X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.c;h=81ad00cbc3c3926e7f2e62ae3344876f15799255;hb=4b8fc63f926737ca0593a4e471550f9f4995c538;hp=a454d02509b6baac826cd00b74b7662e3a5985da;hpb=7fb47c3eb672f4468da8b5b452c09d44e1389d5f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.c b/world_gen.c index a454d02..81ad00c 100644 --- a/world_gen.c +++ b/world_gen.c @@ -46,9 +46,9 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene, * | | * |________| */ -VG_STATIC void world_gen_add_blob( scene_context *scene, ray_hit *hit ) +VG_STATIC void world_gen_add_blob( world_instance *world, + scene_context *scene, ray_hit *hit ) { - world_instance *world = world_loading_instance(); m4x3f transform; v4f qsurface, qrandom; v3f axis; @@ -106,13 +106,13 @@ VG_STATIC void world_gen_add_blob( scene_context *scene, ray_hit *hit ) /* * Sprinkle foliage models over the map on terrain material */ -VG_STATIC void world_apply_procedural_foliage( scene_context *scene, +VG_STATIC void world_apply_procedural_foliage( world_instance *world, + scene_context *scene, struct world_surface *mat ) { if( vg.quality_profile == k_quality_profile_low ) return; - world_instance *world = world_loading_instance(); vg_info( "Applying foliage (%u)\n", mat->info.pstr_name ); v3f volume; @@ -139,7 +139,7 @@ VG_STATIC void world_apply_procedural_foliage( scene_context *scene, if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){ 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( scene, &hit ); + world_gen_add_blob( world, scene, &hit ); count ++; } } @@ -148,15 +148,26 @@ VG_STATIC void world_apply_procedural_foliage( scene_context *scene, vg_info( "%d foliage models added\n", count ); } +VG_STATIC +void world_unpack_submesh_dynamic( world_instance *world, + scene_context *scene, mdl_submesh *sm ){ + if( sm->flags & k_submesh_flag_consumed ) return; + + m4x3f identity; + m4x3_identity( identity ); + scene_add_mdl_submesh( scene, &world->meta, sm, identity ); + + scene_copy_slice( scene, sm ); + sm->flags |= k_submesh_flag_consumed; +} + /* * Create the main meshes for the world */ -VG_STATIC void world_gen_generate_meshes(void) -{ +VG_STATIC void world_gen_generate_meshes( world_instance *world ){ /* * Compile meshes into the world scenes */ - world_instance *world = world_loading_instance(); scene_init( &world->scene_geo, 320000, 1200000 ); u32 buf_size = scene_mem_required( &world->scene_geo ); u8 *buffer = vg_linear_alloc( world->heap, buf_size ); @@ -237,30 +248,50 @@ VG_STATIC void world_gen_generate_meshes(void) &world->scene_no_collide, &world->meta, i ); } - if( surf->info.flags & k_material_flag_grow_grass ) - world_apply_procedural_foliage( &world->scene_no_collide, surf ); + if( surf->info.flags & k_material_flag_grow_grass ){ + world_apply_procedural_foliage( world, &world->scene_no_collide, + surf ); + } scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide ); } + /* unpack traffic models.. TODO: should we just put all these submeshes in a + * dynamic models list? and then the actual entitities point to the + * models. we only have 2 types at the moment which need dynamic models but + * would make sense to do this when/if we have more. + */ for( u32 i=0; ient_traffic ); i++ ){ ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i ); for( u32 j=0; jsubmesh_count; j++ ){ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, vehc->submesh_start+j ); + world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm ); + } + } - if( sm->flags & k_submesh_flag_consumed ){ - continue; - } + /* unpack challenge models */ + for( u32 i=0; ient_challenge ); i++ ){ + ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i ); - m4x3f identity; - m4x3_identity( identity ); - scene_add_mdl_submesh( &world->scene_no_collide, - &world->meta, sm, identity ); + for( u32 j=0; jsubmesh_count; j ++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + challenge->submesh_start+j ); + world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm ); + } + } + + /* unpack gate models */ + for( u32 i=0; ient_gate ); i++ ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, i ); - scene_copy_slice( &world->scene_no_collide, sm ); - sm->flags |= k_submesh_flag_consumed; + if( !(gate->flags & k_ent_gate_custom_mesh) ) continue; + + for( u32 j=0; jsubmesh_count; j ++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + gate->submesh_start+j ); + world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm ); } } @@ -268,8 +299,7 @@ VG_STATIC void world_gen_generate_meshes(void) } /* signed distance function for cone */ -static f32 fsd_cone_infinite( v3f p, v2f c ) -{ +static f32 fsd_cone_infinite( v3f p, v2f c ){ v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] }; float s = vg_maxf( 0.0f, v2_dot( q, c ) ); @@ -291,8 +321,7 @@ struct light_indices_upload_info{ /* * Async reciever to buffer light index data */ -VG_STATIC void async_upload_light_indices( void *payload, u32 size ) -{ +VG_STATIC void async_upload_light_indices( void *payload, u32 size ){ struct light_indices_upload_info *info = payload; glGenTextures( 1, &info->world->tex_light_cubes ); @@ -307,10 +336,8 @@ VG_STATIC void async_upload_light_indices( void *payload, u32 size ) /* * Computes light indices for world */ -VG_STATIC void world_gen_compute_light_indices(void) -{ +VG_STATIC void world_gen_compute_light_indices( world_instance *world ){ /* light cubes */ - world_instance *world = world_loading_instance(); v3f cubes_min, cubes_max; v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min ); v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max ); @@ -467,10 +494,9 @@ VG_STATIC void world_gen_compute_light_indices(void) /* * Rendering pass needed to complete the world */ -VG_STATIC void async_world_postprocess_render( void *payload, u32 _size ) -{ +VG_STATIC void async_world_postprocess_render( void *payload, u32 _size ){ /* create scene lighting buffer */ - world_instance *world = world_loading_instance(); + world_instance *world = payload; u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12; vg_info( "Upload %ubytes (lighting)\n", size ); @@ -593,9 +619,7 @@ VG_STATIC void async_world_postprocess_render( void *payload, u32 _size ) } /* Loads textures from the pack file */ -VG_STATIC void world_gen_load_surfaces(void) -{ - world_instance *world = world_loading_instance(); +VG_STATIC void world_gen_load_surfaces( world_instance *world ){ vg_info( "Loading textures\n" ); world->texture_count = 0;