traffic
[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( u32 index, 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 VG_STATIC void world_generate( world_instance *world )
130 {
131 /*
132 * Compile meshes into the world scenes
133 */
134 world->scene_geo = scene_init( world->heap, 320000, 1200000 );
135
136 m4x3f midentity;
137 m4x3_identity( midentity );
138
139 /*
140 * Generate scene: collidable geometry
141 * ----------------------------------------------------------------
142 */
143
144 vg_info( "Generating collidable geometry\n" );
145
146 for( u32 i=0; i<world->surface_count; i++ ){
147 struct world_surface *surf = &world->surfaces[ i ];
148
149 if( surf->info.flags & k_material_flag_collision )
150 world_add_all_if_material( midentity, world->scene_geo,
151 &world->meta, i );
152
153 scene_copy_slice( world->scene_geo, &surf->sm_geo );
154 }
155
156 /* compress that bad boy */
157 world->scene_geo = scene_fix( world->heap, world->scene_geo );
158
159 vg_acquire_thread_sync();
160 {
161 scene_upload( world->scene_geo, &world->mesh_geo );
162 }
163 vg_release_thread_sync();
164
165 /* setup spacial mapping and rigidbody */
166 world->geo_bh = scene_bh_create( world->heap, world->scene_geo );
167
168 v3_zero( world->rb_geo.rb.co );
169 v3_zero( world->rb_geo.rb.v );
170 q_identity( world->rb_geo.rb.q );
171 v3_zero( world->rb_geo.rb.w );
172
173 world->rb_geo.type = k_rb_shape_scene;
174 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
175 rb_init_object( &world->rb_geo );
176
177 /*
178 * Generate scene: non-collidable geometry
179 * ----------------------------------------------------------------
180 */
181 vg_info( "Generating non-collidable geometry\n" );
182
183 world->scene_no_collide = scene_init( world->heap, 200000, 500000 );
184
185 for( u32 i=0; i<world->surface_count; i++ ){
186 struct world_surface *mat = &world->surfaces[ i ];
187
188 if( !(mat->info.flags & k_material_flag_collision) ){
189 world_add_all_if_material( midentity, world->scene_no_collide,
190 &world->meta, i );
191 }
192
193 if( mat->info.flags & k_material_flag_grow_grass )
194 world_apply_procedural_foliage( world, mat );
195
196 scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
197 }
198
199 /* this FIXME TODO IMPORTANT is going here because need to write down.
200 *
201 * acuire_thread_sync; replace this with a buffer that you fill up with
202 * opengl loader commands in a seperate memory area. the operation blocks
203 * if the buffer is full, then those instructions get ran on the sync line.
204 * (start of the frame)
205 *
206 * also blocks if the other thread is executing the instructions, obviously.
207 *
208 * this prevents rapid context swaps between threads.
209 *
210 * guessing a 50mb loader buffer approx.
211 *
212 * TODO also: fadeout loading screen!
