grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 3f806cb8714e00dbabf0d8564dede4a7b9acd43b..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],
@@ -93,6 +98,9 @@ struct world_instance
       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];
@@ -103,7 +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;
 
@@ -213,6 +224,8 @@ struct world_instance
    {
       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 */
@@ -625,6 +638,8 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
    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, 
@@ -734,7 +749,7 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
                                                         0xff00ff00 );
    }
 
-   if( k_debug_light_index )
+   if( k_debug_light_indices )
    {
       for( int i=0; i<world->light_count; i++ )
       {