save location & map, lighting qol
[carveJwlIkooP6JGAAIwe30JlM.git] / world_load.c
1 #ifndef WORLD_LOAD_C
2 #define WORLD_LOAD_C
3
4 #include "world_load.h"
5 #include "world_routes.h"
6 #include "world_gate.h"
7 #include "ent_skateshop.h"
8
9 /*
10 * load the .mdl file located in path (relative to exe), it will load into the
11 * slot specified by world_loader.world_index
12 */
13 VG_STATIC void world_load_mdl( const char *path )
14 {
15 vg_rand_seed( 9001 );
16
17 world_instance *world = world_loading_instance();
18 world_init_blank( world );
19 world->status = k_world_status_loading;
20
21 vg_info( "Loading world: %s\n", path );
22
23 void *allocator = NULL;
24 if( world_loader.world_index == 0 ) allocator = world_static.heap;
25 else allocator = world_static.worlds[world_loader.world_index-1].heap;
26
27 u32 heap_availible = vg_linear_remaining( allocator );
28 u32 min_overhead = sizeof(vg_linear_allocator);
29
30 if( heap_availible < (min_overhead+1024) ){
31 vg_fatal_error( "out of memory" );
32 }
33
34 u32 size = heap_availible - min_overhead;
35 void *heap = vg_create_linear_allocator( allocator, size, VG_MEMORY_SYSTEM );
36
37 world->heap = heap;
38 mdl_context *meta = &world->meta;
39
40 mdl_open( meta, path, world->heap );
41 mdl_load_metadata_block( meta, world->heap );
42 mdl_load_animation_block( meta, world->heap );
43 mdl_load_mesh_block( meta, world->heap );
44
45 mdl_load_array( meta, &world->ent_gate, "ent_gate", heap );
46 mdl_load_array( meta, &world->ent_camera, "ent_camera", heap );
47 mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap );
48 mdl_load_array( meta, &world->ent_light, "ent_light", heap );
49 mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
50 mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
51 mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
52 mdl_load_array( meta, &world->ent_route, "ent_route", heap );
53 mdl_load_array( meta, &world->ent_water, "ent_water", heap );
54 mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
55 mdl_load_array( meta, &world->ent_audio, "ent_audio", heap );
56 mdl_load_array( meta, &world->ent_volume, "ent_volume", heap );
57 mdl_load_array( meta, &world->ent_traffic, "ent_traffic", heap );
58 mdl_load_array( meta, &world->ent_marker, "ent_marker", heap );
59 mdl_load_array( meta, &world->ent_skateshop, "ent_skateshop", heap );
60 mdl_load_array( meta, &world->ent_swspreview,"ent_swspreview", heap );
61 mdl_load_array( meta, &world->ent_ccmd, "ent_ccmd", heap );
62
63 mdl_array_ptr infos;
64 mdl_load_array( meta, &infos, "ent_worldinfo", vg_mem.scratch );
65
66 if( mdl_arrcount(&infos) ){
67 world->info = *((ent_worldinfo *)mdl_arritm(&infos,0));
68 }
69 else{
70 world->info.pstr_author = 0;
71 world->info.pstr_desc = 0;
72 world->info.pstr_name = 0;
73 world->info.timezone = 0.0f;
74 }
75
76 time_t t;
77 struct tm *tm;
78 time( &t );
79 tm = gmtime( &t );
80 world->time = (float)tm->tm_min/20.0f + (world->info.timezone/24.0f);
81
82 /* process resources from pack */
83 world_gen_load_surfaces();
84 world_gen_routes_ent_init();
85 world_gen_entities_init();
86 world->volume_bh = bh_create( heap, &bh_system_volumes, world,
87 mdl_arrcount( &world->ent_volume ), 1 );
88
89 /* main bulk */
90 world_gen_generate_meshes();
91 world_gen_routes_generate();
92 world_gen_compute_light_indices();
93 vg_async_call( async_world_postprocess_render, NULL, 0 );
94 vg_async_stall();
95
96 mdl_close( meta );
97 world->status = k_world_status_loaded;
98 }
99
100 static void skaterift_world_change_done( void *payload, u32 size ){
101 world_loader.state = k_world_loader_none;
102 }
103
104 /*
105 * Does a complete world switch using the remaining free slots
