new model modes
authorhgn <hgodden00@gmail.com>
Sun, 26 Jun 2022 20:11:51 +0000 (21:11 +0100)
committerhgn <hgodden00@gmail.com>
Sun, 26 Jun 2022 20:11:51 +0000 (21:11 +0100)
blender_export.py
model.h
player.h
scene.h
world.h

index 3e7567d8b09734f4616c976a4f585a5c42dde575..8fb8bf7473c2a399093007891098f5c9b6d17ba1 100644 (file)
@@ -9,11 +9,6 @@ class model(Structure):
                ("layer_count",c_uint32),
                ("marker_count",c_uint32)]
 
-class sdf_primative(Structure):
-   _pack_ = 1
-   _fields_ = [("origin",c_float*4),
-               ("info",c_float*4)]
-
 class submodel(Structure):
    _pack_ = 1
    _fields_ = [("indice_start",c_uint32),
@@ -22,9 +17,9 @@ class submodel(Structure):
                ("vertex_count",c_uint32),
                ("bbx",(c_float*3)*2),
                ("pivot",c_float*3),
-               ("sdf",sdf_primative),
-               ("sdf_type",c_int32),
-               ("name",c_char*32)]
+               ("q",c_float*4),
+               ("name",c_char*32),
+               ("material",c_char*32)]
 
 class marker(Structure):
    _pack_ = 1
@@ -46,6 +41,27 @@ def v4_dot( a, b ):
 def v4_length( a ):
    return math.sqrt( v4_dot(a,a) )
 
+def v2_eq( a, b ):
+   if abs(a[0]-b[0]) < 0.0001:
+      if abs(a[1]-b[1]) < 0.0001:
+         return True
+   return False
+
+def v3_eq( a, b ):
+   if abs(a[0]-b[0]) < 0.0001:
+      if abs(a[1]-b[1]) < 0.0001:
+         if abs(a[2]-b[2]) < 0.0001:
+            return True
+   return False
+
+def v4_eq( a, b ):
+   if abs(a[0]-b[0]) < 0.0001:
+      if abs(a[1]-b[1]) < 0.0001:
+         if abs(a[2]-b[2]) < 0.0001:
+            if abs(a[3]-b[3]) < 0.0001:
+               return True
+   return False
+
 def m3x3_mul( a, b, d ):
    a00 = a[0][0]
    a01 = a[0][1]
@@ -143,6 +159,8 @@ def write_model(name):
    vertex_buffer = []
    indice_buffer = []
 
+   print( F"Create mode {name}" )
+
    for obj in collection.objects:
       if obj.type == 'EMPTY':
          mk = marker()
@@ -171,78 +189,90 @@ def write_model(name):
          data.calc_loop_triangles()
          data.calc_normals_split()
 
