surface props
[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 /* load world TODO: Put back vg back in loading state while this happens */
11 VG_STATIC void world_load(void);
12
13
14 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
15 mdl_context *mdl, u32 id )
16 {
17 for( int i=0; i<mdl->info.node_count; i++ )
18 {
19 mdl_node *pnode = mdl_node_from_id( mdl, i );
20
21 for( int j=0; j<pnode->submesh_count; j++ )
22 {
23 mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
24 if( sm->material_id == id )
25 {
26 m4x3f transform2;
27 mdl_node_transform( pnode, transform2 );
28 m4x3_mul( transform, transform2, transform2 );
29
30 scene_add_submesh( pscene, mdl, sm, transform2 );
31 }
32 }
33 }
34 }
35
36 /* Sprinkle foliage models over the map on terrain material */
37 VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
38 {
39 vg_linear_clear( vg_mem.scratch );
40
41 mdl_context *mfoliage =
42 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
43
44 v3f volume;
45 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
46 volume[1] = 1.0f;
47
48 m4x3f transform;
49 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
50 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
51
52 for( int i=0;i<100000;i++ )
53 {
54 v3f pos;
55 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
56 pos[1] = 1000.0f;
57 v3_add( pos, world.scene_geo->bbx[0], pos );
58
59 ray_hit hit;
60 hit.dist = INFINITY;
61
62 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
63 {
64 struct world_material *m1 = ray_hit_material( &hit );
65 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
66 {
67 v4f qsurface, qrandom;
68 v3f axis;
69
70 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
71
72 float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
73 q_axis_angle( qsurface, axis, angle );
74 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
75 q_mul( qsurface, qrandom, qsurface );
76 q_m3x3( qsurface, transform );
77
78 v3_copy( hit.pos, transform[3] );
79 scene_add_submesh( world.scene_no_collide, mfoliage,
80 sm_blob, transform);
81 }
82 }
83 }
84 }
85
86 VG_STATIC void world_ents_allocate(void)
87 {
88 vg_info( "Allocating entities\n" );
89
90 /* count entites to allocate buffers for them.
91 * maybe in the future we just store these numbers in the model file...
92 *
93 * TODO: use this in world_routes too */
94
95 struct countable
96 {
97 enum classtype ct;
98 void **to_allocate;
99 u32 item_size;
100 int count;
101 }
102 entity_counts[] =
103 {
104 {
105 k_classtype_spawn,
106 (void*)&world.spawns,
107 sizeof(struct respawn_point)
108 },
109 {
110 k_classtype_audio,
111 (void*)&world.audio_things,
112 sizeof(struct world_audio_thing)
113 },
114 {
115 k_classtype_trigger,
116 (void*)&world.triggers,
117 sizeof(struct trigger_zone)
118 },
119 {
120 k_classtype_logic_relay,
121 (void*)&world.logic_relays,
122 sizeof(struct logic_relay)
123 },
124 {
125 k_classtype_logic_achievement,
126 (void*)&world.logic_achievements,
127 sizeof(struct logic_achievement)
128 }
129 };
130
131 for( int i=0; i<vg_list_size(entity_counts); i++ )
132 entity_counts[i].count = 0;
133
134 for( int i=0; i<world.meta->info.node_count; i++ )
135 {
136 mdl_node *pnode = mdl_node_from_id( world.meta, i );
137
138 for( int j=0; j<vg_list_size(entity_counts); j ++ )
139 {
140 if( pnode->classtype == entity_counts[j].ct )
141 {
142 pnode->sub_uid = entity_counts[j].count;
143 entity_counts[j].count ++;
144 break;
145 }
146 }
147 }
148
149 for( int i=0; i<vg_list_size(entity_counts); i++ )
150 {
151 struct countable *counter = &entity_counts[i];
152
153 u32 bufsize = counter->item_size*counter->count;
154 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
155 }
156 }
157
158 VG_STATIC void world_pct_spawn( mdl_node *pnode )
159 {
160 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
161
162 v3_copy( pnode->co, rp->co );
163 v4_copy( pnode->q, rp->q );
164 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
165 }
166
167 VG_STATIC void world_pct_water( mdl_node *pnode )
168 {
169 if( world.water.enabled )
170 {
171 vg_warn( "Multiple water surfaces in level! ('%s')\n",
172 mdl_pstr( world.meta, pnode->pstr_name ));
173 return;
174 }
175
176 world.water.enabled = 1;
177 water_set_surface( pnode->co[1] );