213 */
214
215 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
216 ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
217
218 for( u32 j=0; j<vehc->submesh_count; j++ ){
219 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
220 vehc->submesh_start+j );
221
222 if( sm->flags & k_submesh_flag_consumed ){
223 continue;
224 }
225
226 m4x3f identity;
227 m4x3_identity( identity );
228 scene_add_mdl_submesh( world->scene_no_collide, &world->meta,
229 sm, identity );
230
231 scene_copy_slice( world->scene_no_collide, sm );
232 sm->flags |= k_submesh_flag_consumed;
233 }
234 }
235
236 /* upload and free that */
237 vg_acquire_thread_sync();
238 {
239 scene_upload( world->scene_no_collide, &world->mesh_no_collide );
240 }
241 vg_release_thread_sync();
242
243 vg_linear_del( world->heap, world->scene_no_collide );
244 world->scene_no_collide = NULL;
245 }
246
247 float fsd_cone_infinite( v3f p, v2f c )
248 {
249 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
250 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
251
252 v2f v0;
253 v2_muls( c, s, v0 );
254 v2_sub( q, v0, v0 );
255
256 float d = v2_length( v0 );
257 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
258 }
259
260 VG_STATIC void world_compute_light_indices( world_instance *world )
261 {
262 /* light cubes */
263 v3f cubes_min, cubes_max;
264 v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
265 v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
266
267 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
268 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
269
270 v3_floor( cubes_min, cubes_min );
271 v3_floor( cubes_max, cubes_max );
272
273 v3i icubes_min, icubes_max;
274
275 for( int i=0; i<3; i++ ){
276 icubes_min[i] = cubes_min[i];
277 icubes_max[i] = cubes_max[i];
278 }
279
280 v3f cube_size;
281
282 v3i icubes_count;
283 v3i_sub( icubes_max, icubes_min, icubes_count );
284
285 for( int i=0; i<3; i++ ){
286 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
287 float clamped_max = icubes_min[i] + clamped_count,
288 max = icubes_min[i] + icubes_count[i]+1;
289
290 icubes_count[i] = clamped_count;
291 cube_size[i] = (max / clamped_max) * k_light_cube_size;
292 cubes_max[i] = clamped_max;
293 }
294
295 v3_mul( cubes_min, cube_size, cubes_min );
296 v3_mul( cubes_max, cube_size, cubes_max );
297
298 for( int i=0; i<3; i++ ){
299 float range = cubes_max[i]-cubes_min[i];
300 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
301 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
302
303 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
304 }
305
306 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
307
308 u32 *cubes_index = vg_linear_alloc( world->heap,
309 vg_align8(total_cubes*sizeof(u32)*2) );
310
311 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
312 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
313 cubes_max[0], -cubes_max[2], cubes_max[1] );
314 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
315
316 float bound_radius = v3_length( cube_size );
317
318 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
319 for( int iy = 0; iy<icubes_count[1]; iy++ ){
320 for( int ix = 0; ix<icubes_count[0]; ix++ ){
321 boxf bbx;
322 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
323 bbx[0] );
324 v3_div( (v3f){ ix+1, iy+1, iz+1 },
325 world->ub_lighting.g_cube_inv_range,
326 bbx[1] );
327
328 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
329 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
330
331 v3f center;
332 v3_add( bbx[0], bbx[1], center );
333 v3_muls( center, 0.5f, center );
334
335 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
336 u32 count = 0;
337
338 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
339 const int N = vg_list_size( influences );
340
341 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
342 ent_light *light = mdl_arritm( &world->ent_light, j );
343 v3f closest;
344 closest_point_aabb( light->transform.co, bbx, closest );
345
346 float dist = v3_dist( closest, light->transform.co ),
347 influence = 1.0f/(dist+1.0f);
348
349 if( dist > light->range )
350 continue;
351
352 if( light->type == k_light_type_spot){
