the luxuries of a modern C compiler
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 *
4 * World generation/population. Different to regular loading, since it needs to
5 * create geometry, apply procedural stuff and save that image to files etc.
6 */
7
8 #ifndef WORLD_GEN_C
9 #define WORLD_GEN_C
10
11 #include "world.h"
12 #include "world_gen.h"
13 #include "world_load.h"
14 #include "world_volumes.h"
15 #include "world_gate.h"
16
17 /*
18 * Add all triangles from the model, which match the material ID
19 * applies affine transform to the model
20 */
21 VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene,
22 mdl_context *mdl, u32 id )
23 {
24 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
25 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
26
27 for( u32 j=0; j<mesh->submesh_count; j++ ){
28 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
29 if( sm->material_id == id ){
30 m4x3f transform2;
31 mdl_transform_m4x3( &mesh->transform, transform2 );
32 m4x3_mul( transform, transform2, transform2 );
33
34 scene_add_mdl_submesh( scene, mdl, sm, transform2 );
35 }
36 }
37 }
38 }
39
40 /*
41 * Adds a small blob shape to the world at a raycast location. This is for the
42 * grass sprites
43 *
44 * /''''\
45 * / \
46 * | |
47 * |________|
48 */
49 VG_STATIC void world_gen_add_blob( scene_context *scene, ray_hit *hit )
50 {
51 world_instance *world = world_loading_instance();
52 m4x3f transform;
53 v4f qsurface, qrandom;
54 v3f axis;
55
56 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
57
58 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
59 q_axis_angle( qsurface, axis, angle );
60 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf64()*VG_TAUf );
61 q_mul( qsurface, qrandom, qsurface );
62 q_m3x3( qsurface, transform );
63 v3_copy( hit->pos, transform[3] );
64
65 scene_vert verts[] =
66 {
67 { .co = { -1.00f, 0.0f, 0.0f } },
68 { .co = { 1.00f, 0.0f, 0.0f } },
69 { .co = { -1.00f, 1.2f, 0.0f } },
70 { .co = { 1.00f, 1.2f, 0.0f } },
71 { .co = { -0.25f, 2.0f, 0.0f } },
72 { .co = { 0.25f, 2.0f, 0.0f } }
73 };
74
75 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
76
77 if( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
78 vg_fatal_error( "Scene vertex buffer overflow" );
79
80 if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
81 vg_fatal_error( "Scene index buffer overflow" );
82
83 scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
84 u32 *dst_indices = &scene->arrindices [ scene->indice_count ];
85
86 scene_vert *ref = &world->scene_geo.arrvertices[ hit->tri[0] ];
87
88 for( u32 i=0; i<vg_list_size(verts); i++ )
89 {
90 scene_vert *pvert = &dst_verts[ i ],
91 *src = &verts[ i ];
92
93 m4x3_mulv( transform, src->co, pvert->co );
94 scene_vert_pack_norm( pvert, transform[1] );
95
96 v2_copy( ref->uv, pvert->uv );
97 }
98
99 for( u32 i=0; i<vg_list_size(indices); i++ )
100 dst_indices[i] = indices[i] + scene->vertex_count;
101
102 scene->vertex_count += vg_list_size(verts);
103 scene->indice_count += vg_list_size(indices);
104 }
105
106 /*
107 * Sprinkle foliage models over the map on terrain material
108 */
109 VG_STATIC void world_apply_procedural_foliage( scene_context *scene,
110 struct world_surface *mat )
111 {
112 if( vg.quality_profile == k_quality_profile_low )
113 return;
114
115 world_instance *world = world_loading_instance();
116 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
117
118 v3f volume;
119 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
120 volume[1] = 1.0f;
121
122 int count = 0;
123
124 float area = volume[0]*volume[2];
125 u32 particles = 0.08f * area;
126
127 /* TODO: Quasirandom? */
128 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
129
130 for( u32 i=0; i<particles; i++ ){
131 v3f pos;
132 v3_mul( volume, (v3f){ vg_randf64(), 1000.0f, vg_randf64() }, pos );
133 pos[1] = 1000.0f;
134 v3_add( pos, world->scene_geo.bbx[0], pos );
135
136 ray_hit hit;
137 hit.dist = INFINITY;
138
139 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
140 struct world_surface *m1 = ray_hit_surface( world, &hit );
141 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
142 world_gen_add_blob( scene, &hit );
143 count ++;
144 }
145 }
146 }
147
148 vg_info( "%d foliage models added\n", count );
149 }
150
151 /*
152 * Create the main meshes for the world
153 */
154 VG_STATIC void world_gen_generate_meshes(void)
155 {
156 /*
157 * Compile meshes into the world scenes
158 */
159 world_instance *world = world_loading_instance();
160 scene_init( &world->scene_geo, 320000, 1200000 );
161 u32 buf_size = scene_mem_required( &world->scene_geo );
162 u8 *buffer = vg_linear_alloc( world->heap, buf_size );
163 scene_supply_buffer( &world->scene_geo, buffer );
164
165 m4x3f midentity;
