checkin
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 7611c249a7001558df94a1fdf96d2b19e5097f1e..ef935968257fd422b9be0f7f592c332fcefbdb55 100644 (file)
--- a/world.h
+++ b/world.h
@@ -24,6 +24,7 @@ typedef struct world_instance world_instance;
 #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"
 
@@ -87,17 +88,26 @@ 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];
+#endif
    }
    ub_lighting;
    GLuint ubo_lighting;
    int    ubo_bind_point;
 
+   GLuint tbo_light_entities,
+          tex_light_entities;
+
    struct framebuffer heightmap;
 
    /*
@@ -204,8 +214,11 @@ struct world_instance
     */
    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;
@@ -251,9 +264,7 @@ struct world_instance
          v4f q[2];
          v2f dims;
 
-         m4x3f to_world, recv_to_world,   /* TODO: can probably remove these */
-
-               transport;
+         m4x3f to_world, transport;
       }
       gate;
 
@@ -501,6 +512,7 @@ VG_STATIC void world_init(void)
    shader_scene_vertex_blend_register();
    shader_scene_terrain_register();
    shader_scene_depth_register();
+   shader_scene_position_register();
 
    shader_model_sky_register();
 
@@ -611,6 +623,20 @@ 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 )
    {
@@ -638,10 +664,11 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
       }
    }
 
-   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
@@ -712,20 +739,24 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
                                                         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;