106 */
107 static void skaterift_world_changer_thread( void *_ ){
108 char path_buf[4096];
109 vg_str path;
110 vg_strnull( &path, path_buf, 4096 );
111
112 if( world_loader.reg ){
113 addon_get_content_folder( world_loader.reg, &path );
114 }
115 else {
116 vg_strcat( &path, "maps/" );
117 vg_strcat( &path, world_loader.override_name );
118 }
119
120 vg_str folder = path;
121 if( !vg_strgood( &folder ) ) {
122 vg_error( "Load target too long\n" );
123 return;
124 }
125
126 char worlds[3][4096];
127 u32 i=0;
128
129 vg_dir dir;
130 if( !vg_dir_open(&dir, folder.buffer) ){
131 vg_error( "opendir('%s') failed\n", folder.buffer );
132 return;
133 }
134
135 while( vg_dir_next_entry(&dir) ){
136 if( vg_dir_entry_type(&dir) == k_vg_entry_type_file ){
137 const char *d_name = vg_dir_entry_name(&dir);
138 if( d_name[0] == '.' ) continue;
139
140 vg_str file = folder;
141 vg_strcat( &file, "/" );
142 vg_strcat( &file, d_name );
143 if( !vg_strgood( &file ) ) continue;
144
145 char *ext = vg_strch( &file, '.' );
146 if( !ext ) continue;
147 if( strcmp(ext,".mdl") ) continue;
148
149 if( i == 3 ){
150 vg_warn( "There are too many .mdl files in the map folder!(3)\n" );
151 break;
152 }
153
154 strcpy( worlds[i++], file.buffer );
155 }
156 }
157 vg_dir_close(&dir);
158
159 if( i == 0 ){
160 vg_warn( "There are no .mdl files in the map folder.\n" );
161 }
162
163 u32 first_index = 0;
164 for( u32 j=0; j<i; j++ ){
165 vg_str name = { .buffer = worlds[j], .i=strlen(worlds[j]),
166 sizeof(worlds[j]) };
167 char *fname = vg_strch( &name, '/' );
168 if( fname ){
169 if( !strcmp( fname+1, "main.mdl" ) ){
170 first_index = j;
171 }
172 }
173 }
174
175 world_loader.generate_point_cloud = 1;
176 world_loader.world_index = 1;
177 world_load_mdl( worlds[first_index] );
178
179 world_loader.generate_point_cloud = 0;
180 for( u32 j=0; j<i; j++ ){
181 if( j != first_index ){
182 world_loader.world_index = j+1;
183 world_load_mdl( worlds[j] );
184 }
185 }
186
187 vg_async_call( skaterift_world_change_done, NULL, 0 );
188 }
189
190 /* holding pattern before we can start loading the new world, since we might be
191 * waiting for audio to stop */
192 static void skaterift_change_world_preupdate(void){
193 for( u32 i=1; i<vg_list_size(world_static.worlds); i++ ){
194 world_instance *inst = &world_static.worlds[i];
195
196 if( inst->status == k_world_status_unloading ){
197 if( world_freeable( inst ) ){
198 world_free( inst );
199 }
200 return;
201 }
202 }
203
204 vg_info( "worlds cleared, begining load\n" );
205 world_loader.state = k_world_loader_load;
206
207 /* finally can start the loader */
208 vg_loader_start( skaterift_world_changer_thread, NULL );
209 }
210
211 /* places all loaded worlds into unloading state */
212 static void skaterift_change_world_start(void){
213 if( world_loader.reg ){
214 vg_info( "switching to %s ("PRINTF_U64"\n",
215 world_loader.reg->alias.foldername,
216 world_loader.reg->alias.workshop_id );
217 }
218 else{
219 vg_info( "switching to %s(local)\n", world_loader.override_name );
220 }
221
222 if( world_static.active_world != 0 ){
223 vg_error( "Cannot change worlds while in non-root world\n" );
224 }
225 else{
226 world_loader.state = k_world_loader_preload;
227
228 vg_linear_clear( vg_mem.scratch ); /* ?? */
229 vg_info( "unloading old worlds\n" );
230 world_unlink_nonlocal( &world_static.worlds[0] );
231
232 for( u32 i=1; i<vg_list_size(world_static.worlds); i++ ){
233 world_instance *inst = &world_static.worlds[i];
234
235 if( inst->status == k_world_status_loaded ){
236 inst->status = k_world_status_unloading;
237 world_fadeout_audio( inst );
238 }
239 }
240 }
241 }
242
