#}
#}
+ if alias == 'ent_cubemap': return 21
+
return 0
#}
sr_functions = { 0: 'trigger' }
#}
+class ent_cubemap(Structure):#{
+ _fields_ = [("co",c_float*3),
+ ("resolution",c_uint32), #placeholder
+ ("live",c_uint32), #placeholder
+ ("texture_id",c_uint32), #engine
+ ("framebuffer_id",c_uint32),#engine
+ ("renderbuffer_id",c_uint32),#engine
+ ("placeholder",c_uint32*2)]
+#}
+
def obj_ent_type( obj ):
#{
if obj.type == 'ARMATURE': return 'mdl_armature'
elif obj.type == 'LIGHT': return 'ent_light'
elif obj.type == 'CAMERA': return 'ent_camera'
+ elif obj.type == 'LIGHT_PROBE' and obj.data.type == 'CUBEMAP':
+ return 'ent_cubemap'
else: return obj.SR_data.ent_type
#}
return texture_index
#}
-def sr_compile_material( mat ):
-#{
+def sr_compile_material( mat ):#{
if mat == None:
return 0
if mat.name in sr_compile.material_cache:
m.flags = flags
m.surface_prop = int(mat.SR_data.surface_prop)
+ inf = material_info( mat )
if mat.SR_data.shader == 'standard': m.shader = 0
if mat.SR_data.shader == 'standard_cutout': m.shader = 1
if mat.SR_data.shader == 'fxglow':#{
m.shader = 7
#}
-
- inf = material_info( mat )
- if mat.SR_data.shader == 'standard' or \
- mat.SR_data.shader == 'standard_cutout' or \
- mat.SR_data.shader == 'terrain_blend' or \
- mat.SR_data.shader == 'vertex_blend' or \
- mat.SR_data.shader == 'fxglow': #{
+ if mat.SR_data.shader == 'cubemap':#{
+ m.shader = 8
+ m.tex_none0 = sr_entity_id( mat.SR_data.cubemap )
+
+ m.colour[0] = pow( mat.SR_data.tint[0], 1.0/2.2 )
+ m.colour[1] = pow( mat.SR_data.tint[1], 1.0/2.2 )
+ m.colour[2] = pow( mat.SR_data.tint[2], 1.0/2.2 )
+ m.colour[3] = pow( mat.SR_data.tint[3], 1.0/2.2 )
+ #}
+
+ if mat.SR_data.shader in ['standard', 'standard_cutout', 'terrain_blend', \
+ 'vertex_blend', 'fxglow', 'cubemap' ]: #{
if 'tex_diffuse' in inf:
m.tex_diffuse = sr_compile_texture(inf['tex_diffuse'])
#}
relay.targets[3][1] = obj_data.target3_event
sr_ent_push( relay )
#}
+ elif ent_type == 'ent_cubemap':#{
+ cubemap = ent_cubemap()
+ co = obj.matrix_world @ Vector((0,0,0))
+ cubemap.co[0] = co[0]
+ cubemap.co[1] = co[2]
+ cubemap.co[2] = -co[1]
+ cubemap.resolution = 0
+ cubemap.live = 60
+ sr_ent_push( cubemap )
+ #}
#}
#}
box.prop( active_mat.SR_data, "shore_colour" )
box.prop( active_mat.SR_data, "ocean_colour" )
#}
+ elif active_mat.SR_data.shader == "cubemap":#{
+ box = _.layout.box()
+ box.prop( active_mat.SR_data, "cubemap" )
+ box.prop( active_mat.SR_data, "tint" )
+ #}
#}
#}
('invisible','Invisible',''),
('boundary','Boundary',''),
('fxglow','FX Glow',''),
+ ('cubemap','Cubemap','')
])
surface_prop: bpy.props.EnumProperty(
default=Vector((0.0,0.006,0.03)),\
description="Water colour in the deep bits"\
)
+ tint: bpy.props.FloatVectorProperty( \
+ name="Tint",\
+ subtype='COLOR',\
+ min=0.0,max=1.0,\
+ size=4,\
+ default=Vector((1.0,1.0,1.0,1.0)),\
+ description="Reflection tint"\
+ )
+
+ cubemap: bpy.props.PointerProperty( \
+ type=bpy.types.Object, name="cubemap", \
+ poll=lambda self,obj: sr_filter_ent_type(obj,['ent_cubemap']))
#}
# ---------------------------------------------------------------------------- #
--- /dev/null
+#ifndef SHADER_scene_cubemapped_H
+#define SHADER_scene_cubemapped_H
+static void shader_scene_cubemapped_link(void);
+static void shader_scene_cubemapped_register(void);
+static struct vg_shader _shader_scene_cubemapped = {
+ .name = "scene_cubemapped",
+ .link = shader_scene_cubemapped_link,
+ .vs =
+{
+.orig_file = "shaders/scene.vs",
+.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec4 a_norm;\n"
+"layout (location=2) in vec2 a_uv;\n"
+"\n"
+"#line 1 1 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line 6 0 \n"
+"\n"
+"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
+"\n"
+"out vec2 aUv;\n"
+"out vec4 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
+" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
+"\n"
+" vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+" gl_Position = vproj0;\n"
+"\n"
+" aUv = a_uv;\n"
+" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
+" aCo = a_co;\n"
+" aWorldCo = world_pos0;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "shaders/scene_cubemapped.fs",
+.static_src =