166 m4x3_identity( midentity );
167
168 /*
169 * Generate scene: collidable geometry
170 * ----------------------------------------------------------------
171 */
172
173 vg_info( "Generating collidable geometry\n" );
174
175 for( u32 i=0; i<world->surface_count; i++ ){
176 struct world_surface *surf = &world->surfaces[ i ];
177
178 if( surf->info.flags & k_material_flag_collision )
179 world_add_all_if_material( midentity, &world->scene_geo,
180 &world->meta, i );
181
182 scene_copy_slice( &world->scene_geo, &surf->sm_geo );
183 }
184
185 /* compress that bad boy */
186 u32 new_vert_max = world->scene_geo.vertex_count,
187 new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
188 new_indice_len = world->scene_geo.indice_count*sizeof(u32);
189
190 u32 *src_indices = world->scene_geo.arrindices,
191 *dst_indices = (u32 *)(buffer + new_vert_size);
192
193 memmove( dst_indices, src_indices, new_indice_len );
194
195 world->scene_geo.max_indices = world->scene_geo.indice_count;
196 world->scene_geo.max_vertices = world->scene_geo.vertex_count;
197 buf_size = scene_mem_required( &world->scene_geo );
198
199 buffer = vg_linear_resize( world->heap, buffer, buf_size );
200
201 world->scene_geo.arrvertices = (scene_vert *)(buffer);
202 world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
203
204 scene_upload_async( &world->scene_geo, &world->mesh_geo );
205
206 /* need send off the memory to the gpu before we can create the bvh. */
207 vg_async_stall();
208 vg_info( "creating bvh\n" );
209
210 /* setup spacial mapping and rigidbody */
211 world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
212
213 v3_zero( world->rb_geo.rb.co );
214 v3_zero( world->rb_geo.rb.v );
215 q_identity( world->rb_geo.rb.q );
216 v3_zero( world->rb_geo.rb.w );
217
218 world->rb_geo.type = k_rb_shape_scene;
219 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
220 rb_init_object( &world->rb_geo );
221
222 /*
223 * Generate scene: non-collidable geometry
224 * ----------------------------------------------------------------
225 */
226 vg_info( "Generating non-collidable geometry\n" );
227
228 vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
229 &world->mesh_no_collide,
230 200000, 500000 );
231
232 for( u32 i=0; i<world->surface_count; i++ ){
233 struct world_surface *surf = &world->surfaces[ i ];
234
235 if( !(surf->info.flags & k_material_flag_collision) ){
236 world_add_all_if_material( midentity,
237 &world->scene_no_collide, &world->meta, i );
238 }
239
240 if( surf->info.flags & k_material_flag_grow_grass )
241 world_apply_procedural_foliage( &world->scene_no_collide, surf );
242
243 scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
244 }
245
246 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
247 ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
248
249 for( u32 j=0; j<vehc->submesh_count; j++ ){
250 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
251 vehc->submesh_start+j );
252
253 if( sm->flags & k_submesh_flag_consumed ){
254 continue;
255 }
256
257 m4x3f identity;
258 m4x3_identity( identity );
259 scene_add_mdl_submesh( &world->scene_no_collide,
260 &world->meta, sm, identity );
261
262 scene_copy_slice( &world->scene_no_collide, sm );
263 sm->flags |= k_submesh_flag_consumed;
264 }
265 }
266
267 vg_async_dispatch( call, async_scene_upload );
268 }
269
270 /* signed distance function for cone */
271 static f32 fsd_cone_infinite( v3f p, v2f c )
272 {
273 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
274 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
275
276 v2f v0;
277 v2_muls( c, s, v0 );
278 v2_sub( q, v0, v0 );
279
280 float d = v2_length( v0 );
281 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
282 }
283
284 struct light_indices_upload_info{
285 world_instance *world;
286 v3i count;
287
288 void *data;
289 };
290
291 /*
292 * Async reciever to buffer light index data
293 */
294 VG_STATIC void async_upload_light_indices( void *payload, u32 size )
295 {
296 struct light_indices_upload_info *info = payload;
297
298 glGenTextures( 1, &info->world->tex_light_cubes );
299 glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
300 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
301 info->count[0], info->count[1], info->count[2],
302 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
303 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
304 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
305 }
306
307 /*
308 * Computes light indices for world
309 */
310 VG_STATIC void world_gen_compute_light_indices(void)
311 {
312 /* light cubes */
313 world_instance *world = world_loading_instance();
314 v3f cubes_min, cubes_max;
315 v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
316 v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
