2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
4 * World generation/population. Different to regular loading, since it needs to
5 * create geometry, apply procedural stuff and save that image to files etc.
12 #include "world_gen.h"
13 #include "world_load.h"
14 #include "world_volumes.h"
15 #include "world_gate.h"
18 * Add all triangles from the model, which match the material ID
19 * applies affine transform to the model
21 VG_STATIC
void world_add_all_if_material( m4x3f transform
, scene_context
*scene
,
22 mdl_context
*mdl
, u32 id
)
24 for( u32 i
=0; i
<mdl_arrcount(&mdl
->meshs
); i
++ ){
25 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
27 for( u32 j
=0; j
<mesh
->submesh_count
; j
++ ){
28 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, mesh
->submesh_start
+j
);
29 if( sm
->material_id
== id
){
31 mdl_transform_m4x3( &mesh
->transform
, transform2
);
32 m4x3_mul( transform
, transform2
, transform2
);
34 scene_add_mdl_submesh( scene
, mdl
, sm
, transform2
);
41 * Adds a small blob shape to the world at a raycast location. This is for the
49 VG_STATIC
void world_gen_add_blob( scene_context
*scene
, ray_hit
*hit
)
51 world_instance
*world
= world_loading_instance();
53 v4f qsurface
, qrandom
;
56 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, hit
->normal
, axis
);
58 float angle
= v3_dot(hit
->normal
,(v3f
){0.0f
,1.0f
,0.0f
});
59 q_axis_angle( qsurface
, axis
, angle
);
60 q_axis_angle( qrandom
, (v3f
){0.0f
,1.0f
,0.0f
}, vg_randf64()*VG_TAUf
);
61 q_mul( qsurface
, qrandom
, qsurface
);
62 q_m3x3( qsurface
, transform
);
63 v3_copy( hit
->pos
, transform
[3] );
67 { .co
= { -1.00f
, 0.0f
, 0.0f
} },
68 { .co
= { 1.00f
, 0.0f
, 0.0f
} },
69 { .co
= { -1.00f
, 1.2f
, 0.0f
} },
70 { .co
= { 1.00f
, 1.2f
, 0.0f
} },
71 { .co
= { -0.25f
, 2.0f
, 0.0f
} },
72 { .co
= { 0.25f
, 2.0f
, 0.0f
} }
75 const u32 indices
[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
77 if( scene
->vertex_count
+ vg_list_size(verts
) > scene
->max_vertices
)
78 vg_fatal_error( "Scene vertex buffer overflow" );
80 if( scene
->indice_count
+ vg_list_size(indices
) > scene
->max_indices
)
81 vg_fatal_error( "Scene index buffer overflow" );
83 scene_vert
*dst_verts
= &scene
->arrvertices
[ scene
->vertex_count
];
84 u32
*dst_indices
= &scene
->arrindices
[ scene
->indice_count
];
86 scene_vert
*ref
= &world
->scene_geo
.arrvertices
[ hit
->tri
[0] ];
88 for( u32 i
=0; i
<vg_list_size(verts
); i
++ )
90 scene_vert
*pvert
= &dst_verts
[ i
],
93 m4x3_mulv( transform
, src
->co
, pvert
->co
);
94 scene_vert_pack_norm( pvert
, transform
[1] );
96 v2_copy( ref
->uv
, pvert
->uv
);
99 for( u32 i
=0; i
<vg_list_size(indices
); i
++ )
100 dst_indices
[i
] = indices
[i
] + scene
->vertex_count
;
102 scene
->vertex_count
+= vg_list_size(verts
);
103 scene
->indice_count
+= vg_list_size(indices
);
107 * Sprinkle foliage models over the map on terrain material
109 VG_STATIC
void world_apply_procedural_foliage( scene_context
*scene
,
110 struct world_surface
*mat
)
112 if( vg
.quality_profile
== k_quality_profile_low
)
115 world_instance
*world
= world_loading_instance();
116 vg_info( "Applying foliage (%u)\n", mat
->info
.pstr_name
);
119 v3_sub( world
->scene_geo
.bbx
[1], world
->scene_geo
.bbx