-         sm = submodel()
-         sm.indice_start = header.indice_count
-         sm.vertex_start = header.vertex_count
-         sm.vertex_count = len(data.vertices)
-         sm.indice_count = len(data.loop_triangles)*3
-         sm.sdf_type = 0
-         sm.pivot[0] =  obj.matrix_world.translation[0]
-         sm.pivot[1] =  obj.matrix_world.translation[2]
-         sm.pivot[2] = -obj.matrix_world.translation[1]
-
-         for i in range(3):
-            sm.bbx[0][i] =  999999
-            sm.bbx[1][i] = -999999
-
-         if F"{obj.name}.sdf_cone" in bpy.data.objects:
-            cone = bpy.data.objects[F"{obj.name}.sdf_cone"]
-            sm.sdf.origin[0] =  cone.location[0]
-            sm.sdf.origin[1] =  cone.location[2] + cone.scale[1]*2.0
-            sm.sdf.origin[2] = -cone.location[1]
-            sm.sdf.origin[3] = 0.0
-
-            lo = cone.scale[0]
-            la = cone.scale[1]*2.0
-            lh = math.sqrt(lo*lo+la*la)
-
-            sm.sdf.info[0] = lo
-            sm.sdf.info[1] = la
-            sm.sdf.info[2] = lo/lh
-            sm.sdf.info[3] = la/lh
-
-            sm.sdf_type = 1
-         
-         sm.name = obj.name.encode('utf-8')
-
-         for vert in data.vertices:
-            v = model_vert()
-            v.co[0] = vert.co[0]
-            v.co[1] = vert.co[2]
-            v.co[2] = -vert.co[1]
-            v.colour[0] = 1.0
-            v.colour[1] = 1.0
-            v.colour[2] = 1.0
-            v.colour[3] = 1.0
-            vertex_buffer += [v]
-            
+         for material_id, mat in enumerate(data.materials):
+            sm = submodel()
+            sm.indice_start = header.indice_count
+            sm.vertex_start = header.vertex_count
+            sm.vertex_count = 0
+            sm.indice_count = 0
+            sm.pivot[0] =  obj.matrix_world.translation[0]
+            sm.pivot[1] =  obj.matrix_world.translation[2]
+            sm.pivot[2] = -obj.matrix_world.translation[1]
+
+            quat = obj.matrix_world.to_quaternion()
+            sm.q[0] =  quat[1]
+            sm.q[1] =  quat[3]
+            sm.q[2] = -quat[2]
+            sm.q[3] =  quat[0]
+
             for i in range(3):
-               sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] )
-               sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] )
-
-         for l in data.loops:
-            pvert = vertex_buffer[l.vertex_index + sm.vertex_start]
-            norm = l.normal
-            pvert.norm[0] = norm[0]
-            pvert.norm[1] = norm[2]
-            pvert.norm[2] = -norm[1]
-
-            #if data.vertex_colors:
-            #   colour = data.vertex_colors.active.data[ l.index ].color
-            #   pvert.colour[0] = colour[0]
-         
-            if data.uv_layers:
-               uv = data.uv_layers.active.data[ l.index ].uv
-               pvert.uv[0] = uv[0]
-               pvert.uv[1] = uv[1]
-
-         for tri in data.loop_triangles:
-            indice_buffer += [c_uint32(tri.vertices[_]) for _ in range(3)]
-
-         layers += [sm]
-         header.layer_count += 1
-         header.vertex_count += sm.vertex_count
-         header.indice_count += sm.indice_count
+               sm.bbx[0][i] =  999999
+               sm.bbx[1][i] = -999999
+            
+            sm.name = obj.name.encode('utf-8')
+            sm.material = mat.name.encode('utf-8')
+            print( F"  Creating submesh '{obj.name}:{mat.name}'" )
+            boffa = {}
+            
+            hit_count = 0
+            miss_count = 0
+
+            # Write the vertex / indice data
+            #
+            for tri_index, tri in enumerate(data.loop_triangles):
+               if tri.material_index != material_id:
+                  continue
+
+               for j in range(3):
+                  vert = data.vertices[tri.vertices[j]]
+
+                  co = vert.co
+                  norm = data.loops[tri.loops[j]].normal
+                  uv = (0,0)
+                  if data.uv_layers:
+                     uv = data.uv_layers.active.data[tri.loops[j]].uv
+
+                  key = (round(co[0],4),round(co[1],4),round(co[2],4),\
+                         round(norm[0],4),round(norm[1],4),round(norm[2],4),\
+                         round(uv[0],4),round(uv[1],4))
+
+                  if key in boffa:
+                     indice_buffer += [boffa[key]]
+                     hit_count += 1
+                  else:
+                     miss_count += 1
+                     index = c_uint32(sm.vertex_count)
+                     sm.vertex_count += 1
+                     
+                     boffa[key] = index
+
+                     indice_buffer += [index]
+
+                     v = model_vert()
+                     v.co[0] =  co[0]
+                     v.co[1] =  co[2]
+                     v.co[2] = -co[1]
+                     v.norm[0] =  norm[0]
+                     v.norm[1] =  norm[2]
+                     v.norm[2] = -norm[1]
+                     v.uv[0] = uv[0]
+                     v.uv[1] = uv[1]
+                     v.colour[0] = 1.0
+                     v.colour[1] = 1.0
+                     v.colour[2] = 1.0
+                     v.colour[3] = 1.0
+                     vertex_buffer += [v]
+
+                     for i in range(3):
+                        sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] )
+                        sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] )
+
+                  sm.indice_count += 1
+
+            layers += [sm]
+            header.layer_count += 1
+            header.vertex_count += sm.vertex_count
+            header.indice_count += sm.indice_count
 
