}
/* Sprinkle foliage models over the map on terrain material */
-VG_STATIC void world_apply_procedural_foliage(void)
+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 =
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
- if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
- (hit.pos[1] > 0.0f+10.0f) )
+ struct world_material *m1 = ray_hit_material( &hit );
+ if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
{
v4f qsurface, qrandom;
v3f axis;
return;
}
- mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 );
-
- if( sm )
- {
- vg_acquire_thread_sync();
- {
- mdl_unpack_submesh( world.meta, &world.mesh_water, sm );
- world.water.enabled = 1;
- water_set_surface( pnode->co[1] );
- }
- vg_release_thread_sync();
- }
- else
- {
- vg_warn( "Water entity has no submeshes!\n" );
- }
+ world.water.enabled = 1;
+ water_set_surface( pnode->co[1] );
}
VG_STATIC void world_pct_audio( mdl_node *pnode )
}
}
+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)
{
/*
* Compile meshes into the world scenes
*/
- world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 );
+ world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
m4x3f midentity;
m4x3_identity( midentity );
struct world_material *mat = &world.materials[ i ];
if( mat->info.flags & k_material_flag_collision )
- {
world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
- scene_copy_slice( world.scene_geo, &mat->sm_geo );
- }
- }
-
+ scene_copy_slice( world.scene_geo, &mat->sm_geo );
+ }
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 ];
+
+ 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( mat );
+ scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
+ }
/* upload and free that */
vg_acquire_thread_sync();
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[] );
/*
* 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 );
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
*/
VG_STATIC void world_unload(void)
{
+ vg_acquire_thread_sync();
+
/* free meshes */
mesh_free( &world.mesh_route_lines );
mesh_free( &world.mesh_geo );
mesh_free( &world.mesh_no_collide );
- mesh_free( &world.mesh_water );
world.time = 0.0;
world.rewind_from = 0.0;
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;
world.collector_count = 0;
world.water.enabled = 0;
+
+ vg_release_thread_sync();
}
VG_STATIC void world_load(void)