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexMain;\n"
+"uniform samplerCube uTexCubemap;\n"
+"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\n"
+"uniform vec4 uColour;\n"
+"\n"
+"#line 1 1 \n"
+"// :D\n"
+"\n"
+"in vec2 aUv;\n"
+"in vec4 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"\n"
+"#line 1 1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
+"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+" vec4 g_cube_min;\n"
+" vec4 g_cube_inv_range;\n"
+"\n"
+" vec4 g_water_plane;\n"
+" vec4 g_depth_bounds;\n"
+"\n"
+" vec4 g_daysky_colour;\n"
+" vec4 g_nightsky_colour;\n"
+" vec4 g_sunset_colour;\n"
+" vec4 g_ambient_colour;\n"
+" vec4 g_sunset_ambient;\n"
+" vec4 g_sun_colour;\n"
+" vec4 g_sun_dir;\n"
+" vec4 g_board_0;\n"
+" vec4 g_board_1;\n"
+"\n"
+" float g_water_fog;\n"
+" float g_time;\n"
+" float g_realtime;\n"
+" float g_shadow_length;\n"
+" float g_shadow_spread;\n"
+"\n"
+" float g_time_of_day;\n"
+" float g_day_phase;\n"
+" float g_sunset_phase;\n"
+"\n"
+" int g_light_preview;\n"
+" int g_shadow_samples;\n"
+"\n"
+" int g_debug_indices;\n"
+" int g_debug_complexity;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"uniform samplerBuffer uLightsArray;\n"
+"uniform usampler3D uLightsIndex;\n"
+"\n"
+"#line 1 1 \n"
+"//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
+"//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
+"//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
+"//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
+"//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
+"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
+"\n"
+"const float SUN_ANGLE = 0.0001;\n"
+"const float PI = 3.14159265;\n"
+"\n"
+"//struct world_info\n"
+"//{\n"
+"// float time,\n"
+"// time_of_day,\n"
+"// day_phase,\n"
+"// sunset_phase;\n"
+"// \n"
+"// vec3 sun_dir;\n"
+"//};\n"
+"\n"
+"float luminance( vec3 v )\n"
+"{\n"
+" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+"}\n"
+"\n"
+"vec3 clearskies_ambient( vec3 dir )\n"
+"{\n"
+" float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
+" float sky_gradient = dir.y;\n"
+" \n"
+" /* Blend phase colours */\n"
+" vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
+" ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
+" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
+" \n"
+" /* Add gradient */\n"
+" ambient -= sky_gradient * luminance(ambient);\n"
+" \n"
+" return ambient;\n"
+"}\n"
+"\n"
+"vec3 clearskies_sky( vec3 ray_dir )\n"
+"{\n"
+" ray_dir.y = abs( ray_dir.y );\n"
+" vec3 sky_colour = clearskies_ambient( ray_dir );\n"
+" \n"
+" /* Sun */\n"
+" float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
+" float sun_shape = pow( sun_size, 2000.0 );\n"
+" sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+" \n"
+" vec3 composite = sky_colour + sun_colour;\n"
+" return composite;\n"
+"}\n"
+"\n"
+"vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
+"{\n"
+" float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
+" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
+" * g_sun_colour.rgb * g_day_phase;\n"
+"\n"
+" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
+" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
+" g_sunset_phase );\n"
+"\n"
+" return ambient + (light_sun + sky_reflection) * shadow;\n"
+"}\n"
+"\n"
+"#line 44 0 \n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" return texture( g_world_depth, depth_coord ).r;\n"
+"}\n"
+"\n"
+"float world_water_depth( vec3 pos )\n"
+"{\n"
+" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+" return world_depth_sample( pos ) - ref_depth;\n"
+"}\n"
+"\n"
+"float shadow_sample( vec3 vdir )\n"
+"{\n"
+" vec3 sample_pos = aWorldCo + vdir;\n"
+" float height_sample = world_depth_sample( sample_pos );\n"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
+"}\n"
+"\n"
+"float newlight_compute_sun_shadow( vec3 dir )\n"
+"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return 1.0;\n"
+" }\n"
+"\n"
+" float fspread = g_shadow_spread;\n"
+" float flength = g_shadow_length;\n"
+"\n"
+" float famt = 0.0;\n"
+" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"\n"
+" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"\n"
+" return 1.0 - famt;\n"