178 }
179
180 VG_STATIC void world_pct_audio( mdl_node *pnode )
181 {
182 struct world_audio_thing *thing = &world.audio_things[
183 world.audio_things_count ];
184
185 memset( thing, 0, sizeof(struct world_audio_thing) );
186 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
187
188 v3_copy( pnode->co, thing->pos );
189
190 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
191 thing->volume = aud->volume * pnode->s[0];
192 else
193 thing->volume = aud->volume;
194
195 thing->flags = aud->flags;
196 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
197 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
198
199 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
200 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
201 thing->player.enqued = 0;
202
203 pnode->sub_uid = world.audio_things_count;
204 world.audio_things_count ++;
205 }
206
207
208 VG_STATIC void world_pct_trigger( mdl_node *pnode )
209 {
210 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
211 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
212
213 if( inf->target )
214 {
215 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
216
217 trigger->target.sub_id = target_node->sub_uid;
218 trigger->target.classtype = target_node->classtype;
219 }
220 else
221 {
222 vg_warn( "Trigger with no target...\n" );
223 return;
224 }
225
226 mdl_node_transform( pnode, trigger->transform );
227 m4x3_invert_full( trigger->transform, trigger->inv_transform );
228
229 world.trigger_count ++;
230 }
231
232
233 VG_STATIC void world_pct_relay( mdl_node *pnode )
234 {
235 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
236 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
237
238 relay->target_count = 0;
239
240 for( int i=0; i<vg_list_size(relay->targets); i++ )
241 {
242 if( inf->targets[i] )
243 {
244 struct relay_target *target = &relay->targets[relay->target_count ++];
245 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
246
247 target->classtype = other->classtype;
248 target->sub_id = other->sub_uid;
249 }
250 }
251
252 v3_copy( pnode->co, relay->pos );
253 world.relay_count ++;
254 }
255
256
257 VG_STATIC void world_pct_achievement( mdl_node *pnode )
258 {
259 struct logic_achievement *ach =
260 &world.logic_achievements[ world.achievement_count ];
261 struct classtype_logic_achievement *inf =
262 mdl_get_entdata( world.meta, pnode );
263
264 v3_copy( pnode->co, ach->pos );
265 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
266 ach->achieved = 0;
267
268 world.achievement_count ++;
269 }
270
271
272 VG_STATIC void world_entities_process(void)
273 {
274 struct entity_instruction
275 {
276 enum classtype ct;
277 void (*process)( mdl_node *pnode );
278 }
279 entity_instructions[] =
280 {
281 { k_classtype_spawn, world_pct_spawn },
282 { k_classtype_water, world_pct_water },
283 { k_classtype_audio, world_pct_audio },
284 { k_classtype_trigger, world_pct_trigger },
285 { k_classtype_logic_relay, world_pct_relay },
286 { k_classtype_logic_achievement, world_pct_achievement }
287 };
288
289 for( int i=0; i<world.meta->info.node_count; i++ )
290 {
291 mdl_node *pnode = mdl_node_from_id( world.meta, i );
292
293 for( int j=0; j<vg_list_size(entity_instructions); j++ )
294 {
295 struct entity_instruction *instr = &entity_instructions[j];
296
297 if( pnode->classtype == instr->ct )
298 {
299 instr->process( pnode );
300 break;
301 }
302 }
303 }
304 }
305
306 VG_STATIC void world_generate(void)
307 {
308 /*
309 * Compile meshes into the world scenes
310 */
311 world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
312
313 m4x3f midentity;
314 m4x3_identity( midentity );
315
316 /*
317 * Generate scene: collidable geometry
318 * ----------------------------------------------------------------
319 */
320
321 vg_info( "Generating collidable geometry\n" );
322
323
324 for( int i=0; i<world.material_count; i++ )
325 {
326 struct world_material *mat = &world.materials[ i ];
327
328 if( mat->info.flags & k_material_flag_collision )
329 world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
330
331 scene_copy_slice( world.scene_geo, &mat->sm_geo );
332 }
333
334
335
336
337 /* compress that bad boy */
338 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
339
340 vg_acquire_thread_sync();
