X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=1648bdf490370113e0b954f1a2d26b8b1c6b7c53;hb=a1adba47558099cab82aa6d10abdc1dca11d3342;hp=ee774bb7486fc63cd8488ec61c61c35c8931f803;hpb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index ee774bb..1648bdf 100644 --- a/world_gen.h +++ b/world_gen.h @@ -39,6 +39,8 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) if( vg.quality_profile == k_quality_profile_low ) return; + vg_info( "Applying foliage (%u)\n", mat->info.pstr_name ); + vg_linear_clear( vg_mem.scratch ); mdl_context *mfoliage = @@ -461,13 +463,6 @@ VG_STATIC void world_generate(void) world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 ); -#if 0 - vg_info( "Applying foliage\n" ); - srand(0); - world_apply_procedural_foliage(); - scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main ); -#endif - for( int i=0; ibbx[1], world.scene_geo->bbx[0], extent ); @@ -537,33 +531,34 @@ VG_STATIC void world_post_process(void) rl = 1.0f / (fr-fl), tb = 1.0f / (ft-fb); - m4x4_zero( ortho ); - ortho[0][0] = 2.0f * rl; - ortho[2][1] = 2.0f * tb; - ortho[3][0] = (fr + fl) * -rl; - ortho[3][1] = (ft + fb) * -tb; - ortho[3][3] = 1.0f; - m4x3_identity( camera ); + m4x4_zero( ortho.mtx.p ); + ortho.mtx.p[0][0] = 2.0f * rl; + ortho.mtx.p[2][1] = 2.0f * tb; + ortho.mtx.p[3][0] = (fr + fl) * -rl; + ortho.mtx.p[3][1] = (ft + fb) * -tb; + ortho.mtx.p[3][3] = 1.0f; + m4x3_identity( ortho.transform ); + camera_update_view( &ortho ); + camera_finalize( &ortho ); glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); glDisable(GL_CULL_FACE); - glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); - glViewport( 0, 0, 1024, 1024 ); - shader_fscolour_use(); - shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} ); + render_fb_bind( gpipeline.fb_heightmap ); + shader_blitcolour_use(); + shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} ); render_fsquad(); /* todo: hmm?? */ glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_MAX); - render_world_depth( ortho, camera ); + + render_world_depth( &ortho ); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - /* * TODO: World settings entity */