353 v3f local;
354 m4x3_mulv( light->inverse_world, center, local );
355
356 float r = fsd_cone_infinite( local, light->angle_sin_cos );
357
358 if( r > bound_radius )
359 continue;
360 }
361
362 int best_pos = N;
363 for( int k=best_pos-1; k>=0; k -- )
364 if( influence > influences[k] )
365 best_pos = k;
366
367 if( best_pos < N ){
368 for( int k=N-1; k>best_pos; k -- ){
369 influences[k] = influences[k-1];
370 indices[k] = indices[k-1];
371 }
372
373 influences[best_pos] = influence;
374 indices[best_pos] = j;
375 }
376 }
377
378 for( int j=0; j<N; j++ )
379 if( influences[j] > 0.0f )
380 count ++;
381
382 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
383 iy * (icubes_count[0]) +
384 ix;
385
386 int lower_count = VG_MIN( 3, count );
387 u32 packed_index_lower = lower_count;
388 packed_index_lower |= indices[0]<<2;
389 packed_index_lower |= indices[1]<<12;
390 packed_index_lower |= indices[2]<<22;
391
392 int upper_count = VG_MAX( 0, count - lower_count );
393 u32 packed_index_upper = upper_count;
394 packed_index_upper |= indices[3]<<2;
395 packed_index_upper |= indices[4]<<12;
396 packed_index_upper |= indices[5]<<22;
397
398 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
399 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
400 }
401 }
402 }
403
404 vg_acquire_thread_sync();
405
406 glGenTextures( 1, &world->tex_light_cubes );
407 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
408 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
409 icubes_count[0], icubes_count[1], icubes_count[2],
410 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
411 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
412 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
413
414 vg_linear_del( world->heap, cubes_index );
415
416 vg_release_thread_sync();
417 }
418
419 VG_STATIC int reset_player( int argc, char const *argv[] );
420 VG_STATIC void world_post_process( world_instance *world )
421 {
422 /* initialize audio if need be */
423 #if 0
424 audio_lock();
425 for( int i=0; i<world->audio_things_count; i++ )
426 {
427 struct world_audio_thing *thingy = &world->audio_things[ i ];
428
429 if( thingy->flags & AUDIO_FLAG_AUTO_START )
430 {
431 audio_channel *ch =
432 audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
433
434 audio_channel_edit_volume( ch, thingy->volume, 1 );
435 audio_channel_set_spacial( ch, thingy->pos, thingy->range );
436
437 if( !(ch->flags & AUDIO_FLAG_LOOP) )
438 ch = audio_relinquish_channel( ch );
439 }
440 }
441 audio_unlock();
442 #endif
443
444 world_compute_light_indices( world );
445
446 vg_acquire_thread_sync();
447 {
448 /* create scene lighting buffer */
449
450 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
451 vg_info( "Upload %ubytes (lighting)\n", size );
452
453 glGenBuffers( 1, &world->tbo_light_entities );
454 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
455 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
456
457 /* buffer layout
458 *
459 * colour position direction (spots)
460 * | . . . . | . . . . | . . . . |
461 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
462 *
463 */
464
465 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
466 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
467 ent_light *light = mdl_arritm( &world->ent_light, i );
468
469 /* colour + night */
470 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
471 light_dst[i*3+0][3] = 2.0f;
472
473 if( !light->daytime ){
474 u32 hash = (i * 29986577u) & 0xffu;
475 float switch_on = hash;
476 switch_on *= (1.0f/255.0f);
477
478 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
479 }
480
481 /* position + 1/range^2 */
482 v3_copy( light->transform.co, light_dst[i*3+1] );
483 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
484
485 /* direction + angle */
486 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
487 light_dst[i*3+2][3] = cosf( light->angle );
488 }
489
490 glUnmapBuffer( GL_TEXTURE_BUFFER );
491
492 glGenTextures( 1, &world->tex_light_entities );
493 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
494 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
495