    fp.write( bytearray( header ) )
    for l in layers:
diff --git a/model.h b/model.h
index 9558d1e42b22480284e863982c2c770a0c45ce4b..7194689899615b36a516715b655168bec5e203fc 100644 (file)
--- a/model.h
+++ b/model.h
@@ -22,16 +22,6 @@ struct model
        marker_count;
 };
 
-struct sdf_primative
-{
-   v4f origin;   /* xyz, yaw */
-   /* Cone: 
-       x  base scale
-       y  height 
-   */
-   v4f info;
-};
-
 struct submodel
 {
    u32 indice_start,
@@ -40,19 +30,10 @@ struct submodel
        vertex_count;
    
    boxf bbx;
-   v3f pivot;
-   sdf_primative sdf;
-
-   enum esdf_type
-   {
-      k_sdf_none = 0,
-      k_sdf_cone,
-      k_sdf_sphere,
-      k_sdf_box
-   }
-   sdf_type;
-
+   v3f pivot; /* same as co? */
+   v4f q;
    char name[32];
+   char material[32];
 };
 
 struct model_marker
index 7aaa857f794f941e81338f9790989f0050d76be4..52d658dcde379a446e60d26631182457f8e9ce24 100644 (file)
--- a/player.h
+++ b/player.h
@@ -787,7 +787,9 @@ static void player_walkgrid_clip_blocker( struct grid_sample *sa,
    if( !(min_time < start_time) )
       min_time = 0.5f * k_gridscale;
 
-   v3_muls( clipdir, min_time/k_gridscale, st->clip[dir] );
+   min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f );
+
+   v3_muls( clipdir, min_time, st->clip[dir] );
 
    v3f p0;
    v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 );
diff --git a/scene.h b/scene.h
index c644468196b36106a20a6e94d0d162dea7b3a536..d6cfb0a081b2c2ab2959bcb75f7e643053012689 100644 (file)
--- a/scene.h
+++ b/scene.h
@@ -28,13 +28,6 @@ struct scene
 
    boxf bbx;
 
-   struct shadower
-   {
-      sdf_primative sdf;
-      esdf_type sdf_type;
-   }
-   *shadowers;
-
    u32 shadower_count,
        shadower_cap;
 
@@ -49,7 +42,6 @@ static void scene_init( scene *pscene )
    pscene->indices = NULL;
    pscene->vertex_count = 0;
    pscene->indice_count = 0;
-   pscene->shadowers = NULL;
    pscene->shadower_count = 0;
    pscene->shadower_cap = 0;
    pscene->submesh.indice_start = 0;
@@ -117,23 +109,6 @@ static void scene_add_model( scene *pscene, model *mdl, submodel *submodel,
          &pscene->vertex_cap, submodel->vertex_count, sizeof(model_vert) );
    pscene->indices = buffer_reserve( pscene->indices, pscene->indice_count,
          &pscene->indice_cap, submodel->indice_count, sizeof(u32) );
-
-   if( submodel->sdf_type )
-   {
-      pscene->shadowers = buffer_reserve( pscene->shadowers, 
-            pscene->shadower_count, &pscene->shadower_cap, 1,
-            sizeof( struct shadower ));
-      
-      struct shadower *shadower = 
-         &pscene->shadowers[ pscene->shadower_count ++ ];
-
-      shadower->sdf = submodel->sdf;
-      shadower->sdf_type = submodel->sdf_type;
-      
-      v2_muls( shadower->sdf.info, scale, shadower->sdf.info );
-      v3_muls( shadower->sdf.origin, scale, shadower->sdf.origin );
-      v3_add( pos, shadower->sdf.origin, shadower->sdf.origin );
-   }
    
