#include "shaders/scene_vertex_blend.h"
#include "shaders/scene_terrain.h"
#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
#include "shaders/model_sky.h"
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],
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];
+#endif
}
ub_lighting;
GLuint ubo_lighting;
int ubo_bind_point;
+ GLuint tbo_light_entities,
+ tex_light_entities,
+ tex_light_cubes;
+
+ v3i light_cubes;
+
struct framebuffer heightmap;
/*
*/
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;
v4f q[2];
v2f dims;
- m4x3f to_world, recv_to_world, transport;
+ m4x3f to_world, transport;
}
gate;
*gates;
u32 gate_count;
+ struct nonlocal_gate
+ {
+ struct teleport_gate gate;
+ mdl_node *node;
+
+ u32 target_map_index, working;
+ }
+ *nonlocal_gates;
+ u32 nonlocalgate_count;
+
struct route_collector
{
struct route_timing timing;
shader_scene_vertex_blend_register();
shader_scene_terrain_register();
shader_scene_depth_register();
+ shader_scene_position_register();
shader_model_sky_register();
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 )
{
}
}
- world.sky_time += world.sky_rate * vg.time_delta;
- world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate,
- vg.time_delta * 5.0 );
#endif
+ world_global.sky_time += world_global.sky_rate * vg.time_delta;
+ world_global.sky_rate = vg_lerp( world_global.sky_rate,
+ world_global.sky_target_rate,
+ vg.time_delta * 5.0 );
world_routes_update( world );
#if 0
0xff00ff00 );
}
- for( int i=0; i<world->light_count; i++ )
+ if( k_debug_light_indices )
{
- struct world_light *light = &world->lights[i];
+ 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;
+ u32 colour = 0xff000000;
+ 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;
+ 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 );
+ }
}
world_global.in_trigger = in_trigger;