stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_GEN_H
6 #define WORLD_GEN_H
7
8 #include "world.h"
9
10 VG_STATIC void world_load( world_instance *world, const char *path );
11
12 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
13 mdl_context *mdl, u32 id )
14 {
15 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
16 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
17
18 for( u32 j=0; j<mesh->submesh_count; j++ ){
19 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
20 if( sm->material_id == id ){
21 m4x3f transform2;
22 mdl_transform_m4x3( &mesh->transform, transform2 );
23 m4x3_mul( transform, transform2, transform2 );
24
25 scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
26 }
27 }
28 }
29 }
30
31 VG_STATIC void world_add_blob( world_instance *world,
32 scene *pscene, ray_hit *hit )
33 {
34 m4x3f transform;
35 v4f qsurface, qrandom;
36 v3f axis;
37
38 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
39
40 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
41 q_axis_angle( qsurface, axis, angle );
42 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
43 q_mul( qsurface, qrandom, qsurface );
44 q_m3x3( qsurface, transform );
45 v3_copy( hit->pos, transform[3] );
46
47 scene_vert verts[] =
48 {
49 { .co = { -1.00f, 0.0f, 0.0f } },
50 { .co = { 1.00f, 0.0f, 0.0f } },
51 { .co = { -1.00f, 1.2f, 0.0f } },
52 { .co = { 1.00f, 1.2f, 0.0f } },
53 { .co = { -0.25f, 2.0f, 0.0f } },
54 { .co = { 0.25f, 2.0f, 0.0f } }
55 };
56
57 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
58
59 if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
60 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
61
62 if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
63 vg_fatal_exit_loop( "Scene index buffer overflow" );
64
65 scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
66 u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
67
68 scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ];
69
70 for( u32 i=0; i<vg_list_size(verts); i++ )
71 {
72 scene_vert *pvert = &dst_verts[ i ],
73 *src = &verts[ i ];
74
75 m4x3_mulv( transform, src->co, pvert->co );
76 scene_vert_pack_norm( pvert, transform[1] );
77
78 v2_copy( ref->uv, pvert->uv );
79 }
80
81 for( u32 i=0; i<vg_list_size(indices); i++ )
82 dst_indices[i] = indices[i] + pscene->vertex_count;
83
84 pscene->vertex_count += vg_list_size(verts);
85 pscene->indice_count += vg_list_size(indices);
86 }
87
88 /* Sprinkle foliage models over the map on terrain material */
89 VG_STATIC void world_apply_procedural_foliage( world_instance *world,
90 struct world_surface *mat )
91 {
92 if( vg.quality_profile == k_quality_profile_low )
93 return;
94
95 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
96
97 v3f volume;
98 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
99 volume[1] = 1.0f;
100
101 int count = 0;
102
103 float area = volume[0]*volume[2];
104 u32 particles = 0.08f * area;
105
106 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
107
108 for( u32 i=0; i<particles; i++ ){
109 v3f pos;
110 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
111 pos[1] = 1000.0f;
112 v3_add( pos, world->scene_geo->bbx[0], pos );
113
114 ray_hit hit;
115 hit.dist = INFINITY;
116
117 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
118 struct world_surface *m1 = ray_hit_surface( world, &hit );
119 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
120 world_add_blob( world, world->scene_no_collide, &hit );
121 count ++;
122 }
123 }
124 }
125
126 vg_info( "%d foliage models added\n", count );
127 }
128
129
130 #if 0
131
132 VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
133 {
134 struct world_audio_thing *thing = &world->audio_things[
135 world->audio_things_count ];
136
137 memset( thing, 0, sizeof(struct world_audio_thing) );
138 struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
139
140 v3_copy( pnode->co, thing->pos );
141
142 thing->volume = aud->volume;
143 thing->range = pnode->s[0];
144
145 thing->flags = aud->flags;
