baby lock the door and turn the lights down low
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 7611c249a7001558df94a1fdf96d2b19e5097f1e..672ceb71ca35fb85bb8a49b92b24649f1aa058ba 100644 (file)
--- a/world.h
+++ b/world.h
@@ -24,6 +24,7 @@ typedef struct world_instance world_instance;
 #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"
 
@@ -52,6 +53,8 @@ enum geo_type
    k_geo_type_water = 2
 };
 
+static const float k_light_cube_size = 8.0f;
+
 struct world_instance 
 {
    /* This is a small flag we use to changelevel.
@@ -78,26 +81,45 @@ struct world_instance
    /* STD140 */
    struct ub_world_lighting
    {
-      /* v3f (padded) */
-      v4f g_light_colours[3],
-          g_light_directions[3],
-          g_ambient_colour;
+      v4f g_cube_min,
+          g_cube_inv_range;
 
       v4f g_water_plane,
           g_depth_bounds;
 
+      v4f g_daysky_colour;
+      v4f g_nightsky_colour;
+      v4f g_sunset_colour;
+      v4f g_ambient_colour;
+      v4f g_sunset_ambient;
+      v4f g_sun_colour;
+      v4f g_sun_dir;
+
       float g_water_fog;
-      int g_light_count;
+      float g_time;
+      float g_shadow_length;
+      float g_shadow_spread;
+
+      float g_time_of_day;
+      float g_day_phase;
+      float g_sunset_phase;
+
       int g_light_preview;
       int g_shadow_samples;
 
-      v4f g_point_light_positions[32];
-      v4f g_point_light_colours[32];
+      int g_debug_indices;
+      int g_debug_complexity;
    }
    ub_lighting;
    GLuint ubo_lighting;
    int    ubo_bind_point;
 
+   GLuint tbo_light_entities,
+          tex_light_entities,
+          tex_light_cubes;
+
+   v3i light_cubes;
+
    struct framebuffer heightmap;
 
    /*
@@ -204,8 +226,13 @@ struct world_instance
     */
    struct world_light
    {
-      v3f co;
-      v4f colour;
+      mdl_node *node;
+      struct classtype_world_light *inf;
+      m4x3f inverse_world;
+      v2f angle_sin_cos;
+
+      /* enabled.. etc? 
+       * TODO: we should order entities in the binary by their type */
    }
    * lights;
    u32 light_count;
@@ -251,9 +278,7 @@ struct world_instance
          v4f q[2];
          v2f dims;
 
-         m4x3f to_world, recv_to_world,   /* TODO: can probably remove these */
-
-               transport;
+         m4x3f to_world, transport;
       }
       gate;
 
@@ -501,6 +526,7 @@ VG_STATIC void world_init(void)
    shader_scene_vertex_blend_register();
    shader_scene_terrain_register();
    shader_scene_depth_register();
+   shader_scene_position_register();
 
    shader_model_sky_register();
 
@@ -611,6 +637,39 @@ VG_STATIC void world_run_relay( world_instance *world,
 
 VG_STATIC void world_update( world_instance *world, v3f pos )
 {
+   /* TEMP!!!!!! */
+   static double g_time = 0.0;
+   g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+
+   struct ub_world_lighting *state = &world->ub_lighting;
+
+   state->g_time = g_time;
+   state->g_debug_indices = k_debug_light_indices;
+   state->g_light_preview = k_light_preview;
+   state->g_debug_complexity = k_debug_light_complexity;
+
+   state->g_time_of_day = vg_fractf( g_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 );
+
+   state->g_day_phase    =       state->g_day_phase    * 0.5f + 0.5f;
+   state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
+
+   float a = state->g_time_of_day * VG_PIf * 2.0f;
+   state->g_sun_dir[0] = sinf( a );
+   state->g_sun_dir[1] = cosf( a );
+   state->g_sun_dir[2] = 0.2f;
+   v3_normalize( state->g_sun_dir );
+
+
+
+   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                    sizeof(struct ub_world_lighting), &world->ub_lighting );
+   /* TEMP!!!!!! */
+
+
 #if 0
    if( world.switching_to_new_world )
    {
@@ -638,10 +697,11 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
       }
    }
 
-   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
@@ -712,20 +772,24 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
                                                         0xff00ff00 );
    }
 
-   for( int i=0; i<world->light_count; i++ )
+   if( k_debug_light_indices )
    {
-      struct world_light *light = &world->lights[i];
+      for( int i=0; i<world->light_count; i++ )
+      {
+         struct world_light *light = &world->lights[i];
+         struct classtype_world_light *inf = light->inf;
 
-      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 = inf->colour[0] * 255.0f,
+            g = inf->colour[1] * 255.0f,
+            b = inf->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->node->co, 0.25f, colour );
+      }
    }
 
    world_global.in_trigger = in_trigger;