* | |
* |________|
*/
-VG_STATIC void world_gen_add_blob( scene_context *scene, ray_hit *hit )
+VG_STATIC void world_gen_add_blob( world_instance *world,
+ scene_context *scene, ray_hit *hit )
{
- world_instance *world = world_loading_instance();
m4x3f transform;
v4f qsurface, qrandom;
v3f axis;
/*
* Sprinkle foliage models over the map on terrain material
*/
-VG_STATIC void world_apply_procedural_foliage( scene_context *scene,
+VG_STATIC void world_apply_procedural_foliage( world_instance *world,
+ scene_context *scene,
struct world_surface *mat )
{
if( vg.quality_profile == k_quality_profile_low )
return;
- world_instance *world = world_loading_instance();
vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
v3f volume;
if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
struct world_surface *m1 = ray_hit_surface( world, &hit );
if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
- world_gen_add_blob( scene, &hit );
+ world_gen_add_blob( world, scene, &hit );
count ++;
}
}
vg_info( "%d foliage models added\n", count );
}
+VG_STATIC
+void world_unpack_submesh_dynamic( world_instance *world,
+ scene_context *scene, mdl_submesh *sm ){
+ if( sm->flags & k_submesh_flag_consumed ) return;
+
+ m4x3f identity;
+ m4x3_identity( identity );
+ scene_add_mdl_submesh( scene, &world->meta, sm, identity );
+
+ scene_copy_slice( scene, sm );
+ sm->flags |= k_submesh_flag_consumed;
+}
+
/*
* Create the main meshes for the world
*/
-VG_STATIC void world_gen_generate_meshes(void)
-{
+VG_STATIC void world_gen_generate_meshes( world_instance *world ){
/*
* Compile meshes into the world scenes
*/
- world_instance *world = world_loading_instance();
scene_init( &world->scene_geo, 320000, 1200000 );
u32 buf_size = scene_mem_required( &world->scene_geo );
u8 *buffer = vg_linear_alloc( world->heap, buf_size );
&world->scene_no_collide, &world->meta, i );
}
- if( surf->info.flags & k_material_flag_grow_grass )
- world_apply_procedural_foliage( &world->scene_no_collide, surf );
+ if( surf->info.flags & k_material_flag_grow_grass ){
+ world_apply_procedural_foliage( world, &world->scene_no_collide,
+ surf );
+ }
scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
}
+ /* unpack traffic models.. TODO: should we just put all these submeshes in a
+ * dynamic models list? and then the actual entitities point to the
+ * models. we only have 2 types at the moment which need dynamic models but
+ * would make sense to do this when/if we have more.
+ */
for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
for( u32 j=0; j<vehc->submesh_count; j++ ){
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
vehc->submesh_start+j );
+ world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
+ }
+ }
- if( sm->flags & k_submesh_flag_consumed ){
- continue;
- }
+ /* unpack challenge models */
+ for( u32 i=0; i<mdl_arrcount( &world->ent_challenge ); i++ ){
+ ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
+
+ for( u32 j=0; j<challenge->submesh_count; j ++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ challenge->submesh_start+j );
+ world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
+ }
+ }
+
+ /* unpack gate models */
+ for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, i );
- m4x3f identity;
- m4x3_identity( identity );
- scene_add_mdl_submesh( &world->scene_no_collide,
- &world->meta, sm, identity );
+ if( !(gate->flags & k_ent_gate_custom_mesh) ) continue;
- scene_copy_slice( &world->scene_no_collide, sm );
- sm->flags |= k_submesh_flag_consumed;
+ for( u32 j=0; j<gate->submesh_count; j ++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ gate->submesh_start+j );
+ world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
}
}
}
/* signed distance function for cone */
-static f32 fsd_cone_infinite( v3f p, v2f c )
-{
+static f32 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 ) );
/*
* Async reciever to buffer light index data
*/
-VG_STATIC void async_upload_light_indices( void *payload, u32 size )
-{
+VG_STATIC void async_upload_light_indices( void *payload, u32 size ){
struct light_indices_upload_info *info = payload;
glGenTextures( 1, &info->world->tex_light_cubes );
/*
* Computes light indices for world
*/
-VG_STATIC void world_gen_compute_light_indices(void)
-{
+VG_STATIC void world_gen_compute_light_indices( world_instance *world ){
/* light cubes */
- world_instance *world = world_loading_instance();
v3f cubes_min, cubes_max;
v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
/*
* Rendering pass needed to complete the world
*/
-VG_STATIC void async_world_postprocess_render( void *payload, u32 _size )
-{
+VG_STATIC void async_world_postprocess_render( void *payload, u32 _size ){
/* create scene lighting buffer */
- world_instance *world = world_loading_instance();
+ world_instance *world = payload;
u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
vg_info( "Upload %ubytes (lighting)\n", size );
glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
glBufferSubData( GL_UNIFORM_BUFFER, 0,
sizeof(struct ub_world_lighting), &world->ub_lighting );
+
+ /* yes we are using this as the entity begin thing. FIXME */
+ world->probabilities[ k_probability_curve_constant ] = 1.0f;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_audio); i++ ){
+ ent_audio *audio = mdl_arritm(&world->ent_audio,i);
+ if( audio->flags & AUDIO_FLAG_AUTO_START ){
+ ent_call call;
+ call.data = NULL;
+ call.function = k_ent_function_trigger;
+ call.id = mdl_entity_id( k_ent_audio, i );
+ entity_call( world, &call );
+ }
+ }
}
/* Loads textures from the pack file */
-VG_STATIC void world_gen_load_surfaces(void)
-{
- world_instance *world = world_loading_instance();
+VG_STATIC void world_gen_load_surfaces( world_instance *world ){
vg_info( "Loading textures\n" );
world->texture_count = 0;