vg_info( "%d foliage models added\n", count );
}
-
-#if 0
-
-VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
-{
- struct world_audio_thing *thing = &world->audio_things[
- world->audio_things_count ];
-
- memset( thing, 0, sizeof(struct world_audio_thing) );
- struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
-
- v3_copy( pnode->co, thing->pos );
-
- thing->volume = aud->volume;
- thing->range = pnode->s[0];
-
- thing->flags = aud->flags;
- thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
- thing->temp_embedded_clip.flags = aud->flags;
-
- audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
-
- pnode->sub_uid = world->audio_things_count;
- world->audio_things_count ++;
-}
-
-VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
-{
- struct nonlocal_gate *gate = &world->nonlocal_gates[
- world->nonlocalgate_count ++ ];
- struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
-
- gate->working = 0;
- gate->node = pnode;
- gate->target_map_index = 0;
- v2_copy( inf->dims, gate->gate.dims );
-}
-
-VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
-{
- vg_info( "Linking non-local gates\n" );
- world_instance *a = &world_global.worlds[ index_a ],
- *b = &world_global.worlds[ index_b ];
-
- for( int i=0; i<a->nonlocalgate_count; i++ )
- {
- struct nonlocal_gate *ga = &a->nonlocal_gates[i];
- struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
- const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
-
- for( int j=0; j<b->nonlocalgate_count; j++ )
- {
- struct nonlocal_gate *gb = &b->nonlocal_gates[j];
- struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
- const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
-
- if( !strcmp( ga_name, gb_name ) )
- {
- vg_success( "Created longjump for ID '%s'\n", ga_name );
-
- v4f qYflip;
- q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
-
- /* TODO: Gates are created very wonkily. refactor. */
- ga->target_map_index = index_b;
- gb->target_map_index = index_a;
- ga->working = 1;
- gb->working = 1;
-
- v4_copy( ga->node->q, ga->gate.q[0] );
- v4_copy( gb->node->q, ga->gate.q[1] );
- v3_copy( ga->node->co, ga->gate.co[0] );
- v3_copy( gb->node->co, ga->gate.co[1] );
-
- v4_copy( gb->node->q, gb->gate.q[0] );
- v4_copy( ga->node->q, gb->gate.q[1] );
- v3_copy( gb->node->co, gb->gate.co[0] );
- v3_copy( ga->node->co, gb->gate.co[1] );
-
- /* reverse B's direction */
- q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
- q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
- q_normalize( gb->gate.q[0] );
- q_normalize( gb->gate.q[1] );
-
- gate_transform_update( &ga->gate );
- gate_transform_update( &gb->gate );
- }
- }
- }
-}
-#endif
-
VG_STATIC void world_generate( world_instance *world )
{
/*
icubes_max[i] = cubes_max[i];
}
+ v3f cube_size;
+
v3i icubes_count;
v3i_sub( icubes_max, icubes_min, icubes_count );
for( int i=0; i<3; i++ ){
- icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
- cubes_max[i] = icubes_min[i] + icubes_count[i];
+ int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
+ float clamped_max = icubes_min[i] + clamped_count,
+ max = icubes_min[i] + icubes_count[i]+1;
+
+ icubes_count[i] = clamped_count;
+ cube_size[i] = (max / clamped_max) * k_light_cube_size;
+ cubes_max[i] = clamped_max;
}
- v3_muls( cubes_min, k_light_cube_size, cubes_min );
- v3_muls( cubes_max, k_light_cube_size, cubes_max );
+ v3_mul( cubes_min, cube_size, cubes_min );
+ v3_mul( cubes_max, cube_size, cubes_max );
for( int i=0; i<3; i++ ){
float range = cubes_max[i]-cubes_min[i];
vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
cubes_max[0], -cubes_max[2], cubes_max[1] );
-
v3_copy( cubes_min, world->ub_lighting.g_cube_min );
- v3f cube_size;
- v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range,
- cube_size );
float bound_radius = v3_length( cube_size );
for( int iz = 0; iz<icubes_count[2]; iz ++ ){
/* colour + night */
v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
- light_dst[i*3+0][3] = -1.0f;
+ light_dst[i*3+0][3] = 2.0f;
if( !light->daytime ){
- u32 hash = (i * 29986577) & 0xff;
+ u32 hash = (i * 29986577u) & 0xffu;
float switch_on = hash;
switch_on *= (1.0f/255.0f);
}
vg_release_thread_sync();
-
-#if 0
- /*
- * Setup scene collider
- */
- reset_player( 1, (const char *[]){"start"} );
-#endif
}
VG_STATIC void world_process_resources( world_instance *world )
vg_release_thread_sync();
}
-VG_STATIC void world_clean( world_instance *world )
+VG_STATIC void world_init_blank( world_instance *world )
{
memset( &world->meta, 0, sizeof(mdl_context) );
- /*
- * TODO: Theres probably a better way to do this? */
- /* yep, find all members that can be memsetted to 0. this is probably
- * every member anyway, given the below is just setting to 0
- *
- * also: rename clean to init? */
-
world->textures = NULL;
world->texture_count = 0;
world->surfaces = NULL;
VG_STATIC void world_load( world_instance *world, const char *path )
{
world_unload( world );
- world_clean( world );
+ world_init_blank( world );
vg_info( "Loading world: %s\n", path );