X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=3a66523991d09c1efac6812fb7c48a40c8b6532e;hb=0a40a20806ec52fc13817fd78a43793de5e32ffa;hp=96928b60bd166b05fb58c52810b43f6f83b4a130;hpb=777083e1f715a26d3f68be4ba5bdf2cbcaa84a05;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 96928b6..3a66523 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 = @@ -52,7 +54,14 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); - for( int i=0;i<100000;i++ ) + int count = 0; + + float area = volume[0]*volume[2]; + u32 particles = 0.08f * area; + + vg_info( "Map area: %f. Max particles: %u\n", area, particles ); + + for( int i=0;ibbx[1], world.scene_geo->bbx[0], extent ); @@ -537,33 +542,34 @@ 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 */ @@ -587,11 +593,12 @@ VG_STATIC void world_post_process(void) vg_release_thread_sync(); +#if 0 /* * Setup scene collider */ - reset_player( 1, (const char *[]){"start"} ); +#endif } VG_STATIC void world_process_resources(void) @@ -655,6 +662,8 @@ VG_STATIC void world_process_resources(void) VG_STATIC void world_unload(void) { + vg_acquire_thread_sync(); + /* free meshes */ mesh_free( &world.mesh_route_lines ); mesh_free( &world.mesh_geo ); @@ -734,6 +743,8 @@ VG_STATIC void world_unload(void) world.collector_count = 0; world.water.enabled = 0; + + vg_release_thread_sync(); } VG_STATIC void world_load(void)