}
}
+VG_STATIC void world_add_blob( scene *pscene, ray_hit *hit )
+{
+ m4x3f transform;
+ v4f qsurface, qrandom;
+ v3f axis;
+
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
+
+ float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
+ q_axis_angle( qsurface, axis, angle );
+ q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
+ q_mul( qsurface, qrandom, qsurface );
+ q_m3x3( qsurface, transform );
+ v3_copy( hit->pos, transform[3] );
+
+ mdl_vert verts[] =
+ {
+ { .co = { -1.00f, 0.0f, 0.0f } },
+ { .co = { 1.00f, 0.0f, 0.0f } },
+ { .co = { -1.00f, 1.2f, 0.0f } },
+ { .co = { 1.00f, 1.2f, 0.0f } },
+ { .co = { -0.25f, 2.0f, 0.0f } },
+ { .co = { 0.25f, 2.0f, 0.0f } }
+ };
+
+ const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
+
+ if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
+ vg_fatal_exit_loop( "Scene vertex buffer overflow" );
+
+ if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
+ vg_fatal_exit_loop( "Scene index buffer overflow" );
+
+ mdl_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
+ u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
+
+ mdl_vert *ref = &world.scene_geo->arrvertices[ hit->tri[0] ];
+
+ for( u32 i=0; i<vg_list_size(verts); i++ )
+ {
+ mdl_vert *pvert = &dst_verts[ i ],
+ *src = &verts[ i ];
+
+ m4x3_mulv( transform, src->co, pvert->co );
+ v3_copy( transform[1], pvert->norm );
+
+ pvert->colour[0] = 0;
+ pvert->colour[1] = 0;
+ pvert->colour[2] = 0;
+ pvert->colour[3] = 0;
+ pvert->weights[0] = 0;
+ pvert->weights[1] = 0;
+ pvert->weights[2] = 0;
+ pvert->weights[3] = 0;
+
+ v2_copy( ref->uv, pvert->uv );
+ }
+
+ for( u32 i=0; i<vg_list_size(indices); i++ )
+ dst_indices[i] = indices[i] + pscene->vertex_count;
+
+ pscene->vertex_count += vg_list_size(verts);
+ pscene->indice_count += vg_list_size(indices);
+}
+
/* Sprinkle foliage models over the map on terrain material */
VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
{
v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
volume[1] = 1.0f;
- m4x3f transform;
mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
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;
-
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
-
- float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
- q_axis_angle( qsurface, axis, angle );
- q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
- q_mul( qsurface, qrandom, qsurface );
- q_m3x3( qsurface, transform );
-
- v3_copy( hit.pos, transform[3] );
- scene_add_submesh( world.scene_no_collide, mfoliage,
- sm_blob, transform);
-
+ world_add_blob( world.scene_no_collide, &hit );
count ++;
}
}
}
}
-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)
{
/*
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[] );
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;