){ - if( gate->flags & k_ent_gate_locked ) return; + if( gate->flags & k_ent_gate_locked ){ + world->rendering_gate = NULL; + return; + } if( gate->flags & k_ent_gate_nonlocal ){ - if( world_static.load_state != k_world_loader_none ){ + if( !(gate->flags & k_ent_gate_linked) || + (world_static.load_state != k_world_loader_none) ){ world->rendering_gate = NULL; + render_gate_unlinked( world, gate, cam ); 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 ); + render_gate( world, dest_world, gate, cam ); } + else + render_gate( world, world, gate, cam ); } } -static void world_prerender( world_instance *world ) -{ - +static void world_prerender( world_instance *world ){ 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)); + world->time += vg.time_frame_delta * (1.0/(rate*60.0)); } else{ world->time = 0.834; } + if( world->info.flags & 0x1 ){ + world->time = world->info.timezone; + } + struct ub_world_lighting *state = &world->ub_lighting; state->g_time = world->time; @@ -753,11 +891,7 @@ static void world_prerender( world_instance *world ) state->g_debug_indices = k_debug_light_indices; state->g_light_preview = k_light_preview; state->g_debug_complexity = k_debug_light_complexity; - - if( skaterift.activity == k_skaterift_respawning ) - state->g_time_of_day = 0.1f; - else - state->g_time_of_day = vg_fractf( world->time ); + state->g_time_of_day = vg_fractf( world->time ); state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f ); state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf ); @@ -785,20 +919,35 @@ static void world_prerender( world_instance *world ) } static void render_world( world_instance *world, camera *cam, - int layer_depth ) -{ + int stenciled, int viewing_from_gate, + int with_water, int with_cubemaps ){ + if( stenciled ){ + glClear( GL_DEPTH_BUFFER_BIT ); + glStencilFunc( GL_EQUAL, 1, 0xFF ); + glStencilMask( 0x00 ); + glEnable( GL_CULL_FACE ); + glEnable( GL_STENCIL_TEST ); + } + else { + glStencilMask( 0xFF ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glDisable( GL_STENCIL_TEST ); + } + render_sky( world, cam ); - render_world_routes( world, cam, layer_depth ); + m4x3f identity; + m4x3_identity(identity); + render_world_routes( world, world, identity, cam, viewing_from_gate, 0 ); render_world_standard( world, cam ); - render_world_cubemapped( world, cam, layer_depth ); + render_world_cubemapped( world, cam, with_cubemaps ); render_world_vb( world, cam ); render_world_alphatest( world, cam ); + render_world_foliage( world, cam ); render_terrain( world, cam ); - if( layer_depth == -1 ) return; - if( layer_depth == 0 ){ + if( !viewing_from_gate ){ world_entity_focus_render(); /* Render SFD's */ @@ -821,36 +970,64 @@ static void render_world( world_instance *world, camera *cam, } } - f32 greyout = 0.0f; - if( mdl_entity_id_type(world_static.focused_entity) == k_ent_challenge ) - greyout = world_static.focus_strength; + if( !viewing_from_gate ){ + 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, world, cam, NULL, 1, 1, 0 ); + } + + if( with_water ){ + render_water_texture( world, cam ); + render_fb_bind( gpipeline.fb_main, 1 ); + } - 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); + if( stenciled ){ + glStencilFunc( GL_EQUAL, 1, 0xFF ); + glStencilMask( 0x00 ); + glEnable( GL_CULL_FACE ); + glEnable( GL_STENCIL_TEST ); + } - 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 } ); + if( with_water ){ + render_water_surface( world, cam ); } - render_world_fxglow( world, cam, layer_depth ); + render_remote_players( world, cam ); + ent_miniworld_render( world, cam ); + + if( stenciled ){ + glStencilMask( 0xFF ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glDisable( GL_STENCIL_TEST ); + } } -static -void render_world_override_pass( world_instance *world, - struct world_pass *pass ){ +static void render_world_override_pass( world_instance *world, + struct world_pass *pass, + m4x3f mmdl, m3x3f mnormal, + m4x4f mpvm_prev ){ for( int i=0; isurface_count; i++ ){ struct world_surface *mat = &world->surfaces[i]; @@ -865,42 +1042,78 @@ void render_world_override_pass( world_instance *world, if( !sm->indice_count ) continue; - m4x3f mmdl; - m4x3_identity( mmdl ); pass->fn_set_mdl( mmdl ); - pass->fn_set_uPvmPrev( pass->cam->mtx_prev.pv ); + pass->fn_set_uNormalMtx( mnormal ); + pass->fn_set_uPvmPrev( mpvm_prev ); pass->fn_bind_textures( world, mat ); mdl_draw_submesh( sm ); } } -static void render_world_override( world_instance *world ){ +static void render_world_override( world_instance *world, + world_instance *lighting_source, + m4x3f mmdl, + camera *cam, + ent_spawn *dest_spawn, v4f map_info ){ struct world_pass pass = { - .cam = &skaterift.cam, + .cam = cam, .fn_bind_textures = bindpoint_override, .fn_set_mdl = shader_scene_override_uMdl, .fn_set_uPvmPrev = shader_scene_override_uPvmPrev, + .fn_set_uNormalMtx = shader_scene_override_uNormalMtx, .shader = k_shader_override }; shader_scene_override_use(); - respawn_chooser_shader_uniforms(); shader_scene_override_uTexGarbage(0); shader_scene_override_uTexMain(1); shader_scene_override_uPv( pass.cam->mtx.pv ); + shader_scene_override_uMapInfo( map_info ); - WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_override ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( lighting_source, scene_override ); bind_terrain_noise(); + shader_scene_override_uCamera( pass.cam->transform[3] ); + m4x4f mpvm_prev; + m4x3_expand( mmdl, mpvm_prev ); + m4x4_mul( cam->mtx_prev.pv, mpvm_prev, mpvm_prev ); + + m3x3f mnormal; + m3x3_inv( mmdl, mnormal ); + m3x3_transpose( mnormal, mnormal ); + v3_normalize( mnormal[0] ); + v3_normalize( mnormal[1] ); + v3_normalize( mnormal[2] ); + + v4f uPlayerPos, uSpawnPos; + v4_zero( uPlayerPos ); + v4_zero( uSpawnPos ); + + v3_copy( world->player_co, uPlayerPos ); + + if( dest_spawn && (v3_dist2(dest_spawn->transform.co,uPlayerPos) > 0.1f) ) + v3_copy( dest_spawn->transform.co, uSpawnPos ); + else + v3_add( uPlayerPos, (v3f){0,-1,0}, uSpawnPos ); + + uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos); + uSpawnPos[3] = 1.0f/uPlayerPos[3]; + + shader_scene_override_uPlayerPos( uPlayerPos ); + shader_scene_override_uSpawnPos( uSpawnPos ); + + glDisable( GL_CULL_FACE ); mesh_bind( &world->mesh_geo ); pass.geo_type = k_world_geo_type_solid; - render_world_override_pass( world, &pass ); + render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev ); mesh_bind( &world->mesh_no_collide ); pass.geo_type = k_world_geo_type_nonsolid; - render_world_override_pass( world, &pass ); + render_world_override_pass( world, &pass, mmdl, mnormal, mpvm_prev ); glEnable( GL_CULL_FACE ); + + render_world_fxglow( world, world, cam, mmdl, 0, 0, 1 ); } static void render_cubemap_side( world_instance *world, ent_cubemap *cm, @@ -946,7 +1159,7 @@ static void render_cubemap_side( world_instance *world, ent_cubemap *cm, camera_finalize( &cam ); camera_finalize( &cam ); - render_world( world, &cam, -1 ); + render_world( world, &cam, 0, 1, 1, 0 ); } static void render_world_cubemaps( world_instance *world ){