baby lock the door and turn the lights down low
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index cfa809c4dfe2d852ecf9af9edf0ba07bd0b3d3e6..672ceb71ca35fb85bb8a49b92b24649f1aa058ba 100644 (file)
--- a/world.h
+++ b/world.h
@@ -84,27 +84,31 @@ struct world_instance
       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;
@@ -637,9 +641,28 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
    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,