    /* Transform and place vertices */
    model_vert *src_verts = submodel_vert_data( mdl, submodel );
@@ -237,308 +212,6 @@ static void scene_copy_slice( scene *pscene, submodel *sm )
    pscene->submesh.vertex_start = pscene->vertex_count;
 }
 
-static void scene_shadow_sphere( scene *pscene, v3f sphere, 
-      v4f params, v3f lightdir )
-{
-   for( int i=0; i<pscene->vertex_count; i++ )
-   {
-      model_vert *vert = &pscene->verts[i];
-
-      v3f delta;
-      v3_sub( sphere, vert->co, delta );
-
-      float d = v3_dot( lightdir, delta );
-      v3f closest;
-
-      v3_muls( lightdir, d, closest );
-      float dist = v3_dist( closest, delta ),
-            shading = vg_maxf( dist - params[0], 0.0f );
-
-      shading = vg_minf( shading * params[1], 1.0f );
-      vert->colour[1] *= shading;
-   }
-}
-
-static void scene_shadow_gradient( scene *pscene, int comp,
-      float start, float length )
-{
-   float scale = 1.0f / length;
-
-   for( int i=0; i<pscene->vertex_count; i++ )
-   {
-      model_vert *vert = &pscene->verts[i];
-      float shading = start + vert->co[comp] * scale;
-
-      vert->colour[1] = shading;
-   }
-}
-
-
-/* 
- * Experimental SDF based shadows
- *
- * https://iquilezles.org/articles/distfunctions/
- */
-static float sd_cone( v3f co, sdf_primative *prim )
-{
-   float bound = prim->info[1]*1.75f;
-   if( v3_dist2( prim->origin, co ) > bound*bound )
-      return 999999.9f;
-
-   v3f p;
-   v3_sub( co, prim->origin, p );
-   
-   float h = prim->info[1];
-   v2f c = { prim->info[2], prim->info[3] };
-
-   v2f q, w, a, b;
-   v2_muls( (v2f){ c[0]/c[1], -1.0f }, h, q );
-   
-   w[0] = v2_length( (v2f){ p[0], p[2] } );
-   w[1] = p[1];
-
-   v2_muladds( w, q, -vg_clampf( v2_dot(w,q)/v2_dot(q,q), 0.0f, 1.0f ), a );
-   v2_muladd( w, q, (v2f){ vg_clampf( w[0]/q[0], 0.0f, 1.0f ), 1.0f }, b );
-
-   float k = vg_signf( q[1] ),
-         d = vg_minf( v2_dot( a,a ), v2_dot( b,b ) ),
-         s = vg_maxf( k*(w[0]*q[1]-w[1]*q[0]), k*(w[1]-q[1]) );
-
-   return sqrtf(d)*vg_signf(s);
-}
-
-#define CACHE_AMBIENT_SHAPES
-
-static float scene_ambient_sample( scene *pscene, v3f pos, v3f dir )
-{
-   float accum = 0.0f;
-
-#ifdef CACHE_AMBIENT_SHAPES
-   static struct shadower *local_shadowers[32];
-   static int local_shadower_count = 0;
-   static v3f local_shadower_last = { -99999.9f, -999999.9f, -9999999.9f };
-
-   if( v3_dist2( pos, local_shadower_last ) > 10.0f*10.0f )
-   {
-      local_shadower_count = 0;
-      v3_copy( pos, local_shadower_last );
-
-      for( int k=0; k<pscene->shadower_count; k++ )
-      {
-         struct shadower *shadower = &pscene->shadowers[k];
-
-         if( sd_cone( pos, &shadower->sdf ) <= 20.0f )
-         {
-            local_shadowers[ local_shadower_count ++ ] = shadower;
-            if( local_shadower_count == vg_list_size( local_shadowers ) )
-               break;
-         }
-      }
-   }
-#endif
-
-   for( int j=0; j<5; j++ )
-   {
-      v3f tracepos;
-      v3_muladds( pos, dir, 1.5f*(float)j, tracepos );
-