341 {
342 scene_upload( world.scene_geo, &world.mesh_geo );
343 }
344 vg_release_thread_sync();
345
346 /* setup spacial mapping and rigidbody */
347 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
348
349 v3_zero( world.rb_geo.co );
350 q_identity( world.rb_geo.q );
351
352 world.rb_geo.type = k_rb_shape_scene;
353 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
354 world.rb_geo.is_world = 1;
355 rb_init( &world.rb_geo );
356
357 /*
358 * Generate scene: non-collidable geometry
359 * ----------------------------------------------------------------
360 */
361 vg_info( "Generating non-collidable geometry\n" );
362
363 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
364
365 #if 0
366 vg_info( "Applying foliage\n" );
367 srand(0);
368 world_apply_procedural_foliage();
369 scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
370 #endif
371
372 for( int i=0; i<world.material_count; i++ )
373 {
374 struct world_material *mat = &world.materials[ i ];
375
376 if( !(mat->info.flags & k_material_flag_collision) )
377 {
378 world_add_all_if_material( midentity, world.scene_no_collide,
379 world.meta, i );
380 }
381
382 if( mat->info.flags & k_material_flag_grow_grass )
383 world_apply_procedural_foliage( mat );
384
385 scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
386 }
387
388 /* upload and free that */
389 vg_acquire_thread_sync();
390 {
391 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
392 }
393 vg_release_thread_sync();
394
395 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
396 world.scene_no_collide = NULL;
397 }
398
399 VG_STATIC int reset_player( int argc, char const *argv[] );
400 VG_STATIC void world_post_process(void)
401 {
402 /* initialize audio if need be */
403 audio_lock();
404 for( int i=0; i<world.audio_things_count; i++ )
405 {
406 struct world_audio_thing *thingy = &world.audio_things[ i ];
407
408 audio_player_init( &thingy->player );
409 audio_player_set_flags( &thingy->player, thingy->flags );
410 audio_player_set_vol( &thingy->player, thingy->volume );
411 audio_player_set_pan( &thingy->player, 0.0f );
412
413 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
414 audio_player_set_position( &thingy->player, thingy->pos );
415
416 if( thingy->flags & AUDIO_FLAG_AUTO_START )
417 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
418 }
419 audio_unlock();
420
421 vg_acquire_thread_sync();
422 {
423 /*
424 * Rendering the depth map
425 */
426 m4x4f ortho;
427 m4x3f camera;
428
429 v3f extent;
430 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
431
432 float fl = world.scene_geo->bbx[0][0],
433 fr = world.scene_geo->bbx[1][0],
434 fb = world.scene_geo->bbx[0][2],
435 ft = world.scene_geo->bbx[1][2],
436 rl = 1.0f / (fr-fl),
437 tb = 1.0f / (ft-fb);
438
439 m4x4_zero( ortho );
440 ortho[0][0] = 2.0f * rl;
441 ortho[2][1] = 2.0f * tb;
442 ortho[3][0] = (fr + fl) * -rl;
443 ortho[3][1] = (ft + fb) * -tb;
444 ortho[3][3] = 1.0f;
445 m4x3_identity( camera );
446
447 glDisable(GL_DEPTH_TEST);
448 glDisable(GL_BLEND);
449 glDisable(GL_CULL_FACE);
450 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
451 glViewport( 0, 0, 1024, 1024 );
452 shader_fscolour_use();
453 shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
454 render_fsquad();
455
456 /* todo: hmm?? */
457 glEnable(GL_BLEND);
458 glBlendFunc(GL_ONE, GL_ONE);
459 glBlendEquation(GL_MAX);
460 render_world_depth( ortho, camera );
461 glDisable(GL_BLEND);
462 glEnable(GL_DEPTH_TEST);
463 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
464
465
466 /*
467 * TODO: World settings entity
468 */
469 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
470
471 if( world.water.enabled )
472 v4_copy( world.water.plane, winfo->g_water_plane );
473
474 v4f info_vec;
475 v3f *bounds = world.scene_geo->bbx;
476
477 info_vec[0] = bounds[0][0];
478 info_vec[1] = bounds[0][2];
479 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
480 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
481 v4_copy( info_vec, winfo->g_depth_bounds );
482
483 winfo->g_water_fog = 0.04f;
484 render_update_lighting_ub();
485 }
486
487 vg_release_thread_sync();
488
489 /*
490 * Setup scene collider
491 */
492
493 reset_player( 1, (const char *[]){"start"} );
494 }
495
