X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.c;h=b522cba80fca626acde99aebad4aa650b8075aa9;hb=5bfb36032928ba9f8d12e72961af68bfab9ea648;hp=81ad00cbc3c3926e7f2e62ae3344876f15799255;hpb=844527ec68c063d78d4993bd8e4053f9ddc47b78;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.c b/world_gen.c index 81ad00c..b522cba 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 */ @@ -494,7 +499,7 @@ VG_STATIC void world_gen_compute_light_indices( world_instance *world ){ /* * Rendering pass needed to complete the world */ -VG_STATIC void async_world_postprocess_render( void *payload, u32 _size ){ +VG_STATIC void async_world_postprocess( void *payload, u32 _size ){ /* create scene lighting buffer */ world_instance *world = payload; @@ -604,18 +609,48 @@ VG_STATIC void async_world_postprocess_render( void *payload, u32 _size ){ glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(struct ub_world_lighting), &world->ub_lighting ); - /* yes we are using this as the entity begin thing. FIXME */ - world->probabilities[ k_probability_curve_constant ] = 1.0f; - for( u32 i=0; ient_audio); i++ ){ - ent_audio *audio = mdl_arritm(&world->ent_audio,i); - if( audio->flags & AUDIO_FLAG_AUTO_START ){ - ent_call call; - call.data = NULL; - call.function = k_ent_function_trigger; - call.id = mdl_entity_id( k_ent_audio, i ); - entity_call( world, &call ); + /* + * Allocate cubemaps + */ + for( u32 i=0; ient_cubemap); i++ ){ + ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i); + + glGenTextures( 1, &cm->texture_id ); + glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id ); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + + for( u32 j=0; j<6; j ++ ) { + glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB, + WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES, + 0, GL_RGB, GL_UNSIGNED_BYTE, NULL ); + } + + glGenFramebuffers( 1, &cm->framebuffer_id ); + glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id ); + glGenRenderbuffers(1, &cm->renderbuffer_id ); + glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id ); + glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, + WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES ); + + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 ); + glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, + GL_RENDERBUFFER, cm->renderbuffer_id ); + + glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 ); + + if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){ + vg_error( "Cubemap framebuffer incomplete.\n" ); } } + + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + world->status = k_world_status_loaded; } /* Loads textures from the pack file */