cubemaps
authorhgn <hgodden00@gmail.com>
Fri, 4 Aug 2023 15:19:17 +0000 (16:19 +0100)
committerhgn <hgodden00@gmail.com>
Fri, 4 Aug 2023 15:19:17 +0000 (16:19 +0100)
13 files changed:
blender_export.py
build.c
entity.h
maps_src/mp_spawn/main.mdl
model.h
shaders/scene_cubemapped.fs [new file with mode: 0644]
shaders/scene_cubemapped.h [new file with mode: 0644]
skaterift.c
world.h
world_gen.c
world_load.c
world_render.c
world_render.h

index f9b8f6925120eb57da1fd0760681f93d44153e7a..349dbe038b00040efc87d5eb9b71d576358d0671 100644 (file)
@@ -54,6 +54,8 @@ def get_entity_enum_id( alias ):
       #}
    #}
 
+   if alias == 'ent_cubemap': return 21
+
    return 0
 #}
 
@@ -484,11 +486,23 @@ class ent_relay(Structure):#{
    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
 #}
 
@@ -753,8 +767,7 @@ def sr_compile_texture( img ):
    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: 
@@ -783,6 +796,7 @@ def sr_compile_material( mat ):
    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
@@ -829,14 +843,19 @@ def sr_compile_material( mat ):
    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'])
    #}
@@ -1865,6 +1884,16 @@ def sr_compile( collection ):
             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 )
+         #}
       #}
    #}
 
@@ -2410,6 +2439,11 @@ class SR_MATERIAL_PANEL(bpy.types.Panel):
          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" )
+      #}
    #}
 #}
 
@@ -3309,6 +3343,7 @@ class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup):
       ('invisible','Invisible',''),
       ('boundary','Boundary',''),
       ('fxglow','FX Glow',''),
+      ('cubemap','Cubemap','')
       ])
 
    surface_prop: bpy.props.EnumProperty(
@@ -3374,6 +3409,18 @@ class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup):
          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']))
 #}
 
 # ---------------------------------------------------------------------------- #
diff --git a/build.c b/build.c
index f504e10f528622bca1c5ee3dcb7e762af123c87b..97b269e9a6f969070d2638cba63ef984170593e4 100644 (file)
--- a/build.c
+++ b/build.c
@@ -196,6 +196,7 @@ void build_shaders(void)
    _S( "scene_route",               "scene.vs", "scene_route.fs" );
    _S( "scene_depth",               "scene.vs", "scene_depth.fs" );
    _S( "scene_position",            "scene.vs", "scene_position.fs" );
+   _S( "scene_cubemapped",          "scene.vs", "scene_cubemapped.fs" );
    _S( "scene_water",               "scene.vs", "scene_water.fs" );
    _S( "scene_water_fast",          "scene.vs", "scene_water_fast.fs" );
    _S( "scene_scoretext",           "scene_sfd.vs", "scene_standard.fs" );
index ae9d63bd45f7aa442b41779d7d1d6d919792c648..472ab36a34d9acc46156a891a5185346238d7c49 100644 (file)
--- a/entity.h
+++ b/entity.h
@@ -29,6 +29,7 @@ typedef struct ent_ccmd ent_ccmd;
 typedef struct ent_challenge ent_challenge;
 typedef struct ent_unlock ent_unlock;
 typedef struct ent_relay ent_relay;
+typedef struct ent_cubemap ent_cubemap;
 
 enum entity_alias{
    k_ent_none        = 0,
@@ -51,7 +52,8 @@ enum entity_alias{
    k_ent_ccmd        = 17,
    k_ent_challenge   = 18,
    k_ent_unlock      = 19,
-   k_ent_relay       = 20
+   k_ent_relay       = 20,
+   k_ent_cubemap     = 21
 };
 
 static u32 mdl_entity_id_type( u32 entity_id ){
@@ -421,6 +423,12 @@ struct ent_relay {
    u32 targets[4][2];
 };
 
