#include "world.h"
/* load world TODO: Put back vg back in loading state while this happens */
-VG_STATIC void world_load( const char *mdl_file );
-
+VG_STATIC void world_load(void);
VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
scene_add_submesh( pscene, mdl, sm, transform2 );
}
}
-
-#if 0
- if( pnode->classtype == k_classtype_instance )
- {
- if( pnode->sub_uid )
- {
- u32 instance_id = pnode->sub_uid -1;
- struct instance_cache *cache = &world.instance_cache[instance_id];
- mdl_context *mdl2 = cache->mdl;
-
- m4x3f transform2;
- mdl_node_transform( pnode, transform2 );
- m4x3_mul( transform, transform2, transform2 );
-
- world_add_all_if_material( transform2, pscene, mdl2, id );
- }
- }
-#endif
}
}
}
}
-VG_STATIC void world_pct_instance( mdl_node *pnode )
-{
- struct classtype_instance *inst = mdl_get_entdata( world.meta, pnode );
- pnode->sub_uid = 0;
-
- int cache_entry = 0;
- for( int i=0; i<world.instance_cache_count; i++ )
- {
- struct instance_cache *cache = &world.instance_cache[i];
- if( inst->pstr_file == cache->pstr_file )
- {
- cache_entry = 1;
- pnode->sub_uid = i+1;
- break;
- }
- }
-
- if( !cache_entry )
- {
- if( world.instance_cache_count == vg_list_size(world.instance_cache) )
- vg_fatal_exit_loop( "Instance cache is full!" );
-
- struct instance_cache *cache =
- &world.instance_cache[world.instance_cache_count ++ ];
-
- cache->pstr_file = inst->pstr_file;
-
-#if 0
- cache->mdl = mdl_load( filename );
-
- if( cache->mdl )
- {
- world.instance_cache_count ++;
- pnode->sub_uid = world.instance_cache_count;
- mdl_link_materials( mworld, cache->mdl );
- vg_success( "Cached %s\n", filename );
- }
- else
- {
- vg_warn( "Failed to cache %s\n", filename );
- }
-#endif
- }
-}
-
VG_STATIC void world_pct_audio( mdl_node *pnode )
{
struct world_audio_thing *thing = &world.audio_things[
thing->flags = aud->flags;
thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
+ thing->temp_embedded_clip.source_mode = k_audio_source_mono;
+
audio_clip_load( &thing->temp_embedded_clip );
thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
thing->player.enqued = 0;
{
{ k_classtype_spawn, world_pct_spawn },
{ k_classtype_water, world_pct_water },
- { k_classtype_instance, world_pct_instance },
{ k_classtype_audio, world_pct_audio },
};
#endif
}
-VG_STATIC void world_load_instance_cache(void)
-{
- vg_linear_clear( vg_mem.scratch );
-
- for( int i=0; i<world.instance_cache_count; i++ )
- {
- struct instance_cache *inst = &world.instance_cache[i];
-
- const char *filename = mdl_pstr( world.meta, inst->pstr_file );
- inst->mdl = mdl_load_full( vg_mem.scratch, filename );
- }
-}
-
VG_STATIC void world_generate(void)
{
/*
* Compile meshes into the world scenes
*/
- world.scene_geo = scene_init( world.dynamic_vgl, 500000, 1200000 );
+ world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 );
/*
* TODO: System to dynamically allocate these
m4x3f midentity;
m4x3_identity( midentity );
- world_load_instance_cache();
-
/*
* Generate scene: collidable geometry
* ----------------------------------------------------------------
world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
vg_info( "Applying foliage\n" );
+ srand(0);
world_apply_procedural_foliage();
scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
ortho[3][3] = 1.0f;
m4x3_identity( camera );
- glViewport( 0, 0, 1024, 1024 );
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_fsquad();
+ /* todo: hmm?? */
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_MAX);
mesh_free( &world.mesh_route_lines );
mesh_free( &world.mesh_water );
+ world.time = 0.0;
+ world.rewind_from = 0.0;
+ world.rewind_to = 0.0;
+ world.last_use = 0.0;
+ world.active_gate = 0;
+ world.current_run_version = 2;
+ world.active_route_board = 0;
+ v3_zero( world.render_gate_pos );
+
+ for( int i=0; i<vg_list_size(world.ui_bars); i++ )
+ {
+ struct route_ui_bar *uib = &world.ui_bars[i];
+ uib->segment_start = 0;
+ uib->segment_count = 0;
+ uib->fade_start = 0;
+ uib->fade_count = 0;
+ uib->fade_timer_start = 0.0;
+ uib->xpos = 0.0f;
+ }
+
/* delete the entire block of memory */
vg_linear_clear( world.dynamic_vgl );
world.collectors = NULL;
world.collector_count = 0;
- world.instance_cache_count = 0;
world.water.enabled = 0;
}
-VG_STATIC void world_load( const char *mdl_file )
+VG_STATIC void world_load(void)
{
world_unload();
- world.meta = mdl_load_full( world.dynamic_vgl, mdl_file );
- vg_info( "Loading world: %s\n", mdl_file );
+ world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
+ vg_info( "Loading world: %s\n", world.world_name );
/* dynamic allocations */
world_ents_allocate();