grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 1b540d0d9d17176197003f04729b4f5ed4595803..cfa809c4dfe2d852ecf9af9edf0ba07bd0b3d3e6 100644 (file)
--- a/world.h
+++ b/world.h
@@ -53,6 +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.
@@ -79,6 +81,9 @@ struct world_instance
    /* STD140 */
    struct ub_world_lighting
    {
+      v4f g_cube_min,
+          g_cube_inv_range;
+
       /* v3f (padded) */
       v4f g_light_colours[3],
           g_light_directions[3],
@@ -88,10 +93,14 @@ struct world_instance
           g_depth_bounds;
 
       float g_water_fog;
+      float g_time;
       int g_light_count;
       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];
@@ -102,7 +111,10 @@ struct world_instance
    int    ubo_bind_point;
 
    GLuint tbo_light_entities,
-          tex_light_entities;
+          tex_light_entities,
+          tex_light_cubes;
+
+   v3i light_cubes;
 
    struct framebuffer heightmap;
 
@@ -210,8 +222,13 @@ 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;
@@ -616,6 +633,20 @@ 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));
+
+   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;
+
+   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 )
    {
@@ -718,22 +749,23 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
                                                         0xff00ff00 );
    }
 
-   if( 0 )
+   if( k_debug_light_indices )
    {
       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;
+         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;
 
-         vg_line_pt3( light->co, 0.25f, colour );
+         vg_line_pt3( light->node->co, 0.25f, colour );
       }
    }