496 VG_STATIC void world_process_resources(void)
497 {
498 vg_info( "Loading textures\n" );
499 world.texture_count = world.meta->info.texture_count;
500 world.textures =
501 vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
502
503 vg_acquire_thread_sync();
504 {
505 /* error texture */
506 world.textures[0] = vg_tex2d_new();
507 vg_tex2d_set_error();
508 vg_tex2d_nearest();
509 vg_tex2d_repeat();
510
511 for( int i=1; i<world.texture_count; i++ )
512 {
513 mdl_texture *tex = &world.meta->texture_buffer[i];
514
515 if( !tex->pack_offset )
516 {
517 vg_release_thread_sync();
518 vg_fatal_exit_loop( "World models must have packed textures!" );
519 }
520
521 vg_linear_clear( vg_mem.scratch );
522 world.textures[i] = vg_tex2d_new();
523 vg_tex2d_set_error();
524 vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
525 mdl_pstr( world.meta, tex->pstr_name ));
526 vg_tex2d_nearest();
527 vg_tex2d_repeat();
528 }
529 }
530 vg_release_thread_sync();
531
532 vg_info( "Loading materials\n" );
533
534 u32 size = sizeof(struct world_material) * world.meta->info.material_count;
535 world.materials = vg_linear_alloc( world.dynamic_vgl, size );
536
537 world.material_count = world.meta->info.material_count;
538 memset( world.materials, 0, size );
539
540 for( int i=1; i<world.material_count; i++ )
541 world.materials[i].info = world.meta->material_buffer[i];
542
543 /* error material */
544 struct world_material *errmat = &world.materials[0];
545 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
546 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
547 errmat->info.flags = 0x00;
548 errmat->info.pstr_name = 0; /* useless? */
549 errmat->info.shader = -1;
550 errmat->info.tex_decal = 0;
551 errmat->info.tex_diffuse = 0;
552 errmat->info.tex_normal = 0;
553 }
554
555 VG_STATIC void world_unload(void)
556 {
557 /* free meshes */
558 mesh_free( &world.mesh_route_lines );
559 mesh_free( &world.mesh_geo );
560 mesh_free( &world.mesh_no_collide );
561
562 world.time = 0.0;
563 world.rewind_from = 0.0;
564 world.rewind_to = 0.0;
565 world.last_use = 0.0;
566 world.active_gate = 0;
567 world.current_run_version = 2;
568 world.active_route_board = 0;
569 v3_zero( world.render_gate_pos );
570
571 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
572 {
573 struct route_ui_bar *uib = &world.ui_bars[i];
574 uib->segment_start = 0;
575 uib->segment_count = 0;
576 uib->fade_start = 0;
577 uib->fade_count = 0;
578 uib->fade_timer_start = 0.0;
579 uib->xpos = 0.0f;
580 }
581
582 /* delete textures and meshes */
583 glDeleteTextures( world.texture_count, world.textures );
584
585 /* delete the entire block of memory */
586 vg_linear_clear( world.dynamic_vgl );
587 vg_linear_clear( world.audio_vgl );
588
589 /* clean dangling pointers */
590 world.meta = NULL;
591
592 world.textures = NULL;
593 world.texture_count = 0;
594 world.materials = NULL;
595 world.material_count = 0;
596
597 world.scene_geo = NULL;
598 world.scene_no_collide = NULL;
599 world.scene_lines = NULL;
600
601 world.geo_bh = NULL;
602 world.trigger_bh = NULL;
603 world.audio_bh = NULL;
604
605 world.spawns = NULL;
606 world.spawn_count = 0;
607
608 world.audio_things = NULL;
609 world.audio_things_count = 0;
610
611 world.triggers = NULL;
612 world.trigger_count = 0;
613
614 world.logic_relays = NULL;
615 world.relay_count = 0;
616
617 world.logic_achievements = NULL;
618 world.achievement_count = 0;
619
620 world.nodes = NULL;
621 world.node_count = 0;
622
623 world.routes = NULL;
624 world.route_count = 0;
625
626 world.gates = NULL;
627 world.gate_count = 0;
628
629 world.collectors = NULL;
630 world.collector_count = 0;
631
632 world.water.enabled = 0;
633 }
634
635 VG_STATIC void world_load(void)
636 {
637 world_unload();
638
639 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
640 vg_info( "Loading world: %s\n", world.world_name );
641
642 /* process resources from pack */
643 world_process_resources();
644
645 /* dynamic allocations */
646 world_ents_allocate();
647 world_routes_allocate();
648
649 /* meta processing */
650 world_routes_process();
651 world_entities_process();
652
653 /* main bulk */
654 world_generate();
655 world_routes_generate();
656 world_post_process();
657 }
658
659 #endif /* WORLD_GEN_H */