added scene_vert struct, result is good
[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_mdl_submesh( pscene, mdl, sm, transform2 );
31 }
32 }
33 }
34 }
35
36 VG_STATIC void world_add_blob( scene *pscene, ray_hit *hit )
37 {
38 m4x3f transform;
39 v4f qsurface, qrandom;
40 v3f axis;
41
42 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
43
44 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
45 q_axis_angle( qsurface, axis, angle );
46 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
47 q_mul( qsurface, qrandom, qsurface );
48 q_m3x3( qsurface, transform );
49 v3_copy( hit->pos, transform[3] );
50
51 scene_vert verts[] =
52 {
53 { .co = { -1.00f, 0.0f, 0.0f } },
54 { .co = { 1.00f, 0.0f, 0.0f } },
55 { .co = { -1.00f, 1.2f, 0.0f } },
56 { .co = { 1.00f, 1.2f, 0.0f } },
57 { .co = { -0.25f, 2.0f, 0.0f } },
58 { .co = { 0.25f, 2.0f, 0.0f } }
59 };
60
61 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
62
63 if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
64 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
65
66 if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
67 vg_fatal_exit_loop( "Scene index buffer overflow" );
68
69 scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
70 u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
71
72 scene_vert *ref = &world.scene_geo->arrvertices[ hit->tri[0] ];
73
74 for( u32 i=0; i<vg_list_size(verts); i++ )
75 {
76 scene_vert *pvert = &dst_verts[ i ],
77 *src = &verts[ i ];
78
79 m4x3_mulv( transform, src->co, pvert->co );
80 scene_vert_pack_norm( pvert, transform[1] );
81
82 v2_copy( ref->uv, pvert->uv );
83 }
84
85 for( u32 i=0; i<vg_list_size(indices); i++ )
86 dst_indices[i] = indices[i] + pscene->vertex_count;
87
88 pscene->vertex_count += vg_list_size(verts);
89 pscene->indice_count += vg_list_size(indices);
90 }
91
92 /* Sprinkle foliage models over the map on terrain material */
93 VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
94 {
95 if( vg.quality_profile == k_quality_profile_low )
96 return;
97
98 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
99
100 vg_linear_clear( vg_mem.scratch );
101
102 mdl_context *mfoliage =
103 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
104
105 v3f volume;
106 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
107 volume[1] = 1.0f;
108
109 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
110 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
111
112 int count = 0;
113
114 float area = volume[0]*volume[2];
115 u32 particles = 0.08f * area;
116
117 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
118
119 for( int i=0;i<particles;i++ )
120 {
121 v3f pos;
122 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
123 pos[1] = 1000.0f;
124 v3_add( pos, world.scene_geo->bbx[0], pos );
125
126 ray_hit hit;
127 hit.dist = INFINITY;
128
129 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
130 {
131 struct world_material *m1 = ray_hit_material( &hit );
132 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
133 {
134 world_add_blob( world.scene_no_collide, &hit );
135 count ++;
136 }
137 }
138 }
139
140 vg_info( "%d foliage models added\n", count );
141 }
142
143 VG_STATIC void world_ents_allocate(void)
144 {
145 vg_info( "Allocating entities\n" );
146
147 /* count entites to allocate buffers for them.
148 * maybe in the future we just store these numbers in the model file...
149 *
150 * TODO: use this in world_routes too */
151
152 struct countable
153 {
154 enum classtype ct;
155 void **to_allocate;
156 u32 item_size;
157 int count;
158 }
159 entity_counts[] =
160 {
161 {
162 k_classtype_spawn,
163 (void*)&world.spawns,
164 sizeof(struct respawn_point)
165 },
166 {
167 k_classtype_audio,
168 (void*)&world.audio_things,
169 sizeof(struct world_audio_thing)
170 },
171 {
172 k_classtype_trigger,
173 (void*)&world.triggers,
174 sizeof(struct trigger_zone)
175 },
176 {
177 k_classtype_logic_relay,
178 (void*)&world.logic_relays,
179 sizeof(struct logic_relay)
180 },
181 {
182 k_classtype_logic_achievement,
183 (void*)&world.logic_achievements,
184 sizeof(struct logic_achievement)
185 }
186 };
187
188 for( int i=0; i<vg_list_size(entity_counts); i++ )
189 entity_counts[i].count = 0;
190
191 for( int i=0; i<world.meta->info.node_count; i++ )
192 {
193 mdl_node *pnode = mdl_node_from_id( world.meta, i );
194
195 for( int j=0; j<vg_list_size(entity_counts); j ++ )
196 {
197 if( pnode->classtype == entity_counts[j].ct )
198 {
199 pnode->sub_uid = entity_counts[j].count;