+struct ent_cubemap {
+   v3f co;
+   u32 resolution, live, texture_id, 
+       framebuffer_id, renderbuffer_id, placeholder[2];
+};
+
 typedef struct ent_call ent_call;
 struct ent_call{
    u32 id, function;
index 7f8f1d3a8f210d47b1e66a60f1fd48fd489f3121..df67868debe60089c287cb5e33aac8f375c65248 100644 (file)
Binary files a/maps_src/mp_spawn/main.mdl and b/maps_src/mp_spawn/main.mdl differ
diff --git a/model.h b/model.h
index f9ec815dfc78a42f63b0b1e4cdb323c81be96920..00d7cae1f1d94e5ee6eb85312cd3989584a1f9c5 100644 (file)
--- a/model.h
+++ b/model.h
@@ -10,8 +10,7 @@
 #define MDL_VERSION_MIN 101
 #define MDL_VERSION_NR 102
 
-enum mdl_shader
-{
+enum mdl_shader{
    k_shader_standard                = 0,
    k_shader_standard_cutout         = 1,
    k_shader_terrain_blend           = 2,
@@ -19,11 +18,11 @@ enum mdl_shader
    k_shader_water                   = 4,
    k_shader_invisible               = 5,
    k_shader_boundary                = 6,
-   k_shader_fxglow                  = 7
+   k_shader_fxglow                  = 7,
+   k_shader_cubemap                 = 8
 };
 
-enum mdl_surface_prop
-{
+enum mdl_surface_prop{
    k_surface_prop_concrete          = 0,
    k_surface_prop_wood              = 1,
    k_surface_prop_grass             = 2,
@@ -31,8 +30,7 @@ enum mdl_surface_prop
    k_surface_prop_metal             = 4
 };
 
-enum material_flag
-{
+enum material_flag{
    k_material_flag_skate_target     = 0x00000001,
    k_material_flag_collision        = 0x00000002,
    k_material_flag_grow_grass       = 0x00000004,
diff --git a/shaders/scene_cubemapped.fs b/shaders/scene_cubemapped.fs
new file mode 100644 (file)
index 0000000..92fdf10
--- /dev/null
@@ -0,0 +1,32 @@
+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexMain;
+uniform samplerCube uTexCubemap;
+uniform vec3 uCamera;
+uniform vec4 uPlane;
+uniform vec4 uColour;
+
+#include "common_scene.glsl"
+#include "motion_vectors_fs.glsl"
+
+void main()
+{
+   compute_motion_vectors();
+
+   vec3 vfrag = vec3(0.5,0.5,0.5);
+   vec4 vsamplemain = texture( uTexMain, aUv );
+   vec3 qnorm = aNorm.xyz;
+   vfrag = vsamplemain.rgb;
+
+   if( g_light_preview == 1 ){
+      vfrag = vec3(0.5);
+   }
+
+   vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );
+   oColour = vec4( vfrag, 1.0 );
+
+   vec3 halfdir = normalize( aWorldCo - uCamera );
+   vec3 reflectdir = reflect( halfdir, qnorm );
+   oColour = mix( oColour, 
+                  vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),
+                  uColour.a );
+}
diff --git a/shaders/scene_cubemapped.h b/shaders/scene_cubemapped.h
new file mode 100644 (file)
index 0000000..8532834
--- /dev/null
@@ -0,0 +1,516 @@
+#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 */
index 5804a3d647c3604072989d5e6a6b236fe6cc92ae..40be41ef0c7b9d4732b35509f37239987c79d1e4 100644 (file)
@@ -507,6 +507,12 @@ VG_STATIC void render_main_game(void){
 
