#include "respawn.h"
static int ccmd_set_time( int argc, const char *argv[] ){
- if( argc == 1 ){
- world_instance *world = world_current_instance();
+ world_instance *world = world_current_instance();
+ if( argc == 1 )
world->time = atof( argv[0] );
- }
- else {
- vg_error( "Usage set_time <0-1.0>\n" );
- }
+ else
+ vg_error( "Usage set_time <0-1.0> (current time: %f)\n", world->time );
return 0;
}
static void async_world_render_init( void *payload, u32 size )
{
vg_info( "Allocate uniform buffers\n" );
- for( int i=0; i<4; i++ ){
+ for( int i=0; i<k_world_max; i++ ){
world_instance *world = &world_static.instances[i];
world->ubo_bind_point = i;
}
vg_info( "Allocate frame buffers\n" );
- for( int i=0; i<4; i++ ){
+ for( int i=0; i<k_world_max; i++ ){
world_instance *world = &world_static.instances[i];
struct framebuffer *fb = &world->heightmap;
vg_async_call( async_world_render_init, NULL, 0 );
}
-static void world_link_lighting_ub( world_instance *world, GLuint shader )
-{
+static void world_link_lighting_ub( world_instance *world, GLuint shader ){
GLuint idx = glGetUniformBlockIndex( shader, "ub_world_lighting" );
glUniformBlockBinding( shader, idx, world->ubo_bind_point );
}
static void world_bind_position_texture( world_instance *world,
GLuint shader, GLuint location,
- int slot )
-{
+ int slot ){
render_fb_bind_texture( &world->heightmap, 0, slot );
glUniform1i( location, slot );
}
static void world_bind_light_array( world_instance *world,
GLuint shader, GLuint location,
- int slot )
-{
+ int slot ){
glActiveTexture( GL_TEXTURE0 + slot );
glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
glUniform1i( location, slot );
static void world_bind_light_index( world_instance *world,
GLuint shader, GLuint location,
- int slot )
-{
+ int slot ){
glActiveTexture( GL_TEXTURE0 + slot );
glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
glUniform1i( location, slot );
shader_scene_cubemapped_uColour( mat->info.colour );
}
-static void render_world_vb( world_instance *world, camera *cam )
-{
+static void render_world_vb( world_instance *world, camera *cam ){
shader_scene_vertex_blend_use();
shader_scene_vertex_blend_uTexGarbage(0);
shader_scene_vertex_blend_uTexGradients(1);
}
}
-static void render_terrain( world_instance *world, camera *cam )
-{
+static void render_terrain( world_instance *world, camera *cam ){
shader_scene_terrain_use();
shader_scene_terrain_uTexGarbage(0);
shader_scene_terrain_uTexGradients(1);
- world_link_lighting_ub( world, _shader_scene_terrain.id );
- world_bind_position_texture( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_terrain.id,
- _uniform_scene_terrain_uLightsIndex, 4 );
-
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_terrain );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, world_render.tex_terrain_noise );
}
}
-static void world_prerender( world_instance *world )
-{
-
+static void world_prerender( world_instance *world ){
if( mdl_arrcount( &world->ent_light ) ){
f32 rate = vg_maxf(0.1f, fabsf(k_day_length)) * vg_signf(k_day_length);
- world->time += vg.time_delta * (1.0/(rate*60.0));
+ world->time += vg.time_frame_delta * (1.0/(rate*60.0));
}
else{
world->time = 0.834;
shader_scene_override_uTexMain(1);
shader_scene_override_uPv( pass.cam->mtx.pv );
- world_link_lighting_ub( world, _shader_scene_override.id );
- world_bind_position_texture( world, _shader_scene_override.id,
- _uniform_scene_override_g_world_depth, 2 );
- world_bind_light_array( world, _shader_scene_override.id,
- _uniform_scene_override_uLightsArray, 3 );
- world_bind_light_index( world, _shader_scene_override.id,
- _uniform_scene_override_uLightsIndex, 4 );
-
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_override );
bind_terrain_noise();
shader_scene_override_uCamera( pass.cam->transform[3] );
}
}
-static void render_world_depth( world_instance *world, camera *cam )
-{
+static void render_world_depth( world_instance *world, camera *cam ){
m4x3f identity_matrix;
m4x3_identity( identity_matrix );
mesh_draw( &world->mesh_geo );
}
-static void render_world_position( world_instance *world, camera *cam )
-{
+static void render_world_position( world_instance *world, camera *cam ){
m4x3f identity_matrix;
m4x3_identity( identity_matrix );