200 entity_counts[j].count ++;
201 break;
202 }
203 }
204 }
205
206 for( int i=0; i<vg_list_size(entity_counts); i++ )
207 {
208 struct countable *counter = &entity_counts[i];
209
210 u32 bufsize = counter->item_size*counter->count;
211 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
212 }
213 }
214
215 VG_STATIC void world_pct_spawn( mdl_node *pnode )
216 {
217 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
218
219 v3_copy( pnode->co, rp->co );
220 v4_copy( pnode->q, rp->q );
221 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
222 }
223
224 VG_STATIC void world_pct_water( mdl_node *pnode )
225 {
226 if( world.water.enabled )
227 {
228 vg_warn( "Multiple water surfaces in level! ('%s')\n",
229 mdl_pstr( world.meta, pnode->pstr_name ));
230 return;
231 }
232
233 world.water.enabled = 1;
234 water_set_surface( pnode->co[1] );
235 }
236
237 VG_STATIC void world_pct_audio( mdl_node *pnode )
238 {
239 struct world_audio_thing *thing = &world.audio_things[
240 world.audio_things_count ];
241
242 memset( thing, 0, sizeof(struct world_audio_thing) );
243 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
244
245 v3_copy( pnode->co, thing->pos );
246
247 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
248 thing->volume = aud->volume * pnode->s[0];
249 else
250 thing->volume = aud->volume;
251
252 thing->flags = aud->flags;
253 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
254 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
255
256 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
257 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
258 thing->player.enqued = 0;
259
260 pnode->sub_uid = world.audio_things_count;
261 world.audio_things_count ++;
262 }
263
264
265 VG_STATIC void world_pct_trigger( mdl_node *pnode )
266 {
267 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
268 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
269
270 if( inf->target )
271 {
272 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
273
274 trigger->target.sub_id = target_node->sub_uid;
275 trigger->target.classtype = target_node->classtype;
276 }
277 else
278 {
279 vg_warn( "Trigger with no target...\n" );
280 return;
281 }
282
283 mdl_node_transform( pnode, trigger->transform );
284 m4x3_invert_full( trigger->transform, trigger->inv_transform );
285
286 world.trigger_count ++;
287 }
288
289
290 VG_STATIC void world_pct_relay( mdl_node *pnode )
291 {
292 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
293 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
294
295 relay->target_count = 0;
296
297 for( int i=0; i<vg_list_size(relay->targets); i++ )
298 {
299 if( inf->targets[i] )
300 {
301 struct relay_target *target = &relay->targets[relay->target_count ++];
302 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
303
304 target->classtype = other->classtype;
305 target->sub_id = other->sub_uid;
306 }
307 }
308
309 v3_copy( pnode->co, relay->pos );
310 world.relay_count ++;
311 }
312
313
314 VG_STATIC void world_pct_achievement( mdl_node *pnode )
315 {
316 struct logic_achievement *ach =
317 &world.logic_achievements[ world.achievement_count ];
318 struct classtype_logic_achievement *inf =
319 mdl_get_entdata( world.meta, pnode );
320
321 v3_copy( pnode->co, ach->pos );
322 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
323 ach->achieved = 0;
324
325 world.achievement_count ++;
326 }
327
328
329 VG_STATIC void world_entities_process(void)
330 {
331 struct entity_instruction
332 {
333 enum classtype ct;
334 void (*process)( mdl_node *pnode );
335 }
336 entity_instructions[] =
337 {
338 { k_classtype_spawn, world_pct_spawn },
339 { k_classtype_water, world_pct_water },
340 { k_classtype_audio, world_pct_audio },
341 { k_classtype_trigger, world_pct_trigger },
342 { k_classtype_logic_relay, world_pct_relay },
343 { k_classtype_logic_achievement, world_pct_achievement }
344 };
345
346 for( int i=0; i<world.meta->info.node_count; i++ )
347 {
348 mdl_node *pnode = mdl_node_from_id( world.meta, i );
349
350 for( int j=0; j<vg_list_size(entity_instructions); j++ )
351 {
352 struct entity_instruction *instr = &entity_instructions[j];
353
354 if( pnode->classtype == instr->ct )
355 {
356 instr->process( pnode );
357 break;
358 }
359 }
360 }
361 }
362
363 VG_STATIC void world_generate(void)
364 {
365 /*
366 * Compile meshes into the world scenes
367 */
368 world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
369
370 m4x3f midentity;
371 m4x3_identity( midentity );
372
373 /*
374 * Generate scene: collidable geometry
