framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 9ee1e6beb3329d7403f4602a8f3fe5d33d87271e..1648bdf490370113e0b954f1a2d26b8b1c6b7c53 100644 (file)
@@ -36,6 +36,11 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
 /* Sprinkle foliage models over the map on terrain material */
 VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
 {
+   if( vg.quality_profile == k_quality_profile_low )
+      return;
+
+   vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
+
    vg_linear_clear( vg_mem.scratch );
 
    mdl_context *mfoliage = 
@@ -303,6 +308,102 @@ VG_STATIC void world_entities_process(void)
    }
 }
 
+VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index )
+{
+   struct grind_edge *edge_array = user,
+                     *edge = &edge_array[ item_index ];
+   
+  box_addpt( bound, edge->p0 );
+  box_addpt( bound, edge->p1 );
+}
+
+VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis )
+{
+   struct grind_edge *edge_array = user,
+                     *edge = &edge_array[ item_index ];
+
+   return (edge->p0[axis] + edge->p1[axis]) * 0.5f;
+}
+
+VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib )
+{
+   struct grind_edge *edge_array = user,
+                     *e0 = &edge_array[ ia ],
+                     *e1 = &edge_array[ ib ],
+                      et;
+   et = *e0;
+   *e0 = *e1;
+   *e1 = et;
+}
+
+VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest )
+{
+   struct grind_edge *edge_array = user,
+                     *edge = &edge_array[ index ];
+   
+   closest_point_segment( edge->p0, edge->p1, point, closest );
+}
+
+VG_STATIC bh_system bh_system_edges =
+{
+   .expand_bound = edge_bh_expand_bound,
+   .item_centroid = edge_bh_centroid,
+   .item_closest = edge_bh_closest,
+   .item_swap = edge_bh_swap,
+   .item_debug = NULL,
+   .cast_ray = NULL
+};
+
+VG_STATIC void world_generate_edges(void)
+{
+   vg_info( "Generating edge array\n" );
+   world.grind_edges = vg_linear_alloc( world.dynamic_vgl, 
+                                        5000*sizeof(struct grind_edge ) );
+   world.grind_edge_count = 0;
+
+   u32 fs_count = 0;
+   for( u32 i=0; i<world.scene_geo->vertex_count; i++ )
+      if( world.scene_geo->arrvertices[i].weights[0] )
+         fs_count ++;
+
+   vg_info( "Grind verts: %u\n", fs_count );
+
+   for( u32 i=0; i<world.scene_geo->indice_count/3; i++ )
+   {
+      u32 *ptri = &world.scene_geo->arrindices[ i*3 ];
+
+      for( int j=0; j<3; j++ )
+      {
+         u32 i0 = ptri[j],
+             i1 = ptri[(j+1)%3];
+
+         mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ],
+                  *v1 = &world.scene_geo->arrvertices[ i1 ];
+
+         if( v0->weights[0] )
+         {
+            if( world.grind_edge_count == 5000 )
+               vg_fatal_exit_loop( "Edge capacity exceeded" );
+
+            struct grind_edge *ge = 
+               &world.grind_edges[ world.grind_edge_count ++ ];
+
+            v3_copy( v0->co, ge->p0 );
+            v3_copy( v1->co, ge->p1 );
+         }
+      }
+   }
+
+   vg_info( "Grind edge count: %u\n", world.grind_edge_count );
+
+   world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges,
+                           world.grind_edge_count*sizeof(struct grind_edge) );
+
+   world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges, 
+                               world.grind_edges, world.grind_edge_count, 
+                               2 );
+}
+
 VG_STATIC void world_generate(void)
 {
    /* 
@@ -362,13 +463,6 @@ VG_STATIC void world_generate(void)
 
    world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
 
-#if 0
-   vg_info( "Applying foliage\n" );
-   srand(0);
-   world_apply_procedural_foliage();
-   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
-#endif
-
    for( int i=0; i<world.material_count; i++ )
    {
       struct world_material *mat = &world.materials[ i ];
@@ -394,6 +488,8 @@ VG_STATIC void world_generate(void)
 
    vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
    world.scene_no_collide = NULL;
+
+   world_generate_edges();
 }
 
 VG_STATIC int reset_player( int argc, char const *argv[] );
@@ -423,8 +519,7 @@ VG_STATIC void world_post_process(void)
       /* 
        * Rendering the depth map
        */
-      m4x4f ortho;
-      m4x3f camera;
+      camera ortho;
 
       v3f extent;
       v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
@@ -436,33 +531,34 @@ VG_STATIC void world_post_process(void)
             rl = 1.0f / (fr-fl),
             tb = 1.0f / (ft-fb);
 
-      m4x4_zero( ortho );
-      ortho[0][0] = 2.0f * rl;
-      ortho[2][1] = 2.0f * tb;
-      ortho[3][0] = (fr + fl) * -rl;
-      ortho[3][1] = (ft + fb) * -tb;
-      ortho[3][3] = 1.0f;
-      m4x3_identity( camera );
+      m4x4_zero( ortho.mtx.p );
+      ortho.mtx.p[0][0] = 2.0f * rl;
+      ortho.mtx.p[2][1] = 2.0f * tb;
+      ortho.mtx.p[3][0] = (fr + fl) * -rl;
+      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 );
 
       glDisable(GL_DEPTH_TEST);
       glDisable(GL_BLEND);
       glDisable(GL_CULL_FACE);
-      glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
-      glViewport( 0, 0, 1024, 1024 );
-      shader_fscolour_use();
-      shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+      render_fb_bind( gpipeline.fb_heightmap );
+      shader_blitcolour_use();
+      shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
       render_fsquad();
 
       /* todo: hmm?? */
       glEnable(GL_BLEND);
       glBlendFunc(GL_ONE, GL_ONE);
       glBlendEquation(GL_MAX);
-      render_world_depth( ortho, camera );
+
+      render_world_depth( &ortho );
       glDisable(GL_BLEND);
       glEnable(GL_DEPTH_TEST);
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
-
       /* 
        * TODO: World settings entity
        */
@@ -554,6 +650,8 @@ VG_STATIC void world_process_resources(void)
 
 VG_STATIC void world_unload(void)
 {
+   vg_acquire_thread_sync();
+
    /* free meshes */
    mesh_free( &world.mesh_route_lines );
    mesh_free( &world.mesh_geo );
@@ -597,7 +695,10 @@ VG_STATIC void world_unload(void)
    world.scene_geo = NULL;
    world.scene_no_collide = NULL;
    world.scene_lines = NULL;
+   world.grind_edges = NULL;
+   world.grind_edge_count = 0;
 
+   world.grind_bh = NULL;
    world.geo_bh = NULL;
    world.trigger_bh = NULL;
    world.audio_bh = NULL;
@@ -630,6 +731,8 @@ VG_STATIC void world_unload(void)
    world.collector_count = 0;
 
    world.water.enabled = 0;
+
+   vg_release_thread_sync();
 }
 
 VG_STATIC void world_load(void)