X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=1926364c6b437fa03ba206a82ae74af47a620af4;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=54c58a55d5796078fe1c07a00ebb02fb5cd8d455;hpb=343d594b37f42a94f220a5089c9db36da9da3ab4;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 54c58a5..1926364 100644 --- a/world_render.h +++ b/world_render.h @@ -69,14 +69,27 @@ VG_STATIC void world_render_init(void) vg_release_thread_sync(); } -VG_STATIC void world_link_lighting_ub( world_instance *world, - GLuint shader, int texture_id ) +VG_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 ); +} + +VG_STATIC void world_bind_position_texture( world_instance *world, + GLuint shader, GLuint location, + int slot ) +{ + render_fb_bind_texture( &world->heightmap, 0, slot ); + glUniform1i( location, slot ); +} - render_fb_bind_texture( &world->heightmap, 0, texture_id ); - glUniform1i( glGetUniformLocation( shader, "g_world_depth" ), texture_id ); +VG_STATIC void world_bind_light_array( world_instance *world, + GLuint shader, GLuint location, + int slot ) +{ + glActiveTexture( GL_TEXTURE0 + slot ); + glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities ); + glUniform1i( location, slot ); } VG_STATIC void render_world_depth( world_instance *world, camera *cam ); @@ -150,7 +163,12 @@ VG_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); - world_link_lighting_ub( world, _shader_scene_vertex_blend.id, 2 ); + world_link_lighting_ub( world, _shader_scene_vertex_blend.id ); + world_bind_position_texture( world, _shader_scene_vertex_blend.id, + _uniform_scene_vertex_blend_g_world_depth, 2 ); + world_bind_light_array( world, _shader_scene_vertex_blend.id, + _uniform_scene_vertex_blend_uLightsArray, 3 ); + vg_tex2d_bind( &tex_terrain_noise, 0 ); shader_scene_vertex_blend_uPv( cam->mtx.pv ); @@ -174,7 +192,13 @@ VG_STATIC void render_world_standard( world_instance *world, camera *cam ) shader_scene_standard_uTexMain(1); shader_scene_standard_uPv( cam->mtx.pv ); shader_scene_standard_uPvmPrev( cam->mtx_prev.pv ); - world_link_lighting_ub( world, _shader_scene_standard.id, 2 ); + + world_link_lighting_ub( world, _shader_scene_standard.id ); + world_bind_position_texture( world, _shader_scene_standard.id, + _uniform_scene_standard_g_world_depth, 2 ); + world_bind_light_array( world, _shader_scene_standard.id, + _uniform_scene_standard_uLightsArray, 3 ); + bind_terrain_noise(); shader_scene_standard_uMdl( identity_matrix ); @@ -196,7 +220,14 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) shader_scene_standard_alphatest_uTexMain(1); shader_scene_standard_alphatest_uPv( cam->mtx.pv ); shader_scene_standard_alphatest_uPvmPrev( cam->mtx_prev.pv ); - world_link_lighting_ub( world, _shader_scene_standard_alphatest.id, 2 ); + + world_link_lighting_ub( world, _shader_scene_standard_alphatest.id ); + world_bind_position_texture( world, _shader_scene_standard_alphatest.id, + _uniform_scene_standard_alphatest_g_world_depth, 2 ); + world_bind_light_array( world, _shader_scene_standard_alphatest.id, + _uniform_scene_standard_alphatest_uLightsArray, 3 ); + + bind_terrain_noise(); shader_scene_standard_alphatest_uMdl( identity_matrix ); @@ -230,7 +261,12 @@ VG_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, 2 ); + + 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 ); vg_tex2d_bind( &tex_terrain_noise, 0 ); @@ -382,7 +418,7 @@ VG_STATIC void render_world_depth( world_instance *world, camera *cam ) shader_scene_depth_uPv( cam->mtx.pv ); shader_scene_depth_uPvmPrev( cam->mtx_prev.pv ); shader_scene_depth_uMdl( identity_matrix ); - world_link_lighting_ub( world, _shader_scene_depth.id, 2 ); + world_link_lighting_ub( world, _shader_scene_depth.id ); mesh_bind( &world->mesh_geo ); mesh_draw( &world->mesh_geo ); @@ -398,7 +434,7 @@ VG_STATIC void render_world_position( world_instance *world, camera *cam ) shader_scene_position_uPv( cam->mtx.pv ); shader_scene_position_uPvmPrev( cam->mtx_prev.pv ); shader_scene_position_uMdl( identity_matrix ); - world_link_lighting_ub( world, _shader_scene_position.id, 2 ); + world_link_lighting_ub( world, _shader_scene_position.id ); mesh_bind( &world->mesh_geo ); mesh_draw( &world->mesh_geo );