X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_routes.h;h=501915a0643859d812a41dd31d87a6cffd110ddc;hb=5086e369c10a9ae5d5d4fa271a99c731727dbcfa;hp=121f447fd5113d7536e55fdccec2530cabb473a7;hpb=56f320d8ce6e8997370ec8e02fe50ca2d07b67f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_routes.h b/world_routes.h index 121f447..501915a 100644 --- a/world_routes.h +++ b/world_routes.h @@ -789,8 +789,6 @@ VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id ) scene_copy_slice( world->scene_lines, &route->sm ); } -VG_STATIC void world_scene_compute_light_clusters( world_instance *world, - scene *sc ); /* * Create the strips of colour that run through the world along course paths */ @@ -802,8 +800,6 @@ VG_STATIC void world_routes_generate( world_instance *world ) for( u32 i=0; iroute_count; i++ ) world_routes_create_mesh( world, i ); - world_scene_compute_light_clusters( world, world->scene_lines ); - vg_acquire_thread_sync(); { scene_upload( world->scene_lines, &world->mesh_route_lines ); @@ -1142,6 +1138,13 @@ VG_STATIC void world_routes_update( world_instance *world ) } VG_STATIC void bind_terrain_noise(void); +VG_STATIC void world_bind_light_array( world_instance *world, + GLuint shader, GLuint location, + int slot ); +VG_STATIC void world_bind_light_index( world_instance *world, + GLuint shader, GLuint location, + int slot ); + VG_STATIC void render_world_routes( world_instance *world, camera *cam ) { m4x3f identity_matrix; @@ -1149,7 +1152,13 @@ VG_STATIC void render_world_routes( world_instance *world, camera *cam ) shader_scene_route_use(); shader_scene_route_uTexGarbage(0); - world_link_lighting_ub( world, _shader_scene_route.id, 2 ); + world_link_lighting_ub( world, _shader_scene_route.id ); + world_bind_position_texture( world, _shader_scene_route.id, + _uniform_scene_route_g_world_depth, 2 ); + world_bind_light_array( world, _shader_scene_route.id, + _uniform_scene_route_uLightsArray, 3 ); + world_bind_light_index( world, _shader_scene_route.id, + _uniform_scene_route_uLightsIndex, 4 ); bind_terrain_noise(); shader_scene_route_uPv( cam->mtx.pv );