146 thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
147 thing->temp_embedded_clip.flags = aud->flags;
148
149 audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
150
151 pnode->sub_uid = world->audio_things_count;
152 world->audio_things_count ++;
153 }
154
155 VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
156 {
157 struct nonlocal_gate *gate = &world->nonlocal_gates[
158 world->nonlocalgate_count ++ ];
159 struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
160
161 gate->working = 0;
162 gate->node = pnode;
163 gate->target_map_index = 0;
164 v2_copy( inf->dims, gate->gate.dims );
165 }
166
167 VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
168 {
169 vg_info( "Linking non-local gates\n" );
170 world_instance *a = &world_global.worlds[ index_a ],
171 *b = &world_global.worlds[ index_b ];
172
173 for( int i=0; i<a->nonlocalgate_count; i++ )
174 {
175 struct nonlocal_gate *ga = &a->nonlocal_gates[i];
176 struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
177 const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
178
179 for( int j=0; j<b->nonlocalgate_count; j++ )
180 {
181 struct nonlocal_gate *gb = &b->nonlocal_gates[j];
182 struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
183 const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
184
185 if( !strcmp( ga_name, gb_name ) )
186 {
187 vg_success( "Created longjump for ID '%s'\n", ga_name );
188
189 v4f qYflip;
190 q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
191
192 /* TODO: Gates are created very wonkily. refactor. */
193 ga->target_map_index = index_b;
194 gb->target_map_index = index_a;
195 ga->working = 1;
196 gb->working = 1;
197
198 v4_copy( ga->node->q, ga->gate.q[0] );
199 v4_copy( gb->node->q, ga->gate.q[1] );
200 v3_copy( ga->node->co, ga->gate.co[0] );
201 v3_copy( gb->node->co, ga->gate.co[1] );
202
203 v4_copy( gb->node->q, gb->gate.q[0] );
204 v4_copy( ga->node->q, gb->gate.q[1] );
205 v3_copy( gb->node->co, gb->gate.co[0] );
206 v3_copy( ga->node->co, gb->gate.co[1] );
207
208 /* reverse B's direction */
209 q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
210 q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
211 q_normalize( gb->gate.q[0] );
212 q_normalize( gb->gate.q[1] );
213
214 gate_transform_update( &ga->gate );
215 gate_transform_update( &gb->gate );
216 }
217 }
218 }
219 }
220 #endif
221
222 VG_STATIC void world_generate( world_instance *world )
223 {
224 /*
225 * Compile meshes into the world scenes
226 */
227 world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
228
229 m4x3f midentity;
230 m4x3_identity( midentity );
231
232 /*
233 * Generate scene: collidable geometry
234 * ----------------------------------------------------------------
235 */
236
237 vg_info( "Generating collidable geometry\n" );
238
239 for( u32 i=0; i<world->surface_count; i++ ){
240 struct world_surface *surf = &world->surfaces[ i ];
241
242 if( surf->info.flags & k_material_flag_collision )
243 world_add_all_if_material( midentity, world->scene_geo,
244 &world->meta, i );
245
246 scene_copy_slice( world->scene_geo, &surf->sm_geo );
247 }
248
249 /* compress that bad boy */
250 world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
251
252 vg_acquire_thread_sync();
253 {
254 scene_upload( world->scene_geo, &world->mesh_geo );
255 }
256 vg_release_thread_sync();
257
258 /* setup spacial mapping and rigidbody */
259 world->geo_bh = scene_bh_create( world_global.generic_heap,
260 world->scene_geo );
261
262 v3_zero( world->rb_geo.co );
263 q_identity( world->rb_geo.q );
264
265 world->rb_geo.type = k_rb_shape_scene;
266 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
267 world->rb_geo.is_world = 1;
268 rb_init( &world->rb_geo );
269
270 /*
271 * Generate scene: non-collidable geometry
272 * ----------------------------------------------------------------
273 */
274 vg_info( "Generating non-collidable geometry\n" );
275
276 world->scene_no_collide = scene_init( world_global.generic_heap,
277 200000, 500000 );