-      float mindist = 99999.9f;
-
-#ifndef CACHE_AMBIENT_SHAPES
-
-      for( int k=0; k<pscene->shadower_count; k++ ){
-         struct shadower *shadower = &pscene->shadowers[k];
-#else
-
-      for( int k=0; k<local_shadower_count; k++ ){
-         struct shadower *shadower = local_shadowers[k];
-#endif
-
-         float dist = vg_maxf( 0.0f, sd_cone( tracepos, &shadower->sdf ));
-         mindist = vg_minf( mindist, dist );
-      }
-
-
-      accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f;
-   }
-   
-   return accum;
-}
-
-#define DYNAMIC_GRID
-#define JUST_DO_EVERY_VERT
-
-static void scene_compute_occlusion( scene *pscene )
-{
-   v3f sundir = { 0.2f, 0.9f, 0.2f };
-   v3_normalize( sundir );
-
-   /* TODO: Make this sample grid be dynamically required.
-    *
-    *   1. Only resample the light grid (1x1x1), when a vertex is outside the 
-    *      current cube
-    *
-    *   2. Reorder all vertices so that each group of vertices that fit in a 
-    *      cube are next to eachother in the buffer. This will save cache
-    *      misses.
-    *
-    *      for the sorting algorithm, i think we can already assume that *most
-    *      vertices will be quite close to eachother. so instead of doing an
-    *      exhaustive search we can reorder 1k chunks at a time.
-    */
-
-   v3f sample_area;
-   v3_sub( pscene->bbx[1], pscene->bbx[0], sample_area );
-   v3_ceil( sample_area, sample_area );
-   int ax = sample_area[0],
-       ay = sample_area[1],
-       az = sample_area[2];
-
-#ifndef DYNAMIC_GRID
-   float *samplegrid = malloc( ax*ay*az* sizeof(float) );
-
-   for( int x=0; x<ax; x++ ){
-   for( int y=0; y<ay; y++ ){
-   for( int z=0; z<az; z++ )
-   {
-      v3f sample_pos = { x,y,z };
-      v3_add( pscene->bbx[0], sample_pos, sample_pos );
-      float accum = scene_ambient_sample( pscene, sample_pos, sundir );
-
-      samplegrid[x + y*ax + z*ax*ay] = accum;
-   }}}
-#else
-   v3i cube_pos = { -999999, -999999, -999999 };
-   int cube_resamples = 0, hits = 0, misses = 0;
-
-   float s0=0.0f,s1=0.0f,s2=0.0f,s3=0.0f,s4=0.0f,s5=0.0f,s6=0.0f,s7=0.0f;
-#endif
-
-   for( int i=0; i<pscene->vertex_count; i++ )
-   {
-      model_vert *vert = &pscene->verts[i];
-      v3f rel, q;
-      
-#ifndef DYNAMIC_GRID
-      v3_sub( vert->co, pscene->bbx[0], q );
-#else
-      v3_copy( vert->co, q );
-#endif
-
-      v3_floor( q, rel );
-      v3_sub( q, rel, q );
-      
-      int x=rel[0],
-          y=rel[1],
-          z=rel[2];
-
-#ifndef JUST_DO_EVERY_VERT
-#ifndef DYNAMIC_GRID
-      x = VG_MIN(x,ax-2);
-      y = VG_MIN(y,ay-2);
-      z = VG_MIN(z,az-2);
-      x = VG_MAX(x,0);
-      y = VG_MAX(y,0);
-      z = VG_MAX(z,0);
-
-      float 
-         s0 = samplegrid[ x    +  y*ax    + z*ax*ay],
-         s1 = samplegrid[(x+1) +  y*ax    + z*ax*ay],
-         s2 = samplegrid[ x    + (y+1)*ax + z*ax*ay],
-         s3 = samplegrid[(x+1) + (y+1)*ax + z*ax*ay],
-         s4 = samplegrid[ x    +  y*ax    + (z+1)*ax*ay],
-         s5 = samplegrid[(x+1) +  y*ax    + (z+1)*ax*ay],