317
318 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
319 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
320
321 v3_floor( cubes_min, cubes_min );
322 v3_floor( cubes_max, cubes_max );
323
324 v3i icubes_min, icubes_max;
325
326 for( int i=0; i<3; i++ ){
327 icubes_min[i] = cubes_min[i];
328 icubes_max[i] = cubes_max[i];
329 }
330
331 v3f cube_size;
332
333 v3i icubes_count;
334 v3i_sub( icubes_max, icubes_min, icubes_count );
335
336 for( int i=0; i<3; i++ ){
337 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
338 float clamped_max = icubes_min[i] + clamped_count,
339 max = icubes_min[i] + icubes_count[i]+1;
340
341 icubes_count[i] = clamped_count;
342 cube_size[i] = (max / clamped_max) * k_world_light_cube_size;
343 cubes_max[i] = clamped_max;
344 }
345
346 v3_mul( cubes_min, cube_size, cubes_min );
347 v3_mul( cubes_max, cube_size, cubes_max );
348
349 for( int i=0; i<3; i++ ){
350 float range = cubes_max[i]-cubes_min[i];
351 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
352 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
353
354 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
355 }
356
357 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
358
359 u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
360 hdr_size = vg_align8(sizeof(struct light_indices_upload_info));
361
362 vg_async_item *call = vg_async_alloc( data_size + hdr_size );
363 struct light_indices_upload_info *info = call->payload;
364 info->data = ((u8*)call->payload) + hdr_size;
365 info->world = world;
366 u32 *cubes_index = info->data;
367
368 for( int i=0; i<3; i++ )
369 info->count[i] = icubes_count[i];
370
371 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
372 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
373 cubes_max[0], -cubes_max[2], cubes_max[1] );
374 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
375
376 float bound_radius = v3_length( cube_size );
377
378 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
379 for( int iy = 0; iy<icubes_count[1]; iy++ ){
380 for( int ix = 0; ix<icubes_count[0]; ix++ ){
381 boxf bbx;
382 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
383 bbx[0] );
384 v3_div( (v3f){ ix+1, iy+1, iz+1 },
385 world->ub_lighting.g_cube_inv_range,
386 bbx[1] );
387
388 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
389 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
390
391 v3f center;
392 v3_add( bbx[0], bbx[1], center );
393 v3_muls( center, 0.5f, center );
394
395 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
396 u32 count = 0;
397
398 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
399 const int N = vg_list_size( influences );
400
401 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
402 ent_light *light = mdl_arritm( &world->ent_light, j );
403 v3f closest;
404 closest_point_aabb( light->transform.co, bbx, closest );
405
406 float dist = v3_dist( closest, light->transform.co ),
407 influence = 1.0f/(dist+1.0f);
408
409 if( dist > light->range )
410 continue;
411
412 if( light->type == k_light_type_spot){
413 v3f local;
414 m4x3_mulv( light->inverse_world, center, local );
415
416 float r = fsd_cone_infinite( local, light->angle_sin_cos );
417
418 if( r > bound_radius )
419 continue;
420 }
421
422 int best_pos = N;
423 for( int k=best_pos-1; k>=0; k -- )
424 if( influence > influences[k] )
425 best_pos = k;
426
427 if( best_pos < N ){
428 for( int k=N-1; k>best_pos; k -- ){
429 influences[k] = influences[k-1];
430 indices[k] = indices[k-1];
431 }
432
433 influences[best_pos] = influence;
434 indices[best_pos] = j;
435 }
436 }
437
438 for( int j=0; j<N; j++ )
439 if( influences[j] > 0.0f )
440 count ++;
441
442 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
443 iy * (icubes_count[0]) +
444 ix;
445
446 int lower_count = VG_MIN( 3, count );
447 u32 packed_index_lower = lower_count;
448 packed_index_lower |= indices[0]<<2;
449 packed_index_lower |= indices[1]<<12;
450 packed_index_lower |= indices[2]<<22;
451
452 int upper_count = VG_MAX( 0, count - lower_count );
453 u32 packed_index_upper = upper_count;
454 packed_index_upper |= indices[3]<<2;
455 packed_index_upper |= indices[4]<<12;
456 packed_index_upper |= indices[5]<<22;
457
458 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
459 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
460 }
461 }
462 }
463
464 vg_async_dispatch( call, async_upload_light_indices );
465 }
466
467 /*
468 * Rendering pass needed to complete the world
469 */
470 VG_STATIC void async_world_postprocess_render( void *payload, u32 _size )
471 {
472 /* create scene lighting buffer */
473 world_instance *world = world_loading_instance();
474
475 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
476 vg_info( "Upload %ubytes (lighting)\n", size );