496 /* Upload lighting uniform buffer */
497 if( world->water.enabled )
498 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
499
500 v4f info_vec;
501 v3f *bounds = world->scene_geo->bbx;
502
503 info_vec[0] = bounds[0][0];
504 info_vec[1] = bounds[0][2];
505 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
506 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
507 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
508
509 /*
510 * Rendering the depth map
511 */
512 camera ortho;
513
514 v3f extent;
515 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
516
517 float fl = world->scene_geo->bbx[0][0],
518 fr = world->scene_geo->bbx[1][0],
519 fb = world->scene_geo->bbx[0][2],
520 ft = world->scene_geo->bbx[1][2],
521 rl = 1.0f / (fr-fl),
522 tb = 1.0f / (ft-fb);
523
524 m4x4_zero( ortho.mtx.p );
525 ortho.mtx.p[0][0] = 2.0f * rl;
526 ortho.mtx.p[2][1] = 2.0f * tb;
527 ortho.mtx.p[3][0] = (fr + fl) * -rl;
528 ortho.mtx.p[3][1] = (ft + fb) * -tb;
529 ortho.mtx.p[3][3] = 1.0f;
530 m4x3_identity( ortho.transform );
531 camera_update_view( &ortho );
532 camera_finalize( &ortho );
533
534 glDisable(GL_DEPTH_TEST);
535 glDisable(GL_BLEND);
536 glDisable(GL_CULL_FACE);
537 render_fb_bind( &world->heightmap, 0 );
538 shader_blitcolour_use();
539 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
540 render_fsquad();
541
542 glEnable(GL_BLEND);
543 glBlendFunc(GL_ONE, GL_ONE);
544 glBlendEquation(GL_MAX);
545
546 render_world_position( world, &ortho );
547 glDisable(GL_BLEND);
548 glEnable(GL_DEPTH_TEST);
549 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
550
551 /* upload full buffer */
552 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
553 glBufferSubData( GL_UNIFORM_BUFFER, 0,
554 sizeof(struct ub_world_lighting), &world->ub_lighting );
555 }
556
557 vg_release_thread_sync();
558 }
559
560 VG_STATIC void world_process_resources( world_instance *world )
561 {
562 vg_info( "Loading textures\n" );
563
564 world->texture_count = 0;
565
566 world->texture_count = world->meta.textures.count+1;
567 world->textures = vg_linear_alloc( world->heap,
568 vg_align8(sizeof(GLuint)*world->texture_count) );
569
570 /* TODO FIXME IMPORTANT
571 *
572 * this is another area that would benefit from our load thread buffer idea.
573 * could get a stall if lots of textures, since its freading, we're locking
574 * the frame up from drawing based on that disk read!!! terrible!
575 */
576
577 vg_acquire_thread_sync();
578 {
579 /* error texture */
580 world->textures[0] = vg_tex2d_new();
581 vg_tex2d_set_error();
582 vg_tex2d_nearest();
583 vg_tex2d_repeat();
584
585 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
586 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
587
588 if( !tex->file.pack_size ){
589 vg_release_thread_sync();
590 vg_fatal_exit_loop( "World models must have packed textures!" );
591 }
592
593 vg_linear_clear( vg_mem.scratch );
594 void *src_data = vg_linear_alloc( vg_mem.scratch,
595 tex->file.pack_size );
596 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
597
598 world->textures[i+1] = vg_tex2d_new();
599 vg_tex2d_set_error();
600 vg_tex2d_qoi( src_data, tex->file.pack_size,
601 mdl_pstr( &world->meta, tex->file.pstr_path ));
602 vg_tex2d_nearest();
603 vg_tex2d_repeat();
604 }
605 }
606 vg_release_thread_sync();
607
608 vg_info( "Loading materials\n" );
609
610 world->surface_count = world->meta.materials.count+1;
611 world->surfaces = vg_linear_alloc( world->heap,
612 vg_align8(sizeof(struct world_surface)*world->surface_count) );
613
614 /* error material */
615 struct world_surface *errmat = &world->surfaces[0];
616 memset( errmat, 0, sizeof(struct world_surface) );
617
618 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
619 world->surfaces[i+1].info =
620 *(mdl_material *)mdl_arritm( &world->meta.materials, i );
621 }
622 }
623
624 VG_STATIC void world_free( world_instance *world )
625 {
626 vg_acquire_thread_sync();
627
628 /* free meshes */
629 mesh_free( &world->mesh_route_lines );
630 mesh_free( &world->mesh_geo );
631 mesh_free( &world->mesh_no_collide );
632
633 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
634 * existing buffer objects.
