X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=a8f148c74f293e0a8b33c4eb878ed1320cfde4ad;hb=000297f007a08b25f458656bfb8dfe4345f2ec32;hp=fea44fc8d9ded2926860f1c83410a9e2c9fd98da;hpb=98b9bcf0e10bc02cf679d03fa269613e140ba878;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index fea44fc..a8f148c 100644 --- a/world_gen.h +++ b/world_gen.h @@ -151,7 +151,7 @@ VG_STATIC void world_ents_allocate( world_instance *world ) struct countable { - enum classtype ct; + enum classtype ct, ct1; void **to_allocate; u32 item_size; int count; @@ -160,38 +160,54 @@ VG_STATIC void world_ents_allocate( world_instance *world ) { { k_classtype_spawn, + k_classtype_none, (void*)&world->spawns, sizeof(struct respawn_point) }, { k_classtype_audio, + k_classtype_none, (void*)&world->audio_things, sizeof(struct world_audio_thing) }, { k_classtype_trigger, + k_classtype_particle_box, (void*)&world->triggers, sizeof(struct trigger_zone) }, + +#if 0 { k_classtype_logic_relay, (void*)&world->logic_relays, sizeof(struct logic_relay) }, +#endif + { k_classtype_logic_achievement, + k_classtype_none, (void*)&world->logic_achievements, sizeof(struct logic_achievement) }, { k_classtype_world_light, + k_classtype_none, (void*)&world->lights, sizeof(struct world_light) }, { k_classtype_nonlocal_gate, + k_classtype_none, (void*)&world->nonlocal_gates, sizeof(struct nonlocal_gate) + }, + { + k_classtype_soundscape, + k_classtype_none, + (void*)&world->soundscapes, + sizeof(struct soundscape) } }; @@ -204,7 +220,8 @@ VG_STATIC void world_ents_allocate( world_instance *world ) for( int j=0; jclasstype == entity_counts[j].ct ) + if( (pnode->classtype == entity_counts[j].ct) || + (pnode->classtype == entity_counts[j].ct1) ) { pnode->sub_uid = entity_counts[j].count; entity_counts[j].count ++; @@ -220,7 +237,16 @@ VG_STATIC void world_ents_allocate( world_instance *world ) u32 bufsize = counter->item_size*counter->count; *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, bufsize ); + memset( *counter->to_allocate, 0, bufsize ); } + + logic_bricks_world_gen_allocate( world ); + + world->trigger_bh = bh_create( world_global.generic_heap, + &bh_system_triggers, + world, + world->trigger_count, + 1 ); } VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode ) @@ -255,48 +281,20 @@ VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode ) v3_copy( pnode->co, thing->pos ); - if( aud->flags & AUDIO_FLAG_SPACIAL_3D ) - thing->volume = aud->volume * pnode->s[0]; - else - thing->volume = aud->volume; + thing->volume = aud->volume; + thing->range = pnode->s[0]; thing->flags = aud->flags; thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file ); - thing->temp_embedded_clip.source_mode = k_audio_source_mono; + thing->temp_embedded_clip.flags = aud->flags; - audio_clip_load( &thing->temp_embedded_clip, world_global.audio_heap ); - thing->player.name = mdl_pstr( world->meta, pnode->pstr_name ); - thing->player.enqued = 0; + audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap ); pnode->sub_uid = world->audio_things_count; world->audio_things_count ++; } -VG_STATIC void world_pct_trigger( world_instance *world, mdl_node *pnode ) -{ - struct trigger_zone *trigger = &world->triggers[ world->trigger_count ]; - struct classtype_trigger *inf = mdl_get_entdata( world->meta, pnode ); - - if( inf->target ) - { - mdl_node *target_node = mdl_node_from_id( world->meta, inf->target ); - - trigger->target.sub_id = target_node->sub_uid; - trigger->target.classtype = target_node->classtype; - } - else - { - vg_warn( "Trigger with no target...