477
478 glGenBuffers( 1, &world->tbo_light_entities );
479 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
480 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
481
482 /* buffer layout
483 *
484 * colour position direction (spots)
485 * | . . . . | . . . . | . . . . |
486 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
487 *
488 */
489
490 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
491 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
492 ent_light *light = mdl_arritm( &world->ent_light, i );
493
494 /* colour + night */
495 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
496 light_dst[i*3+0][3] = 2.0f;
497
498 if( !light->daytime ){
499 u32 hash = (i * 29986577u) & 0xffu;
500 float switch_on = hash;
501 switch_on *= (1.0f/255.0f);
502
503 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
504 }
505
506 /* position + 1/range^2 */
507 v3_copy( light->transform.co, light_dst[i*3+1] );
508 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
509
510 /* direction + angle */
511 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
512 light_dst[i*3+2][3] = cosf( light->angle );
513 }
514
515 glUnmapBuffer( GL_TEXTURE_BUFFER );
516
517 glGenTextures( 1, &world->tex_light_entities );
518 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
519 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
520
521 /* Upload lighting uniform buffer */
522 if( world->water.enabled )
523 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
524
525 v4f info_vec;
526 v3f *bounds = world->scene_geo.bbx;
527
528 info_vec[0] = bounds[0][0];
529 info_vec[1] = bounds[0][2];
530 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
531 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
532 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
533
534 /*
535 * Rendering the depth map
536 */
537 camera ortho;
538
539 v3f extent;
540 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
541
542 float fl = world->scene_geo.bbx[0][0],
543 fr = world->scene_geo.bbx[1][0],
544 fb = world->scene_geo.bbx[0][2],
545 ft = world->scene_geo.bbx[1][2],
546 rl = 1.0f / (fr-fl),
547 tb = 1.0f / (ft-fb);
548
549 m4x4_zero( ortho.mtx.p );
550 ortho.mtx.p[0][0] = 2.0f * rl;
551 ortho.mtx.p[2][1] = 2.0f * tb;
552 ortho.mtx.p[3][0] = (fr + fl) * -rl;
553 ortho.mtx.p[3][1] = (ft + fb) * -tb;
554 ortho.mtx.p[3][3] = 1.0f;
555 m4x3_identity( ortho.transform );
556 camera_update_view( &ortho );
557 camera_finalize( &ortho );
558
559 glDisable(GL_DEPTH_TEST);
560 glDisable(GL_BLEND);
561 glDisable(GL_CULL_FACE);
562 render_fb_bind( &world->heightmap, 0 );
563 shader_blitcolour_use();
564 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
565 render_fsquad();
566
567 glEnable(GL_BLEND);
568 glBlendFunc(GL_ONE, GL_ONE);
569 glBlendEquation(GL_MAX);
570
571 render_world_position( world, &ortho );
572 glDisable(GL_BLEND);
573 glEnable(GL_DEPTH_TEST);
574 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
575
576 /* upload full buffer */
577 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
578 glBufferSubData( GL_UNIFORM_BUFFER, 0,
579 sizeof(struct ub_world_lighting), &world->ub_lighting );
580 }
581
582 /* Loads textures from the pack file */
583 VG_STATIC void world_gen_load_surfaces(void)
584 {
585 world_instance *world = world_loading_instance();
586 vg_info( "Loading textures\n" );
587 world->texture_count = 0;
588
589 world->texture_count = world->meta.textures.count+1;
590 world->textures = vg_linear_alloc( world->heap,
591 vg_align8(sizeof(GLuint)*world->texture_count) );
592
593 vg_tex2d_replace_with_error( &world->textures[0] );
594
595 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
596 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
597
598 if( !tex->file.pack_size ){
599 vg_fatal_error( "World models must have packed textures!" );
600 }
601
602 vg_linear_clear( vg_mem.scratch );
603 void *src_data = vg_linear_alloc( vg_mem.scratch,
604 tex->file.pack_size );
605 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
606
607 vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
608 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
609 &world->textures[i+1] );
610 }
611
612 vg_info( "Loading materials\n" );
613
614 world->surface_count = world->meta.materials.count+1;
615 world->surfaces = vg_linear_alloc( world->heap,
616 vg_align8(sizeof(struct world_surface)*world->surface_count) );
617
618 /* error material */
619 struct world_surface *errmat = &world->surfaces[0];
620 memset( errmat, 0, sizeof(struct world_surface) );
621
622 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
623 world->surfaces[i+1].info =
624 *(mdl_material *)mdl_arritm( &world->meta.materials, i );
625 }
626 }
627
628 #endif /* WORLD_GEN_C */