* World generation/population. Different to regular loading, since it needs to
* create geometry, apply procedural stuff and save that image to files etc.
*/
-
-#ifndef WORLD_GEN_C
-#define WORLD_GEN_C
-
#include "world.h"
#include "world_gen.h"
#include "world_load.h"
scene_context *scene,
struct world_surface *mat )
{
- if( vg.quality_profile == k_quality_profile_low )
+ if( (vg.quality_profile == k_quality_profile_low) ||
+ (vg.quality_profile == k_quality_profile_min) )
return;
vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
/*
* Create the main meshes for the world
*/
-static void world_gen_generate_meshes( world_instance *world ){
+void world_gen_generate_meshes( world_instance *world )
+{
/*
* Compile meshes into the world scenes
*/
/* need send off the memory to the gpu before we can create the bvh. */
vg_async_stall();
vg_info( "creating bvh\n" );
-
- /* setup spacial mapping and rigidbody */
world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
- v3_zero( world->rb_geo.rb.co );
- v3_zero( world->rb_geo.rb.v );
- q_identity( world->rb_geo.rb.q );
- v3_zero( world->rb_geo.rb.w );
-
- world->rb_geo.type = k_rb_shape_scene;
- world->rb_geo.inf.scene.bh_scene = world->geo_bh;
- rb_init_object( &world->rb_geo );
-
/*
* Generate scene: non-collidable geometry
* ----------------------------------------------------------------
/*
* Computes light indices for world
*/
-static void world_gen_compute_light_indices( world_instance *world ){
+void world_gen_compute_light_indices( world_instance *world )
+{
/* light cubes */
v3f cubes_min, cubes_max;
v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
/*
* Rendering pass needed to complete the world
*/
-static void async_world_postprocess( void *payload, u32 _size ){
+void async_world_postprocess( void *payload, u32 _size )
+{
/* create scene lighting buffer */
world_instance *world = payload;
/*
* Rendering the depth map
*/
- camera ortho;
+ vg_camera ortho;
v3f extent;
v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
ortho.mtx.p[3][1] = (ft + fb) * -tb;
ortho.mtx.p[3][3] = 1.0f;
m4x3_identity( ortho.transform );
- camera_update_view( &ortho );
- camera_finalize( &ortho );
+ vg_camera_update_view( &ortho );
+ vg_camera_finalize( &ortho );
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
/* Loads textures from the pack file */
-static void world_gen_load_surfaces( world_instance *world ){
+void world_gen_load_surfaces( world_instance *world )
+{
vg_info( "Loading textures\n" );
world->texture_count = 0;
surf->flags = 0;
}
}
-
-#endif /* WORLD_GEN_C */