\n" ); - return; - } - - mdl_node_transform( pnode, trigger->transform ); - m4x3_invert_full( trigger->transform, trigger->inv_transform ); - - world->trigger_count ++; -} - - +#if 0 VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode ) { struct logic_relay *relay = &world->logic_relays[ world->relay_count ]; @@ -319,6 +317,7 @@ VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode ) v3_copy( pnode->co, relay->pos ); world->relay_count ++; } +#endif VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode ) @@ -373,8 +372,9 @@ VG_STATIC void world_entities_process( world_instance *world ) { k_classtype_spawn, world_pct_spawn }, { k_classtype_water, world_pct_water }, { k_classtype_audio, world_pct_audio }, - { k_classtype_trigger, world_pct_trigger }, +#if 0 { k_classtype_logic_relay, world_pct_relay }, +#endif { k_classtype_logic_achievement, world_pct_achievement }, { k_classtype_world_light, world_pct_world_light }, { k_classtype_nonlocal_gate, world_pct_nonlocal_gate } @@ -491,50 +491,6 @@ VG_STATIC float calc_light_influence( world_instance *world, v3f position, return 0.0f; } -VG_STATIC void world_scene_compute_light_clusters( world_instance *world, - scene *sc ) -{ - for( int i=0; ivertex_count; i++ ) - { - scene_vert *vert = &sc->arrvertices[i]; - vert->lights[0] = 0; - vert->lights[1] = 1; - vert->lights[2] = 2; - vert->lights[3] = 0; - - float influences[3] = { 0.0f, 0.0f, 0.0f }; - const int N = vg_list_size( influences ); - - for( int j=0; jlight_count; j ++ ) - { - float influence = calc_light_influence( world, vert->co, j ); - - int best_pos = N; - for( int k=best_pos-1; k>=0; k -- ) - if( influence > influences[k] ) - best_pos = k; - - if( best_pos < N ) - { - for( int k=N-1; k>best_pos; k -- ) - { - influences[k] = influences[k-1]; - vert->lights[k] = vert->lights[k-1]; - } - - influences[best_pos] = influence; - vert->lights[best_pos] = j; - } - } - - for( int j=0; j 0.00000125f ) - vert->lights[3] ++ ; - } - } -} - VG_STATIC void world_generate( world_instance *world ) { /* @@ -562,7 +518,6 @@ VG_STATIC void world_generate( world_instance *world ) scene_copy_slice( world->scene_geo, &mat->sm_geo ); } - world_scene_compute_light_clusters( world, world->scene_geo ); /* compress that bad boy */ world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo ); @@ -609,7 +564,6 @@ VG_STATIC void world_generate( world_instance *world ) scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide ); } - world_scene_compute_light_clusters( world, world->scene_no_collide ); /* upload and free that */ vg_acquire_thread_sync(); @@ -635,6 +589,173 @@ float fsd_cone_infinite( v3f p, v2f c ) return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f); } +VG_STATIC void world_compute_light_indices( world_instance *world ) +{ + /* light cubes */ + v3f cubes_min, cubes_max; + v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min ); + v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max ); + + v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min ); + v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max ); + + v3_floor( cubes_min, cubes_min ); + v3_floor( cubes_max, cubes_max ); + + v3i icubes_min, icubes_max; + + for( int i=0; i<3; i++ ) + { + icubes_min[i] = cubes_min[i]; + icubes_max[i] = cubes_max[i]; + } + + v3i icubes_count; + v3i_sub( icubes_max, icubes_min, icubes_count ); + + for( int i=0; i<3; i++ ) + { + icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 ); + cubes_max[i] = icubes_min[i] + icubes_count[i]; + } + + v3_muls( cubes_min, k_light_cube_size, cubes_min ); + v3_muls( cubes_max, k_light_cube_size, cubes_max ); + + for( int i=0; i<3; i++ ) + { + float range = cubes_max[i]-cubes_min[i]; + world->ub_lighting.g_cube_inv_range[i] = 1.0f / range; + world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i]; + + vg_info( "cubes[%d]: %d\n", i, icubes_count[i] ); + } + + int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2]; + + u32 *cubes_index = vg_linear_alloc( world_global.generic_heap, + total_cubes * sizeof(u32) * 2.0f ); + + vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n", + total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1], + cubes_max[0], -cubes_max[2], cubes_max[1] ); + + v3_copy( cubes_min, world->ub_lighting.g_cube_min ); + + v3f cube_size; + v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range, + cube_size ); + float bound_radius = v3_length( cube_size ); + + for( int iz = 