278
279 for( u32 i=0; i<world->surface_count; i++ ){
280 struct world_surface *mat = &world->surfaces[ i ];
281
282 if( !(mat->info.flags & k_material_flag_collision) ){
283 world_add_all_if_material( midentity, world->scene_no_collide,
284 &world->meta, i );
285 }
286
287 if( mat->info.flags & k_material_flag_grow_grass )
288 world_apply_procedural_foliage( world, mat );
289
290 scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
291 }
292
293 /* upload and free that */
294 vg_acquire_thread_sync();
295 {
296 scene_upload( world->scene_no_collide, &world->mesh_no_collide );
297 }
298 vg_release_thread_sync();
299
300 vg_linear_del( world_global.generic_heap, world->scene_no_collide );
301 world->scene_no_collide = NULL;
302 }
303
304 float fsd_cone_infinite( v3f p, v2f c )
305 {
306 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
307 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
308
309 v2f v0;
310 v2_muls( c, s, v0 );
311 v2_sub( q, v0, v0 );
312
313 float d = v2_length( v0 );
314 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
315 }
316
317 VG_STATIC void world_compute_light_indices( world_instance *world )
318 {
319 /* light cubes */
320 v3f cubes_min, cubes_max;
321 v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
322 v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
323
324 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
325 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
326
327 v3_floor( cubes_min, cubes_min );
328 v3_floor( cubes_max, cubes_max );
329
330 v3i icubes_min, icubes_max;
331
332 for( int i=0; i<3; i++ ){
333 icubes_min[i] = cubes_min[i];
334 icubes_max[i] = cubes_max[i];
335 }
336
337 v3i icubes_count;
338 v3i_sub( icubes_max, icubes_min, icubes_count );
339
340 for( int i=0; i<3; i++ ){
341 icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
342 cubes_max[i] = icubes_min[i] + icubes_count[i];
343 }
344
345 v3_muls( cubes_min, k_light_cube_size, cubes_min );
346 v3_muls( cubes_max, k_light_cube_size, cubes_max );
347
348 for( int i=0; i<3; i++ ){
349 float range = cubes_max[i]-cubes_min[i];
350 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
351 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
352
353 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
354 }
355
356 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
357
358 u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
359 total_cubes * sizeof(u32) * 2.0f );
360
361 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
362 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
363 cubes_max[0], -cubes_max[2], cubes_max[1] );
364
365 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
366
367 v3f cube_size;
368 v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range,
369 cube_size );
370 float bound_radius = v3_length( cube_size );
371
372 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
373 for( int iy = 0; iy<icubes_count[1]; iy++ ){
374 for( int ix = 0; ix<icubes_count[0]; ix++ ){
375 boxf bbx;
376 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
377 bbx[0] );
378 v3_div( (v3f){ ix+1, iy+1, iz+1 },
379 world->ub_lighting.g_cube_inv_range,
380 bbx[1] );
381
382 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
383 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
384
385 v3f center;
386 v3_add( bbx[0], bbx[1], center );
387 v3_muls( center, 0.5f, center );
388
389 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
390 u32 count = 0;
391
392 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
393 const int N = vg_list_size( influences );
394
395 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
396 ent_light *light = mdl_arritm( &world->ent_light, j );
397 v3f closest;
398 closest_point_aabb( light->transform.co, bbx, closest );
399
400 float dist = v3_dist( closest, light->transform.co ),
401 influence = 1.0f/(dist+1.0f);
402
403 if( dist > light->range )
404 continue;
405
406 if( light->type == k_light_type_spot){
407 v3f local;
408 m4x3_mulv( light->inverse_world, center, local );