-         s6 = samplegrid[ x    + (y+1)*ax + (z+1)*ax*ay],
-         s7 = samplegrid[(x+1) + (y+1)*ax + (z+1)*ax*ay],
-#else
-      if( x!=cube_pos[0] || y!=cube_pos[1] || z!=cube_pos[2] )
-      {
-         cube_pos[0] = x;
-         cube_pos[1] = y;
-         cube_pos[2] = z;
-
-         s0 = scene_ambient_sample( pscene, (v3f){ x,y,z }, sundir );
-         s1 = scene_ambient_sample( pscene, (v3f){ x+1,y,z }, sundir );
-         s2 = scene_ambient_sample( pscene, (v3f){ x,y+1,z }, sundir );
-         s3 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z }, sundir );
-         s4 = scene_ambient_sample( pscene, (v3f){ x,y,z+1 }, sundir );
-         s5 = scene_ambient_sample( pscene, (v3f){ x+1,y,z+1 }, sundir );
-         s6 = scene_ambient_sample( pscene, (v3f){ x,y+1,z+1 }, sundir );
-         s7 = scene_ambient_sample( pscene, (v3f){ x+1,y+1,z+1 }, sundir );
-
-         cube_resamples += 8;
-         misses ++;
-      }
-      else
-         hits ++;
-
-      float
-#endif
-
-         s0_s1 = vg_lerpf( s0, s1, q[0] ),
-         s2_s3 = vg_lerpf( s2, s3, q[0] ),
-         s4_s5 = vg_lerpf( s4, s5, q[0] ),
-         s6_s7 = vg_lerpf( s6, s7, q[0] ),
-
-         s0s1_s2s3 = vg_lerpf( s0_s1, s2_s3, q[1] ),
-         s4s5_s6s7 = vg_lerpf( s4_s5, s6_s7, q[1] ),
-         s0s1s2s3_s4s5s6s7 = vg_lerpf( s0s1_s2s3, s4s5_s6s7, q[2] );
-
-      vert->colour[1] = s0s1s2s3_s4s5s6s7;
-#else
-      vert->colour[1] = scene_ambient_sample( pscene, vert->co, sundir );
-#endif
-   }
-
-#ifndef DYNAMIC_GRID
-   int cube_resamples = -1, misses = 0, hits = 0;
-#endif
-
-   int static_samples = ax*ay*az,
-       vertex_samples = pscene->vertex_count;
-
-   if( cube_resamples < static_samples )
-      vg_success( "Walking cube beat static grid (%d<%d. %d)!\n",
-         cube_resamples, static_samples, vertex_samples );
-   else
-      vg_warn( "Walking cube was worse than static grid (%d<%d. %d).\n",
-         cube_resamples, static_samples, vertex_samples );
-
-   vg_info( "Hits; %d, misses: %d\n", hits, misses );
-
-#ifndef DYNAMIC_GRID
-   free( samplegrid );
-#endif
-
-   return;
-
-   for( int i=0; i<pscene->vertex_count; i++ )
-   {
-      model_vert *vert = &pscene->verts[i];
-      float accum = 0.0f;
-
-      for( int j=0; j<5; j++ )
-      {
-         v3f tracepos;
-         v3_copy( vert->co, tracepos );
-         v3_muladds( tracepos, sundir, 1.5f*(float)j, tracepos );
-
-         float mindist = 99999.9f;
-
-         for( int k=0; k<pscene->shadower_count; k++ )
-         {
-            struct shadower *shadower = &pscene->shadowers[k];
-            float dist = vg_maxf( 0.0f, sd_cone( tracepos, &shadower->sdf ));
-            mindist = vg_minf( mindist, dist );
-         }
-
-         accum += vg_clampf( 1.0f - mindist, 0.0f, 1.0f )*0.2f;
-      }
-
-      vert->colour[1] = vg_minf( accum, 1.0f );
-   }
-}
-
 static void scene_upload( scene *pscene )
 {
    mesh_upload( &pscene->mesh,
@@ -586,50 +259,6 @@ static void scene_draw( scene *pscene )
    mesh_drawn( 0, pscene->indice_count );
 }
 