635 * */
636 glDeleteBuffers( 1, &world->tbo_light_entities );
637 glDeleteTextures( 1, &world->tex_light_entities );
638 glDeleteTextures( 1, &world->tex_light_cubes );
639
640 /* delete textures and meshes */
641 glDeleteTextures( world->texture_count, world->textures );
642
643 vg_release_thread_sync();
644
645 world->status = k_world_status_unloaded;
646 }
647
648 VG_STATIC void world_init_blank( world_instance *world )
649 {
650 memset( &world->meta, 0, sizeof(mdl_context) );
651
652 world->textures = NULL;
653 world->texture_count = 0;
654 world->surfaces = NULL;
655 world->surface_count = 0;
656
657 world->scene_geo = NULL;
658 world->scene_no_collide = NULL;
659 world->scene_lines = NULL;
660
661 world->geo_bh = NULL;
662 world->volume_bh = NULL;
663 world->audio_bh = NULL;
664 world->rendering_gate = NULL;
665
666 world->water.enabled = 0;
667
668 /* default lighting conditions
669 * -------------------------------------------------------------*/
670 struct ub_world_lighting *state = &world->ub_lighting;
671
672 state->g_light_preview = 0;
673 state->g_shadow_samples = 8;
674 state->g_water_fog = 0.04f;
675
676 v4_zero( state->g_water_plane );
677 v4_zero( state->g_depth_bounds );
678
679 state->g_shadow_length = 9.50f;
680 state->g_shadow_spread = 0.65f;
681
682 v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
683 v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
684 v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
685 v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
686 v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
687 v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
688 }
689
690 VG_STATIC void world_entities_init( u32 world_id )
691 {
692 world_instance *world = &world_global.worlds[world_id];
693
694 /* lights */
695 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
696 ent_light *light = mdl_arritm( &world->ent_light, j );
697
698 m4x3f to_world;
699 q_m3x3( light->transform.q, to_world );
700 v3_copy( light->transform.co, to_world[3] );
701 m4x3_invert_affine( to_world, light->inverse_world );
702
703 light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
704 light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
705 }
706
707 /* gates */
708 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
709 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
710
711 if( gate->type == k_gate_type_teleport ){
712 gate_transform_update( gate );
713 }
714 else if( gate->type == k_gate_type_nonlocal_unlinked ){
715 const char *key = mdl_pstr( &world->meta, gate->target );
716 vg_info( "key: %s\n", key );
717
718 for( u32 i=0; i<vg_list_size(world_global.worlds); i++ ){
719 world_instance *other = &world_global.worlds[i];
720 if( other == world ) continue;
721 if( other->status != k_world_status_loaded ) continue;
722 vg_info( "Checking world %u for key matches\n", i );
723
724 for( u32 j=0; j<mdl_arrcount( &other->ent_gate ); j++ ){
725 ent_gate *gate2 = mdl_arritm( &other->ent_gate, j );
726 if( gate2->type != k_gate_type_nonlocal_unlinked ) continue;
727
728 const char *key2 = mdl_pstr( &other->meta, gate2->target );
729 vg_info( " key2: %s\n", key2 );
730
731 if( strcmp( key, key2 ) ) continue;
732
733 vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
734 key, world_id, i );
735
736 gate->type = k_gate_type_nonlocel;
737 gate2->type = k_gate_type_nonlocel;
738 gate->target = i;
739 gate2->target = world_id;
740
741 v3_copy( gate->co[0], gate2->co[1] );
742 v3_copy( gate2->co[0], gate->co[1] );
743 v4_copy( gate->q[0], gate2->q[1] );
744 v4_copy( gate2->q[0], gate->q[1] );
745
746 v4f qflip;
747 q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
748 q_mul( gate->q[0], qflip, gate->q[0] );
749 q_mul( gate->q[1], qflip, gate->q[1] );
750
751 gate_transform_update( gate );
752 gate_transform_update( gate2 );
753
754 goto matched;
755 }
756 }
757 matched:;
758 }
759 }
760
761 /* water */
