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.
/* STD140 */
struct ub_world_lighting
{
+ v4f g_cube_min,
+ g_cube_inv_range;
+
/* v3f (padded) */
v4f g_light_colours[3],
g_light_directions[3],
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];
int ubo_bind_point;
GLuint tbo_light_entities,
- tex_light_entities;
+ tex_light_entities,
+ tex_light_cubes;
+
+ v3i light_cubes;
struct framebuffer heightmap;
{
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 */
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,
0xff00ff00 );
}
- if( k_debug_light_index )
+ if( k_debug_light_indices )
{
for( int i=0; i<world->light_count; i++ )
{