0; izub_lighting.g_cube_inv_range, + bbx[0] ); + v3_div( (v3f){ ix+1, iy+1, iz+1 }, + world->ub_lighting.g_cube_inv_range, + bbx[1] ); + + v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] ); + v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] ); + + v3f center; + v3_add( bbx[0], bbx[1], center ); + v3_muls( center, 0.5f, center ); + + u32 indices[6] = { 0, 0, 0, 0, 0, 0 }; + u32 count = 0; + + float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; + const int N = vg_list_size( influences ); + + for( int j=0; jlight_count; j ++ ) + { + struct world_light *light = &world->lights[j]; + v3f closest; + closest_point_aabb( light->node->co, bbx, closest ); + + float dist = v3_dist( closest, light->node->co ), + influence = 1.0f/(dist+1.0f); + + if( dist > light->inf->range ) + continue; + + if( (light->inf->type == k_light_type_spot) || + (light->inf->type == k_light_type_spot_nighttime_only) ) + { + v3f local; + m4x3_mulv( light->inverse_world, center, local ); + + float r = fsd_cone_infinite( local, light->angle_sin_cos ); + + if( r > bound_radius ) + continue; + } + + int best_pos = N; + for( int k=best_pos-1; k>=0; k -- ) + if( influence > influences[k] ) + best_pos = k; + + if( best_pos < N ) + { + for( int k=N-1; k>best_pos; k -- ) + { + influences[k] = influences[k-1]; + indices[k] = indices[k-1]; + } + + influences[best_pos] = influence; + indices[best_pos] = j; + } + } + + for( int j=0; j 0.0f ) + count ++; + + int base_index = iz * (icubes_count[0]*icubes_count[1]) + + iy * (icubes_count[0]) + + ix; + + int lower_count = VG_MIN( 3, count ); + u32 packed_index_lower = lower_count; + packed_index_lower |= indices[0]<<2; + packed_index_lower |= indices[1]<<12; + packed_index_lower |= indices[2]<<22; + + int upper_count = VG_MAX( 0, count - lower_count ); + u32 packed_index_upper = upper_count; + packed_index_upper |= indices[3]<<2; + packed_index_upper |= indices[4]<<12; + packed_index_upper |= indices[5]<<22; + + cubes_index[ base_index*2 + 0 ] = packed_index_lower; + cubes_index[ base_index*2 + 1 ] = packed_index_upper; + } + } + } + + vg_acquire_thread_sync(); + + glGenTextures( 1, &world->tex_light_cubes ); + glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes ); + glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI, + icubes_count[0], icubes_count[1], icubes_count[2], + 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index ); + glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); + glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); + + vg_linear_del( world_global.generic_heap, cubes_index ); + + vg_release_thread_sync(); +} + VG_STATIC int reset_player( int argc, char const *argv[] ); VG_STATIC void world_post_process( world_instance *world ) { @@ -643,20 +764,23 @@ VG_STATIC void world_post_process( world_instance *world ) for( int i=0; iaudio_things_count; i++ ) { struct world_audio_thing *thingy = &world->audio_things[ i ]; - - audio_player_init( &thingy->player ); - audio_player_set_flags( &thingy->player, thingy->flags ); - audio_player_set_vol( &thingy->player, thingy->volume ); - audio_player_set_pan( &thingy->player, 0.0f ); - - if( thingy->flags & AUDIO_FLAG_SPACIAL_3D ) - audio_player_set_position( &thingy->player, thingy->pos ); if( thingy->flags & AUDIO_FLAG_AUTO_START ) - audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip ); + { + audio_channel *ch = + audio_request_channel( &thingy->temp_embedded_clip, thingy->flags ); + + audio_channel_edit_volume( ch, thingy->volume, 1 ); + audio_channel_set_spacial( ch, thingy->pos, thingy->range ); + + if( !