+ vg_info( "Generating non-collidable geometry\n" );
+
+ world->scene_no_collide = scene_init( world_global.generic_heap,
+ 200000, 500000 );
+
+ for( int i=0; i<world->material_count; i++ )
+ {
+ struct world_material *mat = &world->materials[ i ];
+
+ if( !(mat->info.flags & k_material_flag_collision) )
+ {
+ world_add_all_if_material( midentity, world->scene_no_collide,
+ world->meta, i );
+ }
+
+ if( mat->info.flags & k_material_flag_grow_grass )
+ world_apply_procedural_foliage( world, mat );
+
+ scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
+ }
+
+ /* upload and free that */
+ vg_acquire_thread_sync();
+ {
+ scene_upload( world->scene_no_collide, &world->mesh_no_collide );
+ }
+ vg_release_thread_sync();
+
+ vg_linear_del( world_global.generic_heap, world->scene_no_collide );
+ world->scene_no_collide = NULL;
+}
+
+float fsd_cone_infinite( v3f p, v2f c )
+{
+ v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
+ float s = vg_maxf( 0.0f, v2_dot( q, c ) );
+
+ v2f v0;
+ v2_muls( c, s, v0 );
+ v2_sub( q, v0, v0 );
+
+ float d = v2_length( v0 );
+ return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
+}
+
+VG_STATIC void world_compute_light_indices( world_instance *world )
+{
+ /* light cubes */
+ v3f cubes_min, cubes_max;
+ v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
+ v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
+
+ v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
+ v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
+
+ v3_floor( cubes_min, cubes_min );
+ v3_floor( cubes_max, cubes_max );
+
+ v3i icubes_min, icubes_max;
+
+ for( int i=0; i<3; i++ )
+ {
+ icubes_min[i] = cubes_min[i];
+ icubes_max[i] = cubes_max[i];
+ }
+
+ v3i icubes_count;
+ v3i_sub( icubes_max, icubes_min, icubes_count );
+
+ for( int i=0; i<3; i++ )
+ {
+ icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
+ cubes_max[i] = icubes_min[i] + icubes_count[i];
+ }
+
+ v3_muls( cubes_min, k_light_cube_size, cubes_min );
+ v3_muls( cubes_max, k_light_cube_size, cubes_max );
+
+ for( int i=0; i<3; i++ )
+ {
+ float range = cubes_max[i]-cubes_min[i];
+ world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
+ world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
+
+ vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
+ }
+
+ int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
+
+ u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
+ total_cubes * sizeof(u32) * 2.0f );
+
+ vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
+ total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
+ cubes_max[0], -cubes_max[2], cubes_max[1] );
+
+ v3_copy( cubes_min, world->ub_lighting.g_cube_min );
+
+ v3f cube_size;
+ v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range,
+ cube_size );
+ float bound_radius = v3_length( cube_size );