World_Config :: struct { // All of the @Notes are for the autoedit functionality. skyBase : Vector3 = .{0.38, 0.81, 0.95}; @Color skyTop : Vector3 = .{0.17, 0.4, 0.95}; @Color sunDisk : Vector3 = .{1.0, 1.0, 1.0}; @Color horizonHalo : Vector3 = .{1.0, 1.0, 1.0}; @Color sunHalo : Vector3 = .{1.0, 1.0, 1.0}; @Color sunLightColor : Vector3 = .{1.0, 1.0, 1.0}; @Color sunPosition : Vector3 = #run normalize(Vector3.{0.2, 0.3, 0.4}); sunIntensity : float = 2.0; @Slider,0,100,0.5 skyIntensity : float = 1.0; @Slider,0,10,0.5 hasClouds : s32 = 1; @Slider,0,1,1 hasPlane : s32 = 0; @Slider,0,1,1 planeHeight : float = 0.0; @Slider,-100,100,1 planeType : s32 = 1; @Slider,0,1,1 grassDensity : float = 200; @Slider,10,300,1 } // Copies over all the fields of our world config into a given shader type. // Requires that the shader type has all of the fields the world config has. world_config_to_shader_type :: (wc: *World_Config, data: *$T) { generate_copy_code :: () -> string { builder : String_Builder; ti := type_info(World_Config); for ti.members { if it.type == type_info(Vector3) then print_to_builder(*builder, "data.% = wc.%.component;\n", it.name, it.name); else print_to_builder(*builder, "data.% = wc.%;\n", it.name, it.name); } return builder_to_string(*builder); } data.time = xx get_time(); #insert #run,stallable generate_copy_code(); } TrilePositions :: struct { trileName: string; positions: [..]Vector4; } Ground_Tile :: enum { WATER; GRASS; SAND; } World :: struct { // @ToDo: Add a pool into here so we allocate all of the world stuff in it's own pool. conf : World_Config; positions : [..]TrilePositions; ground : [1000][1000]Ground_Tile; } update_image_from_ground :: (world: *World, img: *sg_image) { materialdata : [1000*1000*4]u8; counter : int = 0; for x: 0..999 { for y: 0..999 { if world.ground[x][y] == .GRASS { materialdata[counter + 0] = 0; materialdata[counter + 1] = 255; materialdata[counter + 2] = 0; materialdata[counter + 3] = 255; } if world.ground[x][y] == .WATER { materialdata[counter + 0] = 0; materialdata[counter + 1] = 0; materialdata[counter + 2] = 255; materialdata[counter + 3] = 255; } if world.ground[x][y] == .SAND { materialdata[counter + 0] = 255; materialdata[counter + 1] = 0; materialdata[counter + 2] = 0; materialdata[counter + 3] = 255; } counter += 4; } } imgdata : sg_image_data; imgdata.subimage[0][0] = .{materialdata.data, materialdata.count}; sg_update_image(img, *imgdata); }