X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=b1972ba546cf7cafd4774294559c7a39eaabbfc2;hb=8c376ed2e4021a18b0a6c6e800109d67ad09d198;hp=e04a6bb85455da4aaebecc7b71bc5cccf175705a;hpb=16f58e6b8d79762919000b9ae8266ad55a01a870;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index e04a6bb..b1972ba 100644 --- a/world_render.h +++ b/world_render.h @@ -49,7 +49,7 @@ VG_STATIC void world_render_init(void) fb->resolution_div = 0; fb->attachments[0].display_name = NULL; - fb->attachments[0].purpose = k_framebuffer_attachment_type_colour; + fb->attachments[0].purpose = k_framebuffer_attachment_type_texture; fb->attachments[0].internalformat = GL_RG16F; fb->attachments[0].format = GL_RG; fb->attachments[0].type = GL_FLOAT; @@ -183,8 +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 ); @@ -213,8 +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 ); @@ -244,8 +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); @@ -289,8 +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 ); } @@ -367,19 +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 ) {