}
}
-VG_STATIC void world_routes_place_curve( world_instance *world,
- v4f h[3], v3f n0, v3f n2 )
+VG_STATIC
+void world_routes_place_curve( world_instance *world,
+ v4f h[3], v3f n0, v3f n2, scene_context *scene )
{
float t;
v3f p, pd;
vb.uv[0] = t1;
vb.uv[1] = 1.0f;
- scene_push_vert( world->scene_lines, &va );
- scene_push_vert( world->scene_lines, &vb );
+ scene_push_vert( scene, &va );
+ scene_push_vert( scene, &vb );
if( last_valid ){
/* Connect them with triangles */
- scene_push_tri( world->scene_lines, (u32[3]){
+ scene_push_tri( scene, (u32[3]){
last_valid+0-2, last_valid+1-2, last_valid+2-2} );
- scene_push_tri( world->scene_lines, (u32[3]){
+ scene_push_tri( scene, (u32[3]){
last_valid+1-2, last_valid+3-2, last_valid+2-2} );
}
- last_valid = world->scene_lines->vertex_count;
+ last_valid = scene->vertex_count;
}
else
last_valid = 0;
}
}
-VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id )
+VG_STATIC
+void world_routes_create_mesh( world_instance *world, u32 route_id,
+ scene_context *sc )
{
ent_route *route = mdl_arritm( &world->ent_route, route_id );
u32 last_valid = 0;
v3_normalize( n0 );
v3_normalize( n2 );
- world_routes_place_curve( world, p, n0, n2 );
+ world_routes_place_curve( world, p, n0, n2, sc );
/* --- */
v4_copy( p[2], p[0] );
}
}
- scene_copy_slice( world->scene_lines, &route->sm );
+ scene_copy_slice( sc, &route->sm );
}
/*
VG_STATIC void world_routes_generate( world_instance *world )
{
vg_info( "Generating route meshes\n" );
- world->scene_lines = scene_init( world->heap, 200000, 300000 );
+ vg_async_item *call = scene_alloc_async( &world->scene_lines,
+ &world->mesh_route_lines,
+ 200000, 300000 );
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
ent_gate *gate = mdl_arritm( &world->ent_gate, i );
}
for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ )
- world_routes_create_mesh( world, i );
-
- vg_acquire_thread_sync();
- {
- scene_upload( world->scene_lines, &world->mesh_route_lines );
- }
- vg_release_thread_sync();
- vg_linear_del( world->heap, world->scene_lines );
+ world_routes_create_mesh( world, i, &world->scene_lines );
+ vg_async_dispatch( call, async_scene_upload );
world_routes_clear( world );
}