375 * ----------------------------------------------------------------
376 */
377
378 vg_info( "Generating collidable geometry\n" );
379
380
381 for( int i=0; i<world.material_count; i++ )
382 {
383 struct world_material *mat = &world.materials[ i ];
384
385 if( mat->info.flags & k_material_flag_collision )
386 world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
387
388 scene_copy_slice( world.scene_geo, &mat->sm_geo );
389 }
390
391
392
393
394 /* compress that bad boy */
395 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
396
397 vg_acquire_thread_sync();
398 {
399 scene_upload( world.scene_geo, &world.mesh_geo );
400 }
401 vg_release_thread_sync();
402
403 /* setup spacial mapping and rigidbody */
404 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
405
406 v3_zero( world.rb_geo.co );
407 q_identity( world.rb_geo.q );
408
409 world.rb_geo.type = k_rb_shape_scene;
410 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
411 world.rb_geo.is_world = 1;
412 rb_init( &world.rb_geo );
413
414 /*
415 * Generate scene: non-collidable geometry
416 * ----------------------------------------------------------------
417 */
418 vg_info( "Generating non-collidable geometry\n" );
419
420 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
421
422 for( int i=0; i<world.material_count; i++ )
423 {
424 struct world_material *mat = &world.materials[ i ];
425
426 if( !(mat->info.flags & k_material_flag_collision) )
427 {
428 world_add_all_if_material( midentity, world.scene_no_collide,
429 world.meta, i );
430 }
431
432 if( mat->info.flags & k_material_flag_grow_grass )
433 world_apply_procedural_foliage( mat );
434
435 scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
436 }
437
438 /* upload and free that */
439 vg_acquire_thread_sync();
440 {
441 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
442 }
443 vg_release_thread_sync();
444
445 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
446 world.scene_no_collide = NULL;
447 }
448
449 VG_STATIC int reset_player( int argc, char const *argv[] );
450 VG_STATIC void world_post_process(void)
451 {
452 /* initialize audio if need be */
453 audio_lock();
454 for( int i=0; i<world.audio_things_count; i++ )
455 {
456 struct world_audio_thing *thingy = &world.audio_things[ i ];
457
458 audio_player_init( &thingy->player );
459 audio_player_set_flags( &thingy->player, thingy->flags );
460 audio_player_set_vol( &thingy->player, thingy->volume );
461 audio_player_set_pan( &thingy->player, 0.0f );
462
463 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
464 audio_player_set_position( &thingy->player, thingy->pos );
465
466 if( thingy->flags & AUDIO_FLAG_AUTO_START )
467 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
468 }
469 audio_unlock();
470
471 vg_acquire_thread_sync();
472 {
473 /*
474 * Rendering the depth map
475 */
476 camera ortho;
477
478 v3f extent;
479 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
480
481 float fl = world.scene_geo->bbx[0][0],
482 fr = world.scene_geo->bbx[1][0],
483 fb = world.scene_geo->bbx[0][2],
484 ft = world.scene_geo->bbx[1][2],
485 rl = 1.0f / (fr-fl),
486 tb = 1.0f / (ft-fb);
487
488 m4x4_zero( ortho.mtx.p );
489 ortho.mtx.p[0][0] = 2.0f * rl;
490 ortho.mtx.p[2][1] = 2.0f * tb;
491 ortho.mtx.p[3][0] = (fr + fl) * -rl;
492 ortho.mtx.p[3][1] = (ft + fb) * -tb;
493 ortho.mtx.p[3][3] = 1.0f;
494 m4x3_identity( ortho.transform );
495 camera_update_view( &ortho );
496 camera_finalize( &ortho );
497
498 glDisable(GL_DEPTH_TEST);
499 glDisable(GL_BLEND);
500 glDisable(GL_CULL_FACE);
501 render_fb_bind( gpipeline.fb_heightmap );
502 shader_blitcolour_use();
503 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
504 render_fsquad();
505
506 /* todo: hmm?? */
507 glEnable(GL_BLEND);
508 glBlendFunc(GL_ONE, GL_ONE);
509 glBlendEquation(GL_MAX);
510
511 render_world_depth( &ortho );
512 glDisable(GL_BLEND);
513 glEnable(GL_DEPTH_TEST);
514 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
515
516 /*
517 * TODO: World settings entity
518 */
519 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
520
521 if( world.water.enabled )
522 v4_copy( world.water.plane, winfo->g_water_plane );
523
524 v4f info_vec;
525 v3f *bounds = world.scene_geo->bbx;
526
527 info_vec[0] = bounds[0][0];
528 info_vec[1] = bounds[0][2];
529 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
530 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
531 v4_copy( info_vec, winfo->g_depth_bounds );
532
533 winfo->g_water_fog = 0.04f;