409
410 float r = fsd_cone_infinite( local, light->angle_sin_cos );
411
412 if( r > bound_radius )
413 continue;
414 }
415
416 int best_pos = N;
417 for( int k=best_pos-1; k>=0; k -- )
418 if( influence > influences[k] )
419 best_pos = k;
420
421 if( best_pos < N ){
422 for( int k=N-1; k>best_pos; k -- ){
423 influences[k] = influences[k-1];
424 indices[k] = indices[k-1];
425 }
426
427 influences[best_pos] = influence;
428 indices[best_pos] = j;
429 }
430 }
431
432 for( int j=0; j<N; j++ )
433 if( influences[j] > 0.0f )
434 count ++;
435
436 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
437 iy * (icubes_count[0]) +
438 ix;
439
440 int lower_count = VG_MIN( 3, count );
441 u32 packed_index_lower = lower_count;
442 packed_index_lower |= indices[0]<<2;
443 packed_index_lower |= indices[1]<<12;
444 packed_index_lower |= indices[2]<<22;
445
446 int upper_count = VG_MAX( 0, count - lower_count );
447 u32 packed_index_upper = upper_count;
448 packed_index_upper |= indices[3]<<2;
449 packed_index_upper |= indices[4]<<12;
450 packed_index_upper |= indices[5]<<22;
451
452 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
453 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
454 }
455 }
456 }
457
458 vg_acquire_thread_sync();
459
460 glGenTextures( 1, &world->tex_light_cubes );
461 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
462 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
463 icubes_count[0], icubes_count[1], icubes_count[2],
464 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
465 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
466 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
467
468 vg_linear_del( world_global.generic_heap, cubes_index );
469
470 vg_release_thread_sync();
471 }
472
473 VG_STATIC int reset_player( int argc, char const *argv[] );
474 VG_STATIC void world_post_process( world_instance *world )
475 {
476 /* initialize audio if need be */
477 #if 0
478 audio_lock();
479 for( int i=0; i<world->audio_things_count; i++ )
480 {
481 struct world_audio_thing *thingy = &world->audio_things[ i ];
482
483 if( thingy->flags & AUDIO_FLAG_AUTO_START )
484 {
485 audio_channel *ch =
486 audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
487
488 audio_channel_edit_volume( ch, thingy->volume, 1 );
489 audio_channel_set_spacial( ch, thingy->pos, thingy->range );
490
491 if( !(ch->flags & AUDIO_FLAG_LOOP) )
492 ch = audio_relinquish_channel( ch );
493 }
494 }
495 audio_unlock();
496 #endif
497
498 world_compute_light_indices( world );
499
500 vg_acquire_thread_sync();
501 {
502 /* create scene lighting buffer */
503
504 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
505 vg_info( "Upload %ubytes (lighting)\n", size );
506
507 glGenBuffers( 1, &world->tbo_light_entities );
508 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
509 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
510
511 /* buffer layout
512 *
513 * colour position direction (spots)
514 * | . . . . | . . . . | . . . . |
515 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
516 *
517 */
518
519 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
520 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
521 ent_light *light = mdl_arritm( &world->ent_light, i );
522
523 /* colour + night */
524 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
525 light_dst[i*3+0][3] = -1.0f;
526
527 if( !light->daytime ){
528 u32 hash = (i * 29986577) & 0xff;
529 float switch_on = hash;
530 switch_on *= (1.0f/255.0f);
531
532 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
533 }
534
535 /* position + 1/range^2 */
536 v3_copy( light->transform.co, light_dst[i*3+1] );
537 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
538
539 /* direction + angle */
540 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
541 light_dst[i*3+2][3] = cosf( light->angle );
542 }
543
544 glUnmapBuffer( GL_TEXTURE_BUFFER );
545
546 glGenTextures( 1, &world->tex_light_entities );
547 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
