v4f g_cube_min,
g_cube_inv_range;
- /* v3f (padded) */
- v4f g_light_colours[3],
- g_light_directions[3],
- g_ambient_colour;
-
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;
float g_time;
- int g_light_count;
+ 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;
int g_debug_indices;
int g_debug_complexity;
-
-#if 0
- v4f g_point_light_positions[32];
- v4f g_point_light_colours[32];
-#endif
}
ub_lighting;
GLuint ubo_lighting;
static double g_time = 0.0;
g_time += vg.time_delta * (1.0/(k_day_length*60.0));
- world->ub_lighting.g_time = g_time;
- world->ub_lighting.g_debug_indices = k_debug_light_indices;
- world->ub_lighting.g_debug_complexity = k_debug_light_complexity;
+
+ 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,