#include "shaders/scene_vertex_blend.h"
#include "shaders/scene_terrain.h"
#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
#include "shaders/model_sky.h"
int g_light_preview;
int g_shadow_samples;
+#if 0
v4f g_point_light_positions[32];
v4f g_point_light_colours[32];
+#endif
}
ub_lighting;
GLuint ubo_lighting;
int ubo_bind_point;
+ GLuint tbo_light_entities,
+ tex_light_entities;
+
struct framebuffer heightmap;
/*
v4f q[2];
v2f dims;
- m4x3f to_world, recv_to_world, transport;
+ m4x3f to_world, transport;
}
gate;
*gates;
u32 gate_count;
+ struct nonlocal_gate
+ {
+ struct teleport_gate gate;
+ mdl_node *node;
+
+ u32 target_map_index, working;
+ }
+ *nonlocal_gates;
+ u32 nonlocalgate_count;
+
struct route_collector
{
struct route_timing timing;
shader_scene_vertex_blend_register();
shader_scene_terrain_register();
shader_scene_depth_register();
+ shader_scene_position_register();
shader_model_sky_register();
}
}
- world.sky_time += world.sky_rate * vg.time_delta;
- world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate,
- vg.time_delta * 5.0 );
#endif
+ world_global.sky_time += world_global.sky_rate * vg.time_delta;
+ world_global.sky_rate = vg_lerp( world_global.sky_rate,
+ world_global.sky_target_rate,
+ vg.time_delta * 5.0 );
world_routes_update( world );
#if 0
0xff00ff00 );
}
- for( int i=0; i<world->light_count; i++ )
+ if( 0 )
{
- struct world_light *light = &world->lights[i];
+ for( int i=0; i<world->light_count; i++ )
+ {
+ struct world_light *light = &world->lights[i];
- u32 colour = 0xff000000;
- u8 r = light->colour[0] * 255.0f,
- g = light->colour[1] * 255.0f,
- b = light->colour[2] * 255.0f;
+ u32 colour = 0xff000000;
+ u8 r = light->colour[0] * 255.0f,
+ g = light->colour[1] * 255.0f,
+ b = light->colour[2] * 255.0f;
- colour |= r;
- colour |= g << 8;
- colour |= b << 16;
+ colour |= r;
+ colour |= g << 8;
+ colour |= b << 16;
- vg_line_pt3( light->co, 0.25f, colour );
+ vg_line_pt3( light->co, 0.25f, colour );
+ }
}
world_global.in_trigger = in_trigger;