+"}\n"
+"\n"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
+"{\n"
+" vec3 specdir = reflect( -dir, wnormal );\n"
+" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
+"\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
+"{\n"
+" float dist = pow(fdist*0.0010,0.78);\n"
+" return mix( vfrag, colour, min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_light( int light_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
+" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+" vec3 light_delta = light_co.xyz-co;\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+" if( light_dir.w < 0.999999 ){\n"
+" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
+" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
+" }\n"
+"\n"
+" return light_colour.rgb * attenuation * falloff \n"
+" * step( g_day_phase, light_colour.w );\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" uint light_count = packed_index & 0x3u;\n"
+"\n"
+" vec3 l = vec3(0.0);\n"
+"\n"
+" if( light_count >= 1u ){\n"
+" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
+" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
+" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
+"\n"
+" l += scene_calculate_light( index_0, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 2u ){\n"
+" l += scene_calculate_light( index_1, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 3u ){\n"
+" l += scene_calculate_light( index_2, halfview, co, normal );\n"
+" }\n"
+" }\n"
+" }\n"
+"\n"
+" return l;\n"
+"}\n"
+"\n"
+"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
+" float light_mask )\n"
+"{\n"
+" if( g_light_preview == 1 )\n"
+" diffuse = vec3(0.75);\n"
+"\n"
+" // Lighting\n"
+" vec3 halfview = uCamera - co;\n"
+" float fdist = length(halfview);\n"
+" halfview /= fdist;\n"
+"\n"
+" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
+" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"\n"
+" vec3 total_light = clearskies_lighting( \n"
+" normal, min( light_mask, world_shadow ), halfview );\n"
+"\n"
+" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+" cube_coord = floor( cube_coord );\n"
+"\n"
+" if( g_debug_indices == 1 )\n"
+" {\n"
+" return rand33(cube_coord);\n"
+" }\n"
+"\n"
+" if( g_debug_complexity == 1 )\n"
+" {\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+" }\n"
+"\n"
+" // FIXME: this coord should absolutely must be clamped!\n"
+" \n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.x,\n"
+" halfview, co, normal ) \n"
+" * light_mask;\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.y,\n"
+" halfview, co, normal )\n"
+" * light_mask;\n"
+"\n"
+" // Take a section of the sky function to give us a matching fog colour\n"
+"\n"
+" vec3 fog_colour = clearskies_ambient( -halfview );\n"
+" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
+" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
+" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+" \n"
+" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+" sun_colour *= sun_shape;\n"
+"\n"
+" fog_colour += sun_colour;\n"
+" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
+"}\n"
+"\n"
+"#line 9 0 \n"
+"\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+" vec3 pa = p - a;\n"
+" vec3 ba = b - a;\n"
+"\n"
+" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+" return length( pa - ba*h );\n"
+"}\n"
+"\n"
+"float compute_board_shadow()\n"
+"{\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
+" g_board_1.xyz )-0.1 );\n"
+" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" return 1.0 - player_shadow*0.8;\n"
+"}\n"
+"\n"
+"vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
+"{\n"
+" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
+"}\n"
+"\n"
+"#line 9 0 \n"
+"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+" // Write motion vectors\n"
+" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"\n"
+" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line 10 0 \n"
+"\n"
+"void main()\n"
+"{\n"
+" compute_motion_vectors();\n"
+"\n"
+" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+" vec4 vsamplemain = texture( uTexMain, aUv );\n"
+" vec3 qnorm = aNorm.xyz;\n"
+" vfrag = vsamplemain.rgb;\n"
+"\n"
+" if( g_light_preview == 1 ){\n"
