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[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_gen.h
diff --git
a/world_gen.h
b/world_gen.h
index 4e96d96be15bda08408deff3205afe498e2bf5e2..3a66523991d09c1efac6812fb7c48a40c8b6532e 100644
(file)
--- a/
world_gen.h
+++ b/
world_gen.h
@@
-54,7
+54,14
@@
VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
- for( int i=0;i<100000;i++ )
+ int count = 0;
+
+ float area = volume[0]*volume[2];
+ u32 particles = 0.08f * area;
+
+ vg_info( "Map area: %f. Max particles: %u\n", area, particles );
+
+ for( int i=0;i<particles;i++ )
{
v3f pos;
v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
{
v3f pos;
v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
@@
-83,9
+90,13
@@
VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
v3_copy( hit.pos, transform[3] );
scene_add_submesh( world.scene_no_collide, mfoliage,
sm_blob, transform);
v3_copy( hit.pos, transform[3] );
scene_add_submesh( world.scene_no_collide, mfoliage,
sm_blob, transform);
+
+ count ++;
}
}
}
}
}
}
+
+ vg_info( "%d foliage models added\n", count );
}
VG_STATIC void world_ents_allocate(void)
}
VG_STATIC void world_ents_allocate(void)
@@
-544,8
+555,7
@@
VG_STATIC void world_post_process(void)
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
- glViewport( 0, 0, 1024, 1024 );
+ render_fb_bind( gpipeline.fb_heightmap );
shader_blitcolour_use();
shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
render_fsquad();
shader_blitcolour_use();
shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
render_fsquad();
@@
-583,11
+593,12
@@
VG_STATIC void world_post_process(void)
vg_release_thread_sync();
vg_release_thread_sync();
+#if 0
/*
* Setup scene collider
*/
/*
* Setup scene collider
*/
-
reset_player( 1, (const char *[]){"start"} );
reset_player( 1, (const char *[]){"start"} );
+#endif
}
VG_STATIC void world_process_resources(void)
}
VG_STATIC void world_process_resources(void)