548 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
549
550 /* Upload lighting uniform buffer */
551 if( world->water.enabled )
552 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
553
554 v4f info_vec;
555 v3f *bounds = world->scene_geo->bbx;
556
557 info_vec[0] = bounds[0][0];
558 info_vec[1] = bounds[0][2];
559 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
560 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
561 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
562
563 /*
564 * Rendering the depth map
565 */
566 camera ortho;
567
568 v3f extent;
569 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
570
571 float fl = world->scene_geo->bbx[0][0],
572 fr = world->scene_geo->bbx[1][0],
573 fb = world->scene_geo->bbx[0][2],
574 ft = world->scene_geo->bbx[1][2],
575 rl = 1.0f / (fr-fl),
576 tb = 1.0f / (ft-fb);
577
578 m4x4_zero( ortho.mtx.p );
579 ortho.mtx.p[0][0] = 2.0f * rl;
580 ortho.mtx.p[2][1] = 2.0f * tb;
581 ortho.mtx.p[3][0] = (fr + fl) * -rl;
582 ortho.mtx.p[3][1] = (ft + fb) * -tb;
583 ortho.mtx.p[3][3] = 1.0f;
584 m4x3_identity( ortho.transform );
585 camera_update_view( &ortho );
586 camera_finalize( &ortho );
587
588 glDisable(GL_DEPTH_TEST);
589 glDisable(GL_BLEND);
590 glDisable(GL_CULL_FACE);
591 render_fb_bind( &world->heightmap );
592 shader_blitcolour_use();
593 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
594 render_fsquad();
595
596 glEnable(GL_BLEND);
597 glBlendFunc(GL_ONE, GL_ONE);
598 glBlendEquation(GL_MAX);
599
600 render_world_position( world, &ortho );
601 glDisable(GL_BLEND);
602 glEnable(GL_DEPTH_TEST);
603 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
604
605 /* upload full buffer */
606 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
607 glBufferSubData( GL_UNIFORM_BUFFER, 0,
608 sizeof(struct ub_world_lighting), &world->ub_lighting );
609 }
610
611 vg_release_thread_sync();
612
613 #if 0
614 /*
615 * Setup scene collider
616 */
617 reset_player( 1, (const char *[]){"start"} );
618 #endif
619 }
620
621 VG_STATIC void world_process_resources( world_instance *world )
622 {
623 vg_info( "Loading textures\n" );
624
625 world->texture_count = 0;
626
627 world->texture_count = world->meta.textures.count+1;
628 world->textures = vg_linear_alloc( world_global.generic_heap,
629 sizeof(GLuint)*world->texture_count );
630
631 vg_acquire_thread_sync();
632 {
633 /* error texture */
634 world->textures[0] = vg_tex2d_new();
635 vg_tex2d_set_error();
636 vg_tex2d_nearest();
637 vg_tex2d_repeat();
638
639 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
640 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
641
642 if( !tex->file.pack_size ){
643 vg_release_thread_sync();
644 vg_fatal_exit_loop( "World models must have packed textures!" );
645 }
646
647 vg_linear_clear( vg_mem.scratch );
648 world->textures[i+1] = vg_tex2d_new();
649 vg_tex2d_set_error();
650 vg_tex2d_qoi( mdl_arritm( &world->meta.pack, tex->file.pack_offset ),
651 tex->file.pack_size,
652 mdl_pstr( &world->meta, tex->file.pstr_path ));
653 vg_tex2d_nearest();
654 vg_tex2d_repeat();
655 }
656 }
657 vg_release_thread_sync();
658
659 vg_info( "Loading materials\n" );
660
661 world->surface_count = world->meta.materials.count+1;
662 world->surfaces = vg_linear_alloc( world_global.generic_heap,
663 sizeof(struct world_surface)*world->surface_count );
664
665 /* error material */
666 struct world_surface *errmat = &world->surfaces[0];
667 memset( errmat, 0, sizeof(struct world_surface) );
668
669 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
670 world->surfaces[i+1].info =
671 *(mdl_material *)mdl_arritm( &world->meta.materials, i );
672 }
673 }
674
675 VG_STATIC void world_unload( world_instance *world )
676 {
677 vg_acquire_thread_sync();
678
679 /* free meshes */
680 mesh_free( &world->mesh_route_lines );
681 mesh_free( &world->mesh_geo );
682 mesh_free( &world->mesh_no_collide );
683
684 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
685 * existing buffer objects.
