* Add all triangles from the model, which match the material ID
* applies affine transform to the model
*/
-VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene,
+static void world_add_all_if_material( m4x3f transform, scene_context *scene,
mdl_context *mdl, u32 id )
{
for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
* | |
* |________|
*/
-VG_STATIC void world_gen_add_blob( world_instance *world,
+static void world_gen_add_blob( world_instance *world,
scene_context *scene, ray_hit *hit )
{
m4x3f transform;
scene_vert *ref = &world->scene_geo.arrvertices[ hit->tri[0] ];
- for( u32 i=0; i<vg_list_size(verts); i++ )
- {
+ for( u32 i=0; i<vg_list_size(verts); i++ ){
scene_vert *pvert = &dst_verts[ i ],
*src = &verts[ i ];
m4x3_mulv( transform, src->co, pvert->co );
- scene_vert_pack_norm( pvert, transform[1] );
+ scene_vert_pack_norm( pvert, transform[1], 0.0f );
v2_copy( ref->uv, pvert->uv );
}
/*
* Sprinkle foliage models over the map on terrain material
*/
-VG_STATIC void world_apply_procedural_foliage( world_instance *world,
+static void world_apply_procedural_foliage( world_instance *world,
scene_context *scene,
struct world_surface *mat )
{
ray_hit hit;
hit.dist = INFINITY;
- if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
+ if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit,
+ k_material_flag_ghosts )){
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( world, scene, &hit );
vg_info( "%d foliage models added\n", count );
}
-VG_STATIC
+static
void world_unpack_submesh_dynamic( world_instance *world,
scene_context *scene, mdl_submesh *sm ){
if( sm->flags & k_submesh_flag_consumed ) return;
/*
* Create the main meshes for the world
*/
-VG_STATIC void world_gen_generate_meshes( world_instance *world ){
+static void world_gen_generate_meshes( world_instance *world ){
/*
* Compile meshes into the world scenes
*/
&world->meta, i );
scene_copy_slice( &world->scene_geo, &surf->sm_geo );
+ scene_set_vertex_flags( &world->scene_geo,
+ surf->sm_geo.vertex_start,
+ surf->sm_geo.vertex_count,
+ (u16)(surf->info.flags & 0xffff) );
}
/* compress that bad boy */
}
/* 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 i=0; i<mdl_arrcount( &world->ent_objective ); i++ ){
+ ent_objective *objective = mdl_arritm( &world->ent_objective, i );
+
+ for( u32 j=0; j<objective->submesh_count; j ++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ objective->submesh_start+j );
+ world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
+ }
+ }
+
+ /* unpack region models */
+ for( u32 i=0; i<mdl_arrcount( &world->ent_region ); i++ ){
+ ent_region *region = mdl_arritm( &world->ent_region, i );
- for( u32 j=0; j<challenge->submesh_count; j ++ ){
+ for( u32 j=0; j<region->submesh_count; j ++ ){
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
- challenge->submesh_start+j );
+ region->submesh_start+j );
world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
}
}
}
}
+ /* unpack prop models */
+ for( u32 i=0; i<mdl_arrcount( &world->ent_prop ); i++ ){
+ ent_prop *prop = mdl_arritm( &world->ent_prop, i );
+
+ for( u32 j=0; j<prop->submesh_count; j ++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ prop->submesh_start+j );
+ world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
+ }
+ }
+
vg_async_dispatch( call, async_scene_upload );
}
/*
* Async reciever to buffer light index data
*/
-VG_STATIC void async_upload_light_indices( void *payload, u32 size ){
+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( world_instance *world ){
+static 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 );
v3f closest;
closest_point_aabb( light->transform.co, bbx, closest );
- float dist = v3_dist( closest, light->transform.co ),
- influence = 1.0f/(dist+1.0f);
+ f32 dist2 = v3_dist2( closest, light->transform.co );
- if( dist > light->range )
+ if( dist2 > light->range*light->range )
continue;
+ f32 dist = sqrtf(dist2),
+ influence = 1.0f/(dist+1.0f);
+
if( light->type == k_light_type_spot){
v3f local;
m4x3_mulv( light->inverse_world, center, local );
/*
* Rendering pass needed to complete the world
*/
-VG_STATIC void async_world_postprocess( void *payload, u32 _size ){
+static void async_world_postprocess( void *payload, u32 _size ){
/* create scene lighting buffer */
world_instance *world = payload;
}
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- world->status = k_world_status_loaded;
}
/* Loads textures from the pack file */
-VG_STATIC void world_gen_load_surfaces( world_instance *world ){
+static void world_gen_load_surfaces( world_instance *world ){
vg_info( "Loading textures\n" );
world->texture_count = 0;