X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.c;h=81ad00cbc3c3926e7f2e62ae3344876f15799255;hb=844527ec68c063d78d4993bd8e4053f9ddc47b78;hp=5f7b9a362e7b3fc294b4e6a5d13cd3ce00847f6c;hpb=b270d9efa9bedb7ca0813acffc1632f84900c0de;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.c b/world_gen.c index 5f7b9a3..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 ++; } } @@ -164,12 +164,10 @@ void world_unpack_submesh_dynamic( world_instance *world, /* * 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 ); @@ -250,8 +248,10 @@ 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 ); } @@ -299,8 +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 ) ); @@ -322,8 +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 ); @@ -338,10 +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 ); @@ -498,10 +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 ); @@ -624,9 +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;