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];
*/
struct world_light
{
- v3f co;
- v4f colour;
+ mdl_node *node;
+ struct classtype_world_light *inf;
+
+ /* enabled.. etc?
+ * TODO: we should order entities in the binary by their type */
}
* lights;
u32 light_count;
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 )
{
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 );
}
}