framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index ee774bb7486fc63cd8488ec61c61c35c8931f803..1648bdf490370113e0b954f1a2d26b8b1c6b7c53 100644 (file)
@@ -39,6 +39,8 @@ 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 = 
@@ -461,13 +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 ];
@@ -524,8 +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 );
@@ -537,33 +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
        */