762 for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
763 ent_water *water = mdl_arritm( &world->ent_water, j );
764 if( world->water.enabled ){
765 vg_warn( "Multiple water surfaces in level!\n" );
766 break;
767 }
768
769 world->water.enabled = 1;
770 water_set_surface( world, water->transform.co[1] );
771 }
772
773 /* volumes */
774 for( u32 j=0; j<mdl_arrcount(&world->ent_volume); j++ ){
775 ent_volume *volume = mdl_arritm( &world->ent_volume, j );
776 mdl_transform_m4x3( &volume->transform, volume->to_world );
777 m4x3_invert_full( volume->to_world, volume->to_local );
778 }
779
780 /* audio packs */
781 for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
782 ent_audio *audio = mdl_arritm( &world->ent_audio, j );
783
784 for( u32 k=0; k<audio->clip_count; k++ ){
785 ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
786 audio->clip_start+k );
787
788 if( clip->file.pack_size ){
789 u32 size = clip->file.pack_size,
790 offset = clip->file.pack_offset;
791
792 /* embedded files are fine to clear the scratch buffer, only
793 * external audio uses it */
794
795 vg_linear_clear( vg_mem.scratch );
796 void *data = vg_linear_alloc( vg_mem.scratch,
797 clip->file.pack_size );
798
799 mdl_fread_pack_file( &world->meta, &clip->file, data );
800
801 clip->clip.path = NULL;
802 clip->clip.flags = audio->flags;
803 clip->clip.data = data;
804 clip->clip.size = size;
805 }
806 else{
807 clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
808 clip->clip.flags = audio->flags;
809 clip->clip.data = NULL;
810 clip->clip.size = 0;
811 }
812
813 audio_clip_load( &clip->clip, world->heap );
814 }
815 }
816 }
817
818 VG_STATIC void world_load( u32 index, const char *path )
819 {
820 world_instance *world = &world_global.worlds[index];
821 world_init_blank( world );
822 world->status = k_world_status_loading;
823
824 vg_info( "Loading world: %s\n", path );
825
826 void *allocator = NULL;
827 if( index == 0 ) allocator = world_global.heap;
828 else allocator = world_global.worlds[index-1].heap;
829
830 u32 heap_availible = vg_linear_remaining( allocator );
831 u32 min_overhead = sizeof(vg_linear_allocator);
832
833 if( heap_availible < (min_overhead+1024) ){
834 vg_fatal_exit_loop( "out of memory" );
835 }
836
837 u32 size = heap_availible - min_overhead;
838 void *heap = vg_create_linear_allocator( allocator, size,
839 VG_MEMORY_SYSTEM );
840
841 world->heap = heap;
842 mdl_context *meta = &world->meta;
843
844 mdl_open( meta, path, world->heap );
845 mdl_load_metadata_block( meta, world->heap );
846 mdl_load_animation_block( meta, world->heap );
847 mdl_load_mesh_block( meta, world->heap );
848
849 mdl_load_array( meta, &world->ent_gate, "ent_gate", heap );
850 mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap );
851 mdl_load_array( meta, &world->ent_light, "ent_light", heap );
852 mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
853 mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
854 mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
855 mdl_load_array( meta, &world->ent_route, "ent_route", heap );
856 mdl_load_array( meta, &world->ent_water, "ent_water", heap );
857 mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
858 mdl_load_array( meta, &world->ent_audio, "ent_audio", heap );
859 mdl_load_array( meta, &world->ent_volume, "ent_volume", heap );
860 mdl_load_array( meta, &world->ent_traffic, "ent_traffic", heap );
861
862 /* process resources from pack */
863 world_process_resources( world );
864
865 world_routes_ent_init( world );
866 world_entities_init( index );
867 world->volume_bh = bh_create( heap, &bh_system_volumes, world,
868 mdl_arrcount( &world->ent_volume ), 1 );
869
870 /* main bulk */
871 world_generate( world );
872 world_routes_generate( world );
873 world_post_process( world );
874
875 mdl_close( meta );
876
877 world->status = k_world_status_loaded;
878 }
879
880 #endif /* WORLD_GEN_H */