X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=47ed5ee9c9b64624c20bf060c90921f3bb7d8037;hb=1142fd5c27cf6d5bef073969b55e20b160646164;hp=c87112afd6ed15887c648239bd590d00b2f38a9d;hpb=1f0e3292c021e8263716e5f4544a1efcedf3f03d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index c87112a..47ed5ee 100644 --- a/world_gen.h +++ b/world_gen.h @@ -34,8 +34,13 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, } /* Sprinkle foliage models over the map on terrain material */ -VG_STATIC void world_apply_procedural_foliage(void) +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 = @@ -49,6 +54,8 @@ VG_STATIC void world_apply_procedural_foliage(void) mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); + int count = 0; + for( int i=0;i<100000;i++ ) { v3f pos; @@ -59,10 +66,10 @@ VG_STATIC void world_apply_procedural_foliage(void) ray_hit hit; hit.dist = INFINITY; - if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) + if( ray_world( pos, (v3f){0.0001f,-1.0f,0.0001f}, &hit )) { - if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) && - (hit.pos[1] > 0.0f+10.0f) ) + struct world_material *m1 = ray_hit_material( &hit ); + if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)) { v4f qsurface, qrandom; v3f axis; @@ -78,9 +85,13 @@ VG_STATIC void world_apply_procedural_foliage(void) v3_copy( hit.pos, transform[3] ); scene_add_submesh( world.scene_no_collide, mfoliage, sm_blob, transform); + + count ++; } } } + + vg_info( "%d foliage models added\n", count ); } VG_STATIC void world_ents_allocate(void) @@ -173,22 +184,8 @@ VG_STATIC void world_pct_water( mdl_node *pnode ) return; } - mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 ); - - if( sm ) - { - vg_acquire_thread_sync(); - { - mdl_unpack_submesh( world.meta, &world.mesh_water, sm ); - world.water.enabled = 1; - water_set_surface( pnode->co[1] ); - } - vg_release_thread_sync(); - } - else - { - vg_warn( "Water entity has no submeshes!\n" ); - } + world.water.enabled = 1; + water_set_surface( pnode->co[1] ); } VG_STATIC void world_pct_audio( mdl_node *pnode ) @@ -317,12 +314,108 @@ VG_STATIC void world_entities_process(void) } } +VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index ) +{ + struct grind_edge *edge_array = user, + *edge = &edge_array[ item_index ]; + + box_addpt( bound, edge->p0 ); + box_addpt( bound, edge->p1 ); +} + +VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis ) +{ + struct grind_edge *edge_array = user, + *edge = &edge_array[ item_index ]; + + return (edge->p0[axis] + edge->p1[axis]) * 0.5f; +} + +VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib ) +{ + struct grind_edge *edge_array = user, + *e0 = &edge_array[ ia ], + *e1 = &edge_array[ ib ], + et; + et = *e0; + *e0 = *e1; + *e1 = et; +} + +VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest ) +{ + struct grind_edge *edge_array = user, + *edge = &edge_array[ index ]; + + closest_point_segment( edge->p0, edge->p1, point, closest ); +} + +VG_STATIC bh_system bh_system_edges = +{ + .expand_bound = edge_bh_expand_bound, + .item_centroid = edge_bh_centroid, + .item_closest = edge_bh_closest, + .item_swap = edge_bh_swap, + .item_debug = NULL, + .cast_ray = NULL +}; + +VG_STATIC void world_generate_edges(void) +{ + vg_info( "Generating edge array\n" ); + world.grind_edges = vg_linear_alloc( world.dynamic_vgl, + 5000*sizeof(struct grind_edge ) ); + world.grind_edge_count = 0; + + u32 fs_count = 0; + for( u32 i=0; ivertex_count; i++ ) + if( world.scene_geo->arrvertices[i].weights[0] ) + fs_count ++; + + vg_info( "Grind verts: %u\n", fs_count ); + + for( u32 i=0; iindice_count/3; i++ ) + { + u32 *ptri = &world.scene_geo->arrindices[ i*3 ]; + + for( int j=0; j<3; j++ ) + { + u32 i0 = ptri[j], + i1 = ptri[(j+1)%3]; + + mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ], + *v1 = &world.scene_geo->arrvertices[ i1 ]; + + if( v0->weights[0] ) + { + if( world.grind_edge_count == 5000 ) + vg_fatal_exit_loop( "Edge capacity exceeded" ); + + struct grind_edge *ge = + &world.grind_edges[ world.grind_edge_count ++ ]; + + v3_copy( v0->co, ge->p0 ); + v3_copy( v1->co, ge->p1 ); + } + } + } + + vg_info( "Grind edge count: %u\n", world.grind_edge_count ); + + world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges, + world.grind_edge_count*sizeof(struct grind_edge) ); + + world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges, + world.grind_edges, world.grind_edge_count, + 2 ); +} + VG_STATIC void world_generate(void) { /* * Compile meshes into the world scenes */ - world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 ); + world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 ); m4x3f midentity; m4x3_identity( midentity ); @@ -340,13 +433,10 @@ VG_STATIC void world_generate(void) struct world_material *mat = &world.materials[ i ]; if( mat->info.flags & k_material_flag_collision ) - { world_add_all_if_material( midentity, world.scene_geo, world.meta, i ); - scene_copy_slice( world.scene_geo, &mat->sm_geo ); - } - } - + scene_copy_slice( world.scene_geo, &mat->sm_geo ); + } @@ -379,14 +469,21 @@ 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; iinfo.flags & k_material_flag_collision) ) + { + world_add_all_if_material( midentity, world.scene_no_collide, + world.meta, i ); + } + if( mat->info.flags & k_material_flag_grow_grass ) + world_apply_procedural_foliage( mat ); + + scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide ); + } /* upload and free that */ vg_acquire_thread_sync(); @@ -397,6 +494,8 @@ VG_STATIC void world_generate(void) vg_linear_del( world.dynamic_vgl, world.scene_no_collide ); world.scene_no_collide = NULL; + + world_generate_edges(); } VG_STATIC int reset_player( int argc, char const *argv[] ); @@ -426,8 +525,7 @@ VG_STATIC void world_post_process(void) /* * Rendering the depth map */ - m4x4f ortho; - m4x3f camera; + camera ortho; v3f extent; v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent ); @@ -439,33 +537,34 @@ 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 */ @@ -557,11 +656,12 @@ 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 ); mesh_free( &world.mesh_no_collide ); - mesh_free( &world.mesh_water ); world.time = 0.0; world.rewind_from = 0.0; @@ -601,7 +701,10 @@ VG_STATIC void world_unload(void) world.scene_geo = NULL; world.scene_no_collide = NULL; world.scene_lines = NULL; + world.grind_edges = NULL; + world.grind_edge_count = 0; + world.grind_bh = NULL; world.geo_bh = NULL; world.trigger_bh = NULL; world.audio_bh = NULL; @@ -634,6 +737,8 @@ VG_STATIC void world_unload(void) world.collector_count = 0; world.water.enabled = 0; + + vg_release_thread_sync(); } VG_STATIC void world_load(void)