#include <stdio.h>
#include "client/camera.h"
#include "client/client.h"
+#include "client/frustum.h"
#include "client/scene.h"
#include "client/shader.h"
+#include "day.h"
#include "util.h"
struct Scene scene;
return false;
}
- scene.loc_MVP = glGetUniformLocation(scene.prog, "MVP");
+ scene.loc_model = glGetUniformLocation(scene.prog, "model");
+ scene.loc_VP = glGetUniformLocation(scene.prog, "VP");
+ scene.loc_daylight = glGetUniformLocation(scene.prog, "daylight");
+ scene.loc_lightDir = glGetUniformLocation(scene.prog, "lightDir");
+ scene.loc_cameraPos = glGetUniformLocation(scene.prog, "cameraPos");
GLint texture_indices[scene.max_texture_units];
for (GLint i = 0; i < scene.max_texture_units; i++)
glProgramUniform1iv(scene.prog, glGetUniformLocation(scene.prog, "textures"), scene.max_texture_units, texture_indices);
scene.fov = 86.1f;
- scene.render_distance = 1000.0f;
+ scene.render_distance = 255.0f + 32.0f;
return true;
}
pthread_mutex_unlock(&scene.mtx);
}
-void scene_render()
+void scene_render(f64 dtime)
{
- glUseProgram(scene.prog);
-
- mat4x4 view_proj;
-
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpedantic"
- mat4x4_mul(view_proj, scene.projection, camera.view);
+ mat4x4_mul(scene.VP, scene.projection, camera.view);
+
+ vec4 base_sunlight_dir = {0.0f, 0.0f, -1.0f, 1.0f};
+ vec4 sunlight_dir;
+ mat4x4 sunlight_mat;
+ mat4x4_identity(sunlight_mat);
+ mat4x4_rotate(sunlight_mat, sunlight_mat, 1.0f, 0.0f, 0.0f, get_sun_angle() + M_PI / 2.0f);
+ mat4x4_mul_vec4(sunlight_dir, sunlight_mat, base_sunlight_dir);
#pragma GCC diagnostic pop
+ frustum_update(scene.VP);
+
+ glUseProgram(scene.prog);
+ glUniformMatrix4fv(scene.loc_VP, 1, GL_FALSE, scene.VP[0]);
+ glUniform3f(scene.loc_lightDir, sunlight_dir[0], sunlight_dir[1], sunlight_dir[2]);
+ glUniform3f(scene.loc_cameraPos, camera.eye[0], camera.eye[1], camera.eye[2]);
+ glUniform1f(scene.loc_daylight, get_daylight());
+
for (ListPair **pairptr = &scene.objects.first; *pairptr != NULL; ) {
ListPair *pair = *pairptr;
Object *obj = pair->key;
free(pair);
object_delete(obj);
} else {
- object_render(obj, view_proj, scene.loc_MVP);
+ object_render(obj, dtime);
pairptr = &pair->next;
}
}