243 /* console command for the above function */
244 static int skaterift_change_world_command( int argc, const char *argv[] )
245 {
246 if( argc == 1 ){
247 world_loader.reg = NULL;
248 vg_strncpy( argv[0], world_loader.override_name,
249 vg_list_size( world_loader.override_name ),
250 k_strncpy_always_add_null );
251 skaterift_change_world_start();
252 }
253
254 return 0;
255 }
256
257
258 static world_instance *world_loading_instance(void){
259 return &world_static.worlds[ world_loader.world_index ];
260 }
261
262 /*
263 * checks:
264 * 1. to see if all audios owned by the world have been stopped
265 * 2. that this is the least significant world
266 */
267 static int world_freeable( world_instance *world )
268 {
269 if( world->status != k_world_status_unloading ) return 0;
270 u8 world_id = (world - world_static.worlds) + 1;
271
272 for( u32 i=world_id; i<vg_list_size(world_static.worlds); i++ ){
273 if( world_static.worlds[i].status != k_world_status_unloaded ){
274 return 0;
275 }
276 }
277
278 int freeable = 1;
279 audio_lock();
280 for( u32 i=0; i<AUDIO_CHANNELS; i++ ){
281 audio_channel *ch = &vg_audio.channels[i];
282
283 if( ch->allocated && (ch->world_id == world_id)){
284 if( !audio_channel_finished( ch ) ){
285 freeable = 0;
286 break;
287 }
288 }
289 }
290 audio_unlock();
291 return freeable;
292 }
293
294 /*
295 * Free all resources for world instance
296 */
297 static void world_free( world_instance *world )
298 {
299 vg_info( "Free world @%p\n", world );
300
301 /* free meshes */
302 mesh_free( &world->mesh_route_lines );
303 mesh_free( &world->mesh_geo );
304 mesh_free( &world->mesh_no_collide );
305 mesh_free( &world->mesh_water );
306
307 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
308 * existing buffer objects.
309 * */
310 glDeleteBuffers( 1, &world->tbo_light_entities );
311 glDeleteTextures( 1, &world->tex_light_entities );
312 glDeleteTextures( 1, &world->tex_light_cubes );
313
314 /* delete textures and meshes */
315 glDeleteTextures( world->texture_count, world->textures );
316
317 u32 world_index = world - world_static.worlds;
318 if( world_index ){
319 vg_linear_del( world_static.worlds[world_index-1].heap,
320 vg_linear_header(world->heap) );
321 }
322
323 world->status = k_world_status_unloaded;
324 }
325
326 /*
327 * reset the world structure without deallocating persistent buffers
328 * TODO: Make this a memset(0), and have persistent items live in a static loc
329 */
330 VG_STATIC void world_init_blank( world_instance *world )
331 {
332 memset( &world->meta, 0, sizeof(mdl_context) );
333
334 world->textures = NULL;
335 world->texture_count = 0;
336 world->surfaces = NULL;
337 world->surface_count = 0;
338
339 world->geo_bh = NULL;
340 world->volume_bh = NULL;
341 world->audio_bh = NULL;
342 world->rendering_gate = NULL;
343
344 world->water.enabled = 0;
345 world->time = 0.0;
346
347 /* default lighting conditions
348 * -------------------------------------------------------------*/
349 struct ub_world_lighting *state = &world->ub_lighting;
350
351 state->g_light_preview = 0;
352 state->g_shadow_samples = 8;
353 state->g_water_fog = 0.04f;
354
355 v4_zero( state->g_water_plane );
356 v4_zero( state->g_depth_bounds );
357
358 state->g_shadow_length = 9.50f;
359 state->g_shadow_spread = 0.65f;
360
361 v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
362 v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
363 v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
364 v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
365 v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
366 v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
367 }
368
369
370
371 #endif /* WORLD_LOAD_C */