(ch->flags & AUDIO_FLAG_LOOP) ) + ch = audio_relinquish_channel( ch ); + } } audio_unlock(); + world_compute_light_indices( world ); + vg_acquire_thread_sync(); { /* create scene lighting buffer */ @@ -761,7 +885,6 @@ VG_STATIC void world_post_process( world_instance *world ) 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); @@ -771,183 +894,6 @@ VG_STATIC void world_post_process( world_instance *world ) glEnable(GL_DEPTH_TEST); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - - - - /* light cubes */ - - v3f cubes_min, cubes_max; - v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min ); - v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max ); - - v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min ); - v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max ); - - v3_floor( cubes_min, cubes_min ); - v3_floor( cubes_max, cubes_max ); - - v3i icubes_min, icubes_max; - - for( int i=0; i<3; i++ ) - { - icubes_min[i] = cubes_min[i]; - icubes_max[i] = cubes_max[i]; - } - - v3i icubes_count; - v3i_sub( icubes_max, icubes_min, icubes_count ); - - for( int i=0; i<3; i++ ) - { - icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 ); - cubes_max[i] = icubes_min[i] + icubes_count[i]; - } - - v3_muls( cubes_min, k_light_cube_size, cubes_min ); - v3_muls( cubes_max, k_light_cube_size, cubes_max ); - - for( int i=0; i<3; i++ ) - { - float range = cubes_max[i]-cubes_min[i]; - world->ub_lighting.g_cube_inv_range[i] = 1.0f / range; - world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i]; - - vg_info( "cubes[%d]: %d\n", i, icubes_count[i] ); - } - - int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2]; - - u32 *cubes_index = vg_linear_alloc( world_global.generic_heap, - total_cubes * sizeof(u32) * 2.0f ); - - vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n", - total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1], - cubes_max[0], -cubes_max[2], cubes_max[1] ); - - v3_copy( cubes_min, world->ub_lighting.g_cube_min ); - - vg_info( "g_cube_min[%f %f %f]\n", - world->ub_lighting.g_cube_min[0], - world->ub_lighting.g_cube_min[1], - world->ub_lighting.g_cube_min[2] ); - vg_info( "g_cube_inv_range[%f %f %f]\n", - world->ub_lighting.g_cube_inv_range[0], - world->ub_lighting.g_cube_inv_range[1], - world->ub_lighting.g_cube_inv_range[2] ); - - v3f cube_size; - v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range, - cube_size ); - float bound_radius = v3_length( cube_size ); - - for( int iz = 0; izub_lighting.g_cube_inv_range, - bbx[0] ); - v3_div( (v3f){ ix+1, iy+1, iz+1 }, - world->ub_lighting.g_cube_inv_range, - bbx[1] ); - - v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] ); - v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] ); - - v3f center; - v3_add( bbx[0], bbx[1], center ); - v3_muls( center, 0.5f, center ); - - u32 indices[6] = { 0, 0, 0, 0, 0, 0 }; - u32 count = 0; - - float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; - const int N = vg_list_size( influences ); - - for( int j=0; jlight_count; j ++ ) - { - struct world_light *light = &world->lights[j]; - v3f closest; - closest_point_aabb( light->node->co, bbx, closest ); - - float dist = v3_dist( closest, light->node->co ), - influence = 1.0f/(dist+1.0f); - - if( dist > light->inf->range ) - continue; - - if( (light->inf->type == k_light_type_spot) || - (light->inf->type == k_light_type_spot_nighttime_only) ) - { - v3f local; - m4x3_mulv( light->inverse_world, center, local ); - - float r = fsd_cone_infinite( local, light->angle_sin_cos ); - - if( r > bound_radius ) - continue; - } - - int best_pos = N; - for( int k=best_pos-1; k>=0; k -- ) - if( influence > influences[k] ) - best_pos = k; - - if( best_pos < N ) - { - for( int k=N-1; k>best_pos; k -- ) - { - influences[k] = influences[k-1]; - indices[k] = indices[k-1]; - } - - influences[best_pos] = influence; - indices[best_pos] = j; - } - } - - for( int j=0; j 0.0f ) - count ++; - - int base_index = iz * (icubes_count[0]*icubes_count[1]) + - iy * (icubes_count[0]) + - ix; - - int lower_count = VG_MIN( 3, count ); - u32 packed_index_lower = lower_count; - packed_index_lower |= indices[0]<<2; - packed_index_lower |= indices[1]<<12; - packed_index_lower |= indices[2]<<22; - - int upper_count = VG_MAX( 0, count - lower_count ); - u32 packed_index_upper = upper_count; - packed_index_upper |= indices[3]<<2; - packed_index_upper |= indices[4]<<12; - packed_index_upper |= indices[5]<<22; - - cubes_index[ base_index * 2 + 0 ] = packed_index_lower; - cubes_index[ base_index * 2 + 1 ] = packed_index_upper; - } - } - } - - glGenTextures( 1, &world->tex_light_cubes ); /* FIXME: glDeleteTextures */ - glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes ); - glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI, - icubes_count[0], icubes_count[1], icubes_count[2], - 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index ); - glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); - glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); - - vg_linear_del( world_global.generic_heap, cubes_index ); - - - - - /* upload full buffer */ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); glBufferSubData( GL_UNIFORM_BUFFER, 0, @@ -1034,6 +980,7 @@ VG_STATIC void world_unload( world_instance *world ) glDeleteBuffers( 1, &world->tbo_light_entities ); glDeleteTextures( 1, &world->tex_light_entities ); + glDeleteTextures( 1, &world->tex_light_cubes ); /* FIXME: CANT DO THIS HERE */ world_global.time = 0.0; @@ -1069,25 +1016,15 @@ VG_STATIC void world_unload( world_instance *world ) vg_release_thread_sync(); } -VG_STATIC void world_add_global_light( world_instance *world, - v2f dir, v3f colour ) -{ - int id = world->ub_lighting.g_light_count; - - v3_copy( colour, world->ub_lighting.g_light_colours[id] ); - v3_copy( (v3f){ cosf(dir[1]) * cosf(dir[0]), - sinf(dir[0]), - sinf(dir[1]) * cosf(dir[0]) }, - world->ub_lighting.g_light_directions[id] ); - - world->ub_lighting.g_light_count ++; -} - VG_STATIC void world_clean( world_instance *world ) { /* clean dangling pointers */ world->meta = NULL; + /* + * TODO: Theres probably a better way to do this? + */ + world->textures = NULL; world->texture_count = 0; world->materials = NULL; @@ -1113,8 +1050,10 @@ VG_STATIC void world_clean( world_instance *world ) world->lights = NULL; world->light_count = 0; +#if 0 world->logic_relays = NULL; world->relay_count = 0; +#endif world->logic_achievements = NULL; world->achievement_count = 0; @@ -1131,6 +1070,12 @@ VG_STATIC void world_clean( world_instance *world ) world->collectors = NULL; world->collector_count = 0; + world->soundscapes = NULL; + world->soundscape_count = 0; + + world->logic_bricks = NULL; + world->logic_brick_count = 0; + world->nonlocal_gates = NULL; world->nonlocalgate_count = 0; @@ -1139,28 +1084,24 @@ VG_STATIC void world_clean( world_instance *world ) /* default lighting conditions * -------------------------------------------------------------*/ - world->ub_lighting.g_light_count = 0; - world->ub_lighting.g_light_preview = 0; - world->ub_lighting.g_shadow_samples = 8; - world->ub_lighting.g_water_fog = 0.04f; - - v4_zero( world->ub_lighting.g_water_plane ); - v4_zero( world->ub_lighting.g_depth_bounds ); - v4_zero( world->ub_lighting.g_ambient_colour ); - - v3_copy( (v3f){ 0.09f, 0.03f, 0.07f }, world->ub_lighting.g_ambient_colour ); + struct ub_world_lighting *state = &world->ub_lighting; - world_add_global_light( world, (v2f){ 0.63f, -0.08f }, - (v3f){ 1.36f, 1.35f, 1.01f } ); + state->g_light_preview = 0; + state->g_shadow_samples = 8; + state->g_water_fog = 0.04f; - world_add_global_light( world, (v2f){ -2.60f, -0.13f }, - (v3f){ 0.33f, 0.56f, 0.64f } ); + v4_zero( state->g_water_plane ); + v4_zero( state->g_depth_bounds ); - world_add_global_light( world, (v2f){ 2.60f, -0.84f }, - (v3f){ 0.05f, 0.05f, 0.23f } ); + state->g_shadow_length = 9.50f; + state->g_shadow_spread = 0.65f; - world->ub_lighting.g_light_directions[0][3] = 9.50f; - world->ub_lighting.g_light_colours[0][3] = 0.65f; + v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour ); + v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour ); + v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour ); + v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour ); + v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient ); + v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour ); } VG_STATIC void world_load( world_instance *world, const char *path )