small compression
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.c
index 2d23737c3f5325247b0db045ed2da4bd18cce028..e6c709afb0d141438a9726256d4889cf06f74a46 100644 (file)
@@ -25,7 +25,7 @@ static int ccmd_set_time( int argc, const char *argv[] ){
 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;
 
@@ -39,7 +39,7 @@ static void async_world_render_init( void *payload, u32 size )
    }
 
    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;
 
@@ -104,24 +104,21 @@ static void world_render_init(void)
    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 );
@@ -129,8 +126,7 @@ static void world_bind_light_array( world_instance *world,
 
 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 );
@@ -267,8 +263,7 @@ static void bindpoint_diffuse1_and_cubemap10( world_instance *world,
    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);
@@ -627,20 +622,12 @@ static void bindpoint_override( world_instance *world,
    }
 }
 
-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 );
 
@@ -902,14 +889,7 @@ static void render_world_override( world_instance *world ){
    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] );
 
@@ -989,8 +969,7 @@ static void render_world_cubemaps( world_instance *world ){
    }
 }
 
-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 );
 
@@ -1005,8 +984,7 @@ static void render_world_depth( world_instance *world, camera *cam )
    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 );