-static void scene_debugsdf( scene *pscene )
-{
-   for( int i=0; i<pscene->shadower_count; i++ )
-   {
-      struct shadower *shadower = &pscene->shadowers[i];
-
-      v3f base, side;
-      v3_copy( shadower->sdf.origin, base );
-      base[1] -= shadower->sdf.info[1];
-      v3_copy( base, side );
-      side[0] += shadower->sdf.info[0];
-
-      vg_line2( shadower->sdf.origin, base, 0xff00ff00, 0xff0000ff );
-      vg_line2( side, base, 0xff00ff00, 0xff0000ff );
-      vg_line( side, shadower->sdf.origin, 0xff00ff00 );
-   }
-
-   v3f p0 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[0][2] },
-       p1 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[0][2] }, 
-       p2 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[0][2] },
-       p3 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[0][2] },
-
-       p4 = { pscene->bbx[0][0], pscene->bbx[0][1], pscene->bbx[1][2] },
-       p5 = { pscene->bbx[0][0], pscene->bbx[1][1], pscene->bbx[1][2] }, 
-       p6 = { pscene->bbx[1][0], pscene->bbx[1][1], pscene->bbx[1][2] },
-       p7 = { pscene->bbx[1][0], pscene->bbx[0][1], pscene->bbx[1][2] };
-   
-   u32 col = 0xffff00c8;
-   vg_line( p0, p1, col );
-   vg_line( p1, p2, col );
-   vg_line( p2, p3, col );
-   vg_line( p3, p0, col );
-
-   vg_line( p4, p5, col );
-   vg_line( p5, p6, col );
-   vg_line( p6, p7, col );
-   vg_line( p7, p4, col );
-
-   vg_line( p0, p4, col );
-   vg_line( p1, p5, col );
-   vg_line( p2, p6, col );
-   vg_line( p3, p7, col );
-}
-
 static void scene_register(void)
 {
 }
diff --git a/world.h b/world.h
index 2ca8725bfa602eb06c229e7d6d9a693eeb651214..29e1e714b6453576dc9e510e5951fc6b0a227c83 100644 (file)
--- a/world.h
+++ b/world.h
@@ -36,6 +36,8 @@ static void render_world( m4x4f projection, m4x3f camera )
    scene_bind( &world.foliage );
    scene_draw( &world.foliage );
    glEnable(GL_CULL_FACE);
+
+   vg_line_boxf( world.geo.bbx, 0xff00ffff );
 }
 
 static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
@@ -60,14 +62,27 @@ static void world_load(void)
    scene_init( &world.geo );
    model *mworld = vg_asset_read( "models/mp_dev.mdl" );
 
-   scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   for( int i=0; i<mworld->layer_count; i++ )
+   {
+      submodel *sm = model_get_submodel( mworld, i );
+      if( !strcmp( sm->material, "surf" ) )
+         scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+
+   }
    scene_copy_slice( &world.geo, &world.sm_road );
 
-   scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ),
-         (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f );
+   for( int i=0; i<mworld->layer_count; i++ )
+   {
+      submodel *sm = model_get_submodel( mworld, i );
+      if( !strcmp( sm->material, "terrain" ) )
+         scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+   }
+
    scene_copy_slice( &world.geo, &world.sm_terrain );
 
+   /* 
+    * TODO: Parametric marker import
+    */
    v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
 
 
@@ -92,7 +107,9 @@ static void world_load(void)
    }
 #endif
 
-   /* WATER DEV */
+   /* WATER DEV
+    * again, TODO: parametric import (material)
+    */
    {
       glmesh surf;
       submodel *sm = submodel_get(mworld,"mp_dev_water");