nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 09ecc19e4ce9241eca46edcf04ab43df6cd406a3..4e390368e9f4f51a65283e0534b5e54ef349129a 100644 (file)
@@ -48,9 +48,6 @@ VG_STATIC void world_render_init(void)
          fb->fixed_h = 1024;
          fb->resolution_div = 0;
 
-         /* TODO: We could get away with this being R16u, and just have it be 
-          *       a normed value between min and max of the bounding box Y */
-
          fb->attachments[0].display_name     = NULL;
          fb->attachments[0].purpose = k_framebuffer_attachment_type_colour;
          fb->attachments[0].internalformat   = GL_RG16F;
@@ -186,8 +183,6 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
    shader_scene_vertex_blend_uPvmPrev( cam->mtx_prev.pv );
    shader_scene_vertex_blend_uMdl( identity_matrix );
    shader_scene_vertex_blend_uCamera( cam->transform[3] );
-   shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 );
-   shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 );
 
    world_render_both_stages( world, k_shader_standard_vertex_blend,
                              bindpoint_diffuse_texture1 );
@@ -216,8 +211,6 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam )
 
    shader_scene_standard_uMdl( identity_matrix );
    shader_scene_standard_uCamera( cam->transform[3] );
-   shader_scene_standard_uBoard0( TEMP_BOARD_0 );
-   shader_scene_standard_uBoard1( TEMP_BOARD_1 );
    
    world_render_both_stages( world, k_shader_standard,
                              bindpoint_diffuse_texture1 );
@@ -247,8 +240,6 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
 
    shader_scene_standard_alphatest_uMdl( identity_matrix );
    shader_scene_standard_alphatest_uCamera( cam->transform[3] );
-   shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 );
-   shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 );
 
    glDisable(GL_CULL_FACE);
    
@@ -292,8 +283,6 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
 
    shader_scene_terrain_uMdl( identity_matrix );
    shader_scene_terrain_uCamera( cam->transform[3] );
-   shader_scene_terrain_uBoard0( TEMP_BOARD_0 );
-   shader_scene_terrain_uBoard1( TEMP_BOARD_1 );
 
    world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
 }
@@ -370,19 +359,64 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam,
    }
    
    if( gate ){
-#if 0
-      world_instance *dest_world = &world_global.worlds[ gate->world_index ];
-      render_gate( dest_world, gate, cam, layer_depth );
-#else
-      render_gate( world, gate, cam, layer_depth );
-#endif
-
       /* should really be set in fixed update since its used in the physics
        * of most systems. too bad! */
       world->rendering_gate = gate;
+
+      if( gate->type == k_gate_type_teleport ){
+         render_gate( world, gate, cam, layer_depth );
+      }
+      else if( gate->type == k_gate_type_nonlocel ){
+         world_instance *dest_world = &world_global.worlds[ gate->target ];
+         render_gate( dest_world, gate, cam, layer_depth );
+      }
+      else
+         world->rendering_gate = NULL;
    }
 }
 
+VG_STATIC void world_prerender( world_instance *world )
+{
+   static double g_time = 0.0;
+   g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+   struct ub_world_lighting *state = &world->ub_lighting;
+
+   state->g_time = g_time;
+   state->g_realtime = vg.time;
+   state->g_debug_indices = k_debug_light_indices;
+   state->g_light_preview = k_light_preview;
+   state->g_debug_complexity = k_debug_light_complexity;
+
+   state->g_time_of_day = vg_fractf( g_time );
+   state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
+   state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
+
+   state->g_day_phase    =       state->g_day_phase    * 0.5f + 0.5f;
+   state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
+
+   float a = state->g_time_of_day * VG_PIf * 2.0f;
+   state->g_sun_dir[0] = sinf( a );
+   state->g_sun_dir[1] = cosf( a );
+   state->g_sun_dir[2] = 0.2f;
+   v3_normalize( state->g_sun_dir );
+
+
+   world->probabilities[ k_probability_curve_constant ] = 1.0f;
+
+   float dp = state->g_day_phase;
+
+   world->probabilities[ k_probability_curve_wildlife_day ] =
+      (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
+   world->probabilities[ k_probability_curve_wildlife_night ] = 
+      1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
+      
+
+   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                    sizeof(struct ub_world_lighting), &world->ub_lighting );
+}
+
 VG_STATIC void render_world( world_instance *world, camera *cam,
                              int layer_depth )
 {