k_classtype_point_light,
(void*)&world->lights,
sizeof(struct world_light)
+ },
+ {
+ k_classtype_nonlocal_gate,
+ (void*)&world->nonlocal_gates,
+ sizeof(struct nonlocal_gate)
}
};
world->light_count ++;
}
+VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
+{
+ struct nonlocal_gate *gate = &world->nonlocal_gates[
+ world->nonlocalgate_count ++ ];
+ struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
+
+ gate->working = 0;
+ gate->node = pnode;
+ gate->target_map_index = 0;
+ v2_copy( inf->dims, gate->gate.dims );
+}
+
VG_STATIC void world_entities_process( world_instance *world )
{
struct entity_instruction
{ k_classtype_trigger, world_pct_trigger },
{ k_classtype_logic_relay, world_pct_relay },
{ k_classtype_logic_achievement, world_pct_achievement },
- { k_classtype_point_light, world_pct_point_light }
+ { k_classtype_point_light, world_pct_point_light },
+ { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
};
for( int i=0; i<world->meta->info.node_count; i++ )
}
}
+VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
+{
+ vg_info( "Linking non-local gates\n" );
+ world_instance *a = &world_global.worlds[ index_a ],
+ *b = &world_global.worlds[ index_b ];
+
+ for( int i=0; i<a->nonlocalgate_count; i++ )
+ {
+ struct nonlocal_gate *ga = &a->nonlocal_gates[i];
+ struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
+ const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
+
+ for( int j=0; j<b->nonlocalgate_count; j++ )
+ {
+ struct nonlocal_gate *gb = &b->nonlocal_gates[j];
+ struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
+ const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
+
+ if( !strcmp( ga_name, gb_name ) )
+ {
+ vg_success( "Created longjump for ID '%s'\n", ga_name );
+
+ v4f qYflip;
+ q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+
+ /* TODO: Gates are created very wonkily. refactor. */
+ ga->target_map_index = index_b;
+ gb->target_map_index = index_a;
+ ga->working = 1;
+ gb->working = 1;
+
+ v4_copy( ga->node->q, ga->gate.q[0] );
+ v4_copy( gb->node->q, ga->gate.q[1] );
+ v3_copy( ga->node->co, ga->gate.co[0] );
+ v3_copy( gb->node->co, ga->gate.co[1] );
+
+ v4_copy( gb->node->q, gb->gate.q[0] );
+ v4_copy( ga->node->q, gb->gate.q[1] );
+ v3_copy( gb->node->co, gb->gate.co[0] );
+ v3_copy( ga->node->co, gb->gate.co[1] );
+
+ /* reverse B's direction */
+ q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
+ q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
+ q_normalize( gb->gate.q[0] );
+ q_normalize( gb->gate.q[1] );
+
+ gate_transform_update( &ga->gate );
+ gate_transform_update( &gb->gate );
+ }
+ }
+ }
+}
+
VG_STATIC void world_scene_compute_light_clusters( world_instance *world,
scene *sc )
{
vg_acquire_thread_sync();
{
+ /* create scene lighting buffer */
+ glGenBuffers( 1, &world->tbo_light_entities );
+ glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
+ glBufferData( GL_TEXTURE_BUFFER, world->light_count*sizeof(float)*8,
+ NULL, GL_DYNAMIC_DRAW );
+
+ v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
+
+ for( int i=0; i<world->light_count; i++ )
+ {
+ struct world_light *light = &world->lights[i];
+
+ v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*2+0] );
+ v3_copy( light->co, light_dst[i*2+1] );
+ }
+
+ glUnmapBuffer( GL_TEXTURE_BUFFER );
+
+ glGenTextures( 1, &world->tex_light_entities );
+ glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
+ glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
+
+
+ /* Upload lighting uniform buffer */
+ if( world->water.enabled )
+ v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
+
+ v4f info_vec;
+ v3f *bounds = world->scene_geo->bbx;
+
+ info_vec[0] = bounds[0][0];
+ info_vec[1] = bounds[0][2];
+ info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
+ info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
+ v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
+
+ /* upload full buffer */
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0,
+ sizeof(struct ub_world_lighting), &world->ub_lighting );
+
+
/*
* Rendering the depth map
*/
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_MAX);
- render_world_depth( world, &ortho );
+ render_world_position( world, &ortho );
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- /* Upload lighting uniform buffer */
- if( world->water.enabled )
- v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
-
- v4f info_vec;
- v3f *bounds = world->scene_geo->bbx;
-
- info_vec[0] = bounds[0][0];
- info_vec[1] = bounds[0][2];
- info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
- info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
- v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
-
- /* add scene lights */
- for( int i=0; i<world->light_count; i++ )
- {
- struct world_light *light = &world->lights[i];
-
- v3_muls( light->colour, light->colour[3] * 2.0f,
- world->ub_lighting.g_point_light_colours[i] );
- v3_copy( light->co,
- world->ub_lighting.g_point_light_positions[i] );
- }
-
- /* upload full buffer */
- glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
- glBufferSubData( GL_UNIFORM_BUFFER, 0,
- sizeof(struct ub_world_lighting), &world->ub_lighting );
}
vg_release_thread_sync();
world->collectors = NULL;
world->collector_count = 0;
+ world->nonlocal_gates = NULL;
+ world->nonlocalgate_count = 0;
+
world->water.enabled = 0;