int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
- total_cubes * sizeof(u32) * 2.0f );
+ vg_align8(total_cubes*sizeof(u32)*2) );
vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
world->texture_count = world->meta.textures.count+1;
world->textures = vg_linear_alloc( world_global.generic_heap,
- sizeof(GLuint)*world->texture_count );
+ vg_align8(sizeof(GLuint)*world->texture_count) );
vg_acquire_thread_sync();
{
world->surface_count = world->meta.materials.count+1;
world->surfaces = vg_linear_alloc( world_global.generic_heap,
- sizeof(struct world_surface)*world->surface_count );
+ vg_align8(sizeof(struct world_surface)*world->surface_count) );
/* error material */
struct world_surface *errmat = &world->surfaces[0];
world->water.enabled = 1;
water_set_surface( world, water->transform.co[1] );
}
+
+ /* volumes */
+ for( u32 j=0; j<mdl_arrcount(&world->ent_volume); j++ ){
+ ent_volume *volume = mdl_arritm( &world->ent_volume, j );
+ mdl_transform_m4x3( &volume->transform, volume->to_world );
+ m4x3_invert_full( volume->to_world, volume->to_local );
+ }
+
+ /* audio packs */
+ for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
+ ent_audio *audio = mdl_arritm( &world->ent_audio, j );
+
+ for( u32 k=0; k<audio->clip_count; k++ ){
+ ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
+ audio->clip_start+k );
+
+ if( clip->file.pack_size ){
+ u32 size = clip->file.pack_size,
+ offset = clip->file.pack_offset;
+
+ /* FIXME: Ditchable asset! */
+ void *data = mdl_arritm(&world->meta.pack, clip->file.pack_offset);
+
+ clip->clip.path = NULL;
+ clip->clip.flags = audio->flags;
+ clip->clip.data = data;
+ clip->clip.size = size;
+ }
+ else{
+ clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
+ clip->clip.flags = audio->flags;
+ clip->clip.data = NULL;
+ clip->clip.size = 0;
+ }
+
+ audio_clip_load( &clip->clip, world_global.generic_heap );
+ }
+ }
}
VG_STATIC void world_load( world_instance *world, const char *path )
mdl_load_metadata_block( &world->meta, world_global.generic_heap );
mdl_load_animation_block( &world->meta, world_global.generic_heap );
mdl_load_mesh_block( &world->meta, world_global.generic_heap );
+
+ /* TODO: This should get a seperate memory area */
mdl_load_pack_block( &world->meta, world_global.generic_heap );
mdl_load_array( &world->meta, &world->ent_gate,
"ent_route", world_global.generic_heap );
mdl_load_array( &world->meta, &world->ent_water,
"ent_water", world_global.generic_heap );
+ mdl_load_array( &world->meta, &world->ent_audio_clip,
+ "ent_audio_clip", world_global.generic_heap );
+ mdl_load_array( &world->meta, &world->ent_audio,
+ "ent_audio", world_global.generic_heap );
+ mdl_load_array( &world->meta, &world->ent_volume,
+ "ent_volume", world_global.generic_heap );
mdl_close( &world->meta );
#endif
world_routes_ent_init( world );
world_entities_init( world );
+ world->volume_bh = bh_create( world_global.generic_heap,
+ &bh_system_volumes,
+ world,
+ mdl_arrcount( &world->ent_volume ),
+ 1 );
/* main bulk */
world_generate( world );