X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=world_gen.c;h=7c0f7560d74d205fb8127626bfd72d4e413d7519;hb=dbbdf411d1aaf70cb995c3371cfae37fd0b7dbcc;hp=2650539a48679dbc8957779da68003c9d1b74a2f;hpb=14b3d5c13faab36bd37ae27aa8c1501ba7146f89;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.c b/world_gen.c index 2650539..7c0f756 100644 --- a/world_gen.c +++ b/world_gen.c @@ -136,7 +136,8 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world, ray_hit hit; hit.dist = INFINITY; - if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){ + if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit, + k_material_flag_ghosts )){ struct world_surface *m1 = ray_hit_surface( world, &hit ); if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){ world_gen_add_blob( world, scene, &hit ); @@ -191,6 +192,10 @@ VG_STATIC void world_gen_generate_meshes( world_instance *world ){ &world->meta, i ); scene_copy_slice( &world->scene_geo, &surf->sm_geo ); + scene_set_vertex_flags( &world->scene_geo, + surf->sm_geo.vertex_start, + surf->sm_geo.vertex_count, + (u16)(surf->info.flags & 0xffff) ); } /* compress that bad boy */ @@ -272,12 +277,12 @@ VG_STATIC void world_gen_generate_meshes( world_instance *world ){ } /* unpack challenge models */ - for( u32 i=0; ient_challenge ); i++ ){ - ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i ); + for( u32 i=0; ient_objective ); i++ ){ + ent_objective *objective = mdl_arritm( &world->ent_objective, i ); - for( u32 j=0; jsubmesh_count; j ++ ){ + for( u32 j=0; jsubmesh_count; j ++ ){ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, - challenge->submesh_start+j ); + objective->submesh_start+j ); world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm ); } } @@ -430,12 +435,14 @@ VG_STATIC void world_gen_compute_light_indices( world_instance *world ){ v3f closest; closest_point_aabb( light->transform.co, bbx, closest ); - float dist = v3_dist( closest, light->transform.co ), - influence = 1.0f/(dist+1.0f); + f32 dist2 = v3_dist2( closest, light->transform.co ); - if( dist > light->range ) + if( dist2 > light->range*light->range ) continue; + f32 dist = sqrtf(dist2), + influence = 1.0f/(dist+1.0f); + if( light->type == k_light_type_spot){ v3f local; m4x3_mulv( light->inverse_world, center, local );