534 render_update_lighting_ub();
535 }
536
537 vg_release_thread_sync();
538
539 #if 0
540 /*
541 * Setup scene collider
542 */
543 reset_player( 1, (const char *[]){"start"} );
544 #endif
545 }
546
547 VG_STATIC void world_process_resources(void)
548 {
549 vg_info( "Loading textures\n" );
550 world.texture_count = world.meta->info.texture_count;
551 world.textures =
552 vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
553
554 vg_acquire_thread_sync();
555 {
556 /* error texture */
557 world.textures[0] = vg_tex2d_new();
558 vg_tex2d_set_error();
559 vg_tex2d_nearest();
560 vg_tex2d_repeat();
561
562 for( int i=1; i<world.texture_count; i++ )
563 {
564 mdl_texture *tex = &world.meta->texture_buffer[i];
565
566 if( !tex->pack_offset )
567 {
568 vg_release_thread_sync();
569 vg_fatal_exit_loop( "World models must have packed textures!" );
570 }
571
572 vg_linear_clear( vg_mem.scratch );
573 world.textures[i] = vg_tex2d_new();
574 vg_tex2d_set_error();
575 vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
576 mdl_pstr( world.meta, tex->pstr_name ));
577 vg_tex2d_nearest();
578 vg_tex2d_repeat();
579 }
580 }
581 vg_release_thread_sync();
582
583 vg_info( "Loading materials\n" );
584
585 u32 size = sizeof(struct world_material) * world.meta->info.material_count;
586 world.materials = vg_linear_alloc( world.dynamic_vgl, size );
587
588 world.material_count = world.meta->info.material_count;
589 memset( world.materials, 0, size );
590
591 for( int i=1; i<world.material_count; i++ )
592 world.materials[i].info = world.meta->material_buffer[i];
593
594 /* error material */
595 struct world_material *errmat = &world.materials[0];
596 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
597 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
598 errmat->info.flags = 0x00;
599 errmat->info.pstr_name = 0; /* useless? */
600 errmat->info.shader = -1;
601 errmat->info.tex_decal = 0;
602 errmat->info.tex_diffuse = 0;
603 errmat->info.tex_normal = 0;
604 }
605
606 VG_STATIC void world_unload(void)
607 {
608 vg_acquire_thread_sync();
609
610 /* free meshes */
611 mesh_free( &world.mesh_route_lines );
612 mesh_free( &world.mesh_geo );
613 mesh_free( &world.mesh_no_collide );
614
615 world.time = 0.0;
616 world.rewind_from = 0.0;
617 world.rewind_to = 0.0;
618 world.last_use = 0.0;
619 world.active_gate = 0;
620 world.current_run_version = 2;
621 world.active_route_board = 0;
622 v3_zero( world.render_gate_pos );
623
624 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
625 {
626 struct route_ui_bar *uib = &world.ui_bars[i];
627 uib->segment_start = 0;
628 uib->segment_count = 0;
629 uib->fade_start = 0;
630 uib->fade_count = 0;
631 uib->fade_timer_start = 0.0;
632 uib->xpos = 0.0f;
633 }
634
635 /* delete textures and meshes */
636 glDeleteTextures( world.texture_count, world.textures );
637
638 /* delete the entire block of memory */
639 vg_linear_clear( world.dynamic_vgl );
640 vg_linear_clear( world.audio_vgl );
641
642 /* clean dangling pointers */
643 world.meta = NULL;
644
645 world.textures = NULL;
646 world.texture_count = 0;
647 world.materials = NULL;
648 world.material_count = 0;
649
650 world.scene_geo = NULL;
651 world.scene_no_collide = NULL;
652 world.scene_lines = NULL;
653
654 world.geo_bh = NULL;
655 world.trigger_bh = NULL;
656 world.audio_bh = NULL;
657
658 world.spawns = NULL;
659 world.spawn_count = 0;
660
661 world.audio_things = NULL;
662 world.audio_things_count = 0;
663
664 world.triggers = NULL;
665 world.trigger_count = 0;
666
667 world.logic_relays = NULL;
668 world.relay_count = 0;
669
670 world.logic_achievements = NULL;
671 world.achievement_count = 0;
672
673 world.nodes = NULL;
674 world.node_count = 0;
675
676 world.routes = NULL;
677 world.route_count = 0;
678
679 world.gates = NULL;
680 world.gate_count = 0;
681
682 world.collectors = NULL;
683 world.collector_count = 0;
684
685 world.water.enabled = 0;
686
687 vg_release_thread_sync();
688 }
689
690 VG_STATIC void world_load(void)
691 {
692 world_unload();
693
694 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
695 vg_info( "Loading world: %s\n", world.world_name );
696
697 /* process resources from pack */
698 world_process_resources();
699
700 /* dynamic allocations */
701 world_ents_allocate();
702 world_routes_allocate();
703
704 /* meta processing */
705 world_routes_process();
706 world_entities_process();
707
708 /* main bulk */
709 world_generate();
710 world_routes_generate();
711 world_post_process();
712 }
713
714 #endif /* WORLD_GEN_H */