+" vfrag = vec3(0.5);\n"
+" }\n"
+"\n"
+" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
+" oColour = vec4( vfrag, 1.0 );\n"
+"\n"
+" vec3 halfdir = normalize( aWorldCo - uCamera );\n"
+" vec3 reflectdir = reflect( halfdir, qnorm );\n"
+" oColour = mix( oColour, \n"
+" vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),\n"
+" uColour.a );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_scene_cubemapped_uMdl;
+static GLuint _uniform_scene_cubemapped_uPv;
+static GLuint _uniform_scene_cubemapped_uPvmPrev;
+static GLuint _uniform_scene_cubemapped_uTexGarbage;
+static GLuint _uniform_scene_cubemapped_uTexMain;
+static GLuint _uniform_scene_cubemapped_uTexCubemap;
+static GLuint _uniform_scene_cubemapped_uCamera;
+static GLuint _uniform_scene_cubemapped_uPlane;
+static GLuint _uniform_scene_cubemapped_uColour;
+static GLuint _uniform_scene_cubemapped_g_world_depth;
+static GLuint _uniform_scene_cubemapped_uLightsArray;
+static GLuint _uniform_scene_cubemapped_uLightsIndex;
+static void shader_scene_cubemapped_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_scene_cubemapped_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_cubemapped_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_cubemapped_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_cubemapped_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_scene_cubemapped_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_cubemapped_uTexGarbage(int i){
+ glUniform1i(_uniform_scene_cubemapped_uTexGarbage,i);
+}
+static void shader_scene_cubemapped_uTexMain(int i){
+ glUniform1i(_uniform_scene_cubemapped_uTexMain,i);
+}
+static void shader_scene_cubemapped_uTexCubemap(int i){
+ glUniform1i(_uniform_scene_cubemapped_uTexCubemap,i);
+}
+static void shader_scene_cubemapped_uCamera(v3f v){
+ glUniform3fv(_uniform_scene_cubemapped_uCamera,1,v);
+}
+static void shader_scene_cubemapped_uPlane(v4f v){
+ glUniform4fv(_uniform_scene_cubemapped_uPlane,1,v);
+}
+static void shader_scene_cubemapped_uColour(v4f v){
+ glUniform4fv(_uniform_scene_cubemapped_uColour,1,v);
+}
+static void shader_scene_cubemapped_g_world_depth(int i){
+ glUniform1i(_uniform_scene_cubemapped_g_world_depth,i);
+}
+static void shader_scene_cubemapped_register(void){
+ vg_shader_register( &_shader_scene_cubemapped );
+}
+static void shader_scene_cubemapped_use(void){ glUseProgram(_shader_scene_cubemapped.id); }
+static void shader_scene_cubemapped_link(void){
+ _uniform_scene_cubemapped_uMdl = glGetUniformLocation( _shader_scene_cubemapped.id, "uMdl" );
+ _uniform_scene_cubemapped_uPv = glGetUniformLocation( _shader_scene_cubemapped.id, "uPv" );
+ _uniform_scene_cubemapped_uPvmPrev = glGetUniformLocation( _shader_scene_cubemapped.id, "uPvmPrev" );
+ _uniform_scene_cubemapped_uTexGarbage = glGetUniformLocation( _shader_scene_cubemapped.id, "uTexGarbage" );
+ _uniform_scene_cubemapped_uTexMain = glGetUniformLocation( _shader_scene_cubemapped.id, "uTexMain" );
+ _uniform_scene_cubemapped_uTexCubemap = glGetUniformLocation( _shader_scene_cubemapped.id, "uTexCubemap" );
+ _uniform_scene_cubemapped_uCamera = glGetUniformLocation( _shader_scene_cubemapped.id, "uCamera" );
+ _uniform_scene_cubemapped_uPlane = glGetUniformLocation( _shader_scene_cubemapped.id, "uPlane" );
+ _uniform_scene_cubemapped_uColour = glGetUniformLocation( _shader_scene_cubemapped.id, "uColour" );
+ _uniform_scene_cubemapped_g_world_depth = glGetUniformLocation( _shader_scene_cubemapped.id, "g_world_depth" );
+ _uniform_scene_cubemapped_uLightsArray = glGetUniformLocation( _shader_scene_cubemapped.id, "uLightsArray" );
+ _uniform_scene_cubemapped_uLightsIndex = glGetUniformLocation( _shader_scene_cubemapped.id, "uLightsIndex" );
+}
+#endif /* SHADER_scene_cubemapped_H */
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();
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 render_world_standard( world_instance *world, camera *cam ){
shader_scene_standard_use();
shader_scene_standard_uTexGarbage(0);
shader_scene_standard_uTexMain(1);
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);
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 );
}
}
+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;