    /* --------------------------------------------------------------------- */
 
+   /* cubemaps TODO: Need a cubemap mark dirty thing for pordals */
+   world_instance *view_world = localplayer.viewable_world;
+   if( view_world != NULL ){
+      render_world_cubemaps( view_world );
+   }
+
    /* variable res target */
    render_fb_bind( gpipeline.fb_main, 1 );
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
diff --git a/world.h b/world.h
index 4da3791969609b9d12742a6e64d783aaa01c15c7..d3bc38863c7a1a33d1f49caaaa7697a8750c504b 100644 (file)
--- a/world.h
+++ b/world.h
@@ -167,7 +167,8 @@ struct world_instance {
                  ent_ccmd,
                  ent_challenge,
                  ent_unlock,
-                 ent_relay;
+                 ent_relay,
+                 ent_cubemap;
 
    ent_gate *rendering_gate;
 
index b7aaf50995caef93d29660110007cd35696928f5..2650539a48679dbc8957779da68003c9d1b74a2f 100644 (file)
@@ -604,6 +604,47 @@ VG_STATIC void async_world_postprocess( void *payload, u32 _size ){
    glBufferSubData( GL_UNIFORM_BUFFER, 0, 
                     sizeof(struct ub_world_lighting), &world->ub_lighting );
 
+   /*
+    * Allocate cubemaps
+    */
+   for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
+      ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
+
+      glGenTextures( 1, &cm->texture_id );
+      glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
+      glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+               glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+               for( u32 j=0; j<6; j ++ ) {
+                       glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB, 
+                        WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES, 
+                        0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
+               }
+
+               glGenFramebuffers( 1, &cm->framebuffer_id );
+               glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
+               glGenRenderbuffers(1, &cm->renderbuffer_id );
+               glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id );
+               glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, 
+                              WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
+
+               glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+                       GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
+               glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, 
+                                 GL_RENDERBUFFER, cm->renderbuffer_id );
+
+               glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, 
+         GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
+
+               if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){
+         vg_error( "Cubemap framebuffer incomplete.\n" );
+      }
+   }
+
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    world->status = k_world_status_loaded;
 }
 
index 25d5b048af77274107d03d9b1e7e082a7cdf14fc..983feeea00b229bd55d87fbe9b69584a72130c5c 100644 (file)
@@ -63,6 +63,7 @@ VG_STATIC void world_instance_load_mdl( u32 instance_id, const char *path ){
    mdl_load_array( meta, &world->ent_challenge, "ent_challenge",  heap );
    mdl_load_array( meta, &world->ent_unlock,    "ent_unlock",     heap );
    mdl_load_array( meta, &world->ent_relay,     "ent_relay",      heap );
+   mdl_load_array( meta, &world->ent_cubemap,   "ent_cubemap",    heap );
 
    mdl_array_ptr infos;
    mdl_load_array( meta, &infos, "ent_worldinfo", vg_mem.scratch );
@@ -98,7 +99,6 @@ VG_STATIC void world_instance_load_mdl( u32 instance_id, const char *path ){
    vg_async_stall();
 }
 
-
 struct world_load_complete_data{
    savedata_file save;
    u32 instance_start, instance_count;
index ba093b92d75bac2c40172d45b363ef4833624d48..525d6daca747206ef3745088dffe2d8c8a7ec979 100644 (file)
@@ -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);
@@ -604,6 +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 );
@@ -634,6 +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;
index 4e777ddd229af9f7b6120826d633335cff846229..0229b9d5ef756994c9fc6c7d10291075d5e0ce22 100644 (file)
@@ -5,11 +5,14 @@
 #ifndef WORLD_RENDER_H
 #define WORLD_RENDER_H
 
+#define WORLD_CUBEMAP_RES 32
+
 #include "camera.h"
 #include "world.h"
 
 #include "shaders/scene_standard.h"
 #include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_cubemapped.h"
 #include "shaders/scene_vertex_blend.h"
 #include "shaders/scene_terrain.h"
 #include "shaders/scene_fxglow.h"
@@ -71,5 +74,6 @@ VG_STATIC void render_world_position( world_instance *world, camera *cam );
 VG_STATIC void render_world_depth( world_instance *world, camera *cam );
 VG_STATIC void render_world( world_instance *world, camera *cam,
                              int layer_depth );
+VG_STATIC void render_world_cubemaps( world_instance *world );
 
 #endif /* WORLD_RENDER_H */