grid based
[carveJwlIkooP6JGAAIwe30JlM.git] / world_render.h
index 1926364c6b437fa03ba206a82ae74af47a620af4..7eccc6e45518d9351722ea994146ee566dd3f745 100644 (file)
@@ -92,6 +92,15 @@ VG_STATIC void world_bind_light_array( world_instance *world,
    glUniform1i( location, slot );
 }
 
+VG_STATIC void world_bind_light_index( world_instance *world,
+                                       GLuint shader, GLuint location,
+                                       int slot )
+{
+   glActiveTexture( GL_TEXTURE0 + slot );
+   glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
+   glUniform1i( location, slot );
+}
+
 VG_STATIC void render_world_depth( world_instance *world, camera *cam );
 
 /*
@@ -168,6 +177,8 @@ VG_STATIC void render_world_vb( world_instance *world, camera *cam )
                                 _uniform_scene_vertex_blend_g_world_depth, 2 );
    world_bind_light_array( world, _shader_scene_vertex_blend.id,
                                 _uniform_scene_vertex_blend_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_scene_vertex_blend.id,
+                                _uniform_scene_vertex_blend_uLightsIndex, 4 );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
@@ -198,6 +209,8 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam )
                                 _uniform_scene_standard_g_world_depth, 2 );
    world_bind_light_array( world, _shader_scene_standard.id,
                                 _uniform_scene_standard_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_scene_standard.id,
+                                _uniform_scene_standard_uLightsIndex, 4 );
 
    bind_terrain_noise();
 
@@ -226,6 +239,8 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam )
                         _uniform_scene_standard_alphatest_g_world_depth, 2 );
    world_bind_light_array( world, _shader_scene_standard_alphatest.id,
                         _uniform_scene_standard_alphatest_uLightsArray, 3 );
+   world_bind_light_index( world, _shader_scene_standard_alphatest.id,
+                           _uniform_scene_standard_alphatest_uLightsIndex, 4 );
 
 
    bind_terrain_noise();
@@ -267,6 +282,8 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
                         _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 );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
@@ -281,7 +298,7 @@ VG_STATIC void render_terrain( world_instance *world, camera *cam )
    world_render_both_stages( world, k_shader_terrain_blend, bindpoint_terrain );
 }
 
-VG_STATIC void render_sky( camera *cam )
+VG_STATIC void render_sky( world_instance *world, camera *cam )
 {
    /* 
     * Modify matrix to remove clipping and view translation
@@ -315,7 +332,7 @@ VG_STATIC void render_sky( camera *cam )
    shader_model_sky_uPv( pv );
    shader_model_sky_uPvmPrev( pv_prev );
    shader_model_sky_uTexGarbage(0);
-   shader_model_sky_uTime( world_global.sky_time );
+   world_link_lighting_ub( world, _shader_model_sky.id );
 
    vg_tex2d_bind( &tex_terrain_noise, 0 );
 
@@ -379,7 +396,7 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam )
 
 VG_STATIC void render_world( world_instance *world, camera *cam )
 {
-   render_sky( cam );
+   render_sky( world, cam );
 
    render_world_routes( world, cam );
    render_world_standard( world, cam );