686 * */
687 glDeleteBuffers( 1, &world->tbo_light_entities );
688 glDeleteTextures( 1, &world->tex_light_entities );
689 glDeleteTextures( 1, &world->tex_light_cubes );
690
691 /* FIXME: CANT DO THIS HERE */
692 /* whynot? */
693 /* oh this should be moved to a global function */
694 world_global.time = 0.0;
695 world_global.rewind_from = 0.0;
696 world_global.rewind_to = 0.0;
697 world_global.last_use = 0.0;
698 world_global.sfd.active_route_board = 0;
699
700 /* delete textures and meshes */
701 glDeleteTextures( world->texture_count, world->textures );
702
703 /* delete the entire block of memory */
704 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
705 #if 0
706 vg_linear_clear( world->dynamic_vgl );
707 vg_linear_clear( world->audio_vgl );
708 #endif
709
710 vg_release_thread_sync();
711 }
712
713 VG_STATIC void world_clean( world_instance *world )
714 {
715 memset( &world->meta, 0, sizeof(mdl_context) );
716
717 /*
718 * TODO: Theres probably a better way to do this? */
719 /* yep, find all members that can be memsetted to 0. this is probably
720 * every member anyway, given the below is just setting to 0
721 *
722 * also: rename clean to init? */
723
724 world->textures = NULL;
725 world->texture_count = 0;
726 world->surfaces = NULL;
727 world->surface_count = 0;
728
729 world->scene_geo = NULL;
730 world->scene_no_collide = NULL;
731 world->scene_lines = NULL;
732
733 world->geo_bh = NULL;
734 world->volume_bh = NULL;
735 world->audio_bh = NULL;
736 world->rendering_gate = NULL;
737
738 world->water.enabled = 0;
739
740 /* default lighting conditions
741 * -------------------------------------------------------------*/
742 struct ub_world_lighting *state = &world->ub_lighting;
743
744 state->g_light_preview = 0;
745 state->g_shadow_samples = 8;
746 state->g_water_fog = 0.04f;
747
748 v4_zero( state->g_water_plane );
749 v4_zero( state->g_depth_bounds );
750
751 state->g_shadow_length = 9.50f;
752 state->g_shadow_spread = 0.65f;
753
754 v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
755 v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
756 v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
757 v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
758 v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
759 v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
760 }
761
762 VG_STATIC void world_entities_init( world_instance *world )
763 {
764 /* lights */
765 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
766 ent_light *light = mdl_arritm( &world->ent_light, j );
767
768 m4x3f to_world;
769 q_m3x3( light->transform.q, to_world );
770 v3_copy( light->transform.co, to_world[3] );
771 m4x3_invert_affine( to_world, light->inverse_world );
772
773 light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
774 light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
775 }
776
777 /* gates */
778 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
779 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
780 gate_transform_update( gate );
781 }
782
783 /* water */
784 for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
785 ent_water *water = mdl_arritm( &world->ent_water, j );
786 if( world->water.enabled ){
787 vg_warn( "Multiple water surfaces in level!\n" );
788 break;
789 }
790
791 world->water.enabled = 1;
792 water_set_surface( world, water->transform.co[1] );
793 }
794 }
795
796 VG_STATIC void world_load( world_instance *world, const char *path )
797 {
798 world_unload( world );
799 world_clean( world );
800
801 vg_info( "Loading world: %s\n", path );
802
803 mdl_open( &world->meta, path, world_global.generic_heap );
804 mdl_load_metadata_block( &world->meta, world_global.generic_heap );
805 mdl_load_animation_block( &world->meta, world_global.generic_heap );
806 mdl_load_mesh_block( &world->meta, world_global.generic_heap );
807 mdl_load_pack_block( &world->meta, world_global.generic_heap );
808
809 mdl_load_array( &world->meta, &world->ent_gate,
810 "ent_gate", world_global.generic_heap );
811 mdl_load_array( &world->meta, &world->ent_spawn,
812 "ent_spawn", world_global.generic_heap );
813 mdl_load_array( &world->meta, &world->ent_light,
814 "ent_light", world_global.generic_heap );
815
816 mdl_load_array( &world->meta, &world->ent_route_node,
817 "ent_route_node", world_global.generic_heap );
818 mdl_load_array( &world->meta, &world->ent_path_index,
819 "ent_path_index", world_global.generic_heap );
820 mdl_load_array( &world->meta, &world->ent_checkpoint,
821 "ent_checkpoint", world_global.generic_heap );
822 mdl_load_array( &world->meta, &world->ent_route,
823 "ent_route", world_global.generic_heap );
824 mdl_load_array( &world->meta, &world->ent_water,
825 "ent_water", world_global.generic_heap );
826
827 mdl_close( &world->meta );
828
829 /* process resources from pack */
830 world_process_resources( world );
831
832 #if 0
833 /* dynamic allocations */
834 world_ents_allocate( world );
835 world_routes_allocate( world );
836
837 /* meta processing */
838 #endif
839 world_routes_ent_init( world );
840 world_entities_init( world );
841
842 /* main bulk */
843 world_generate( world );
844 world_routes_generate( world );
845 world_post_process( world );
846 }
847
848 #endif /* WORLD_GEN_H */