trueno/src/world.jai

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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,0,10,0.5
hasClouds : s32 = 1; @Slider,0,1,1
hasPlane : s32 = 0; @Slider,0,1,1
planeHeight : float = 0.0; @Slider,-100,100,1
planeType : s32 = 0; @Slider,0,2,1
}
// 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);
}
#insert #run generate_copy_code();
}
IVector3 :: struct {
x: s32;
y: s32;
z: s32;
}
ivec_comp :: (a: IVector3, b: IVector3) -> bool {
if a.x != b.x || a.y != b.y || a.z != b.z then return false;
return true;
}
ivec_hash :: (v: IVector3) -> u32 {
return sdbm_hash(*v, size_of(IVector3));
}
World :: struct {
conf : World_Config;
triles : Table(IVector3, string, ivec_hash, ivec_comp);
}