[0], volume
);
124 float area
= volume
[0]*volume
[2];
125 u32 particles
= 0.08f
* area
;
127 /* TODO: Quasirandom? */
128 vg_info( "Map area: %f. Max particles: %u\n", area
, particles
);
130 for( u32 i
=0; i
<particles
; i
++ ){
132 v3_mul( volume
, (v3f
){ vg_randf64(), 1000.0f
, vg_randf64() }, pos
);
134 v3_add( pos
, world
->scene_geo
.bbx
[0], pos
);
139 if( ray_world( world
, pos
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
)){
140 struct world_surface
*m1
= ray_hit_surface( world
, &hit
);
141 if((hit
.normal
[1] > 0.8f
) && (m1
== mat
) && (hit
.pos
[1] > 0.0f
+10.0f
)){
142 world_gen_add_blob( scene
, &hit
);
148 vg_info( "%d foliage models added\n", count
);
152 void world_unpack_submesh_dynamic( world_instance
*world
,
153 scene_context
*scene
, mdl_submesh
*sm
){
154 if( sm
->flags
& k_submesh_flag_consumed
) return;
157 m4x3_identity( identity
);
158 scene_add_mdl_submesh( scene
, &world
->meta
, sm
, identity
);
160 scene_copy_slice( scene
, sm
);
161 sm
->flags
|= k_submesh_flag_consumed
;
165 * Create the main meshes for the world
167 VG_STATIC
void world_gen_generate_meshes(void)
170 * Compile meshes into the world scenes
172 world_instance
*world
= world_loading_instance();
173 scene_init( &world
->scene_geo
, 320000, 1200000 );
174 u32 buf_size
= scene_mem_required( &world
->scene_geo
);
175 u8
*buffer
= vg_linear_alloc( world
->heap
, buf_size
);
176 scene_supply_buffer( &world
->scene_geo
, buffer
);
179 m4x3_identity( midentity
);
182 * Generate scene: collidable geometry
183 * ----------------------------------------------------------------
186 vg_info( "Generating collidable geometry\n" );
188 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
189 struct world_surface
*surf
= &world
->surfaces
[ i
];
191 if( surf
->info
.flags
& k_material_flag_collision
)
192 world_add_all_if_material( midentity
, &world
->scene_geo
,
195 scene_copy_slice( &world
->scene_geo
, &surf
->sm_geo
);
198 /* compress that bad boy */
199 u32 new_vert_max
= world
->scene_geo
.vertex_count
,
200 new_vert_size
= vg_align8(new_vert_max
*sizeof(scene_vert
)),
201 new_indice_len
= world
->scene_geo
.indice_count
*sizeof(u32
);
203 u32
*src_indices
= world
->scene_geo
.arrindices
,
204 *dst_indices
= (u32
*)(buffer
+ new_vert_size
);
206 memmove( dst_indices
, src_indices
, new_indice_len
);
208 world
->scene_geo
.max_indices
= world
->scene_geo
.indice_count
;
209 world
->scene_geo
.max_vertices
= world
->scene_geo
.vertex_count
;
210 buf_size
= scene_mem_required( &world
->scene_geo
);
212 buffer
= vg_linear_resize( world
->heap
, buffer
, buf_size
);
214 world
->scene_geo
.arrvertices
= (scene_vert
*)(buffer
);
215 world
->scene_geo
.arrindices
= (u32
*)(buffer
+ new_vert_size
);
217 scene_upload_async( &world
->scene_geo
, &world
->mesh_geo
);
219 /* need send off the memory to the gpu before we can create the bvh. */
221 vg_info( "creating bvh\n" );
223 /* setup spacial mapping and rigidbody */
224 world
->geo_bh
= scene_bh_create( world
->heap
, &world
->scene_geo
);
226 v3_zero( world
->rb_geo
.rb
.co
);
227 v3_zero( world
->rb_geo
.rb
.v
);
228 q_identity( world
->rb_geo
.rb
.q
);
229 v3_zero( world
->rb_geo
.rb
.w
);
231 world
->rb_geo
.type
= k_rb_shape_scene
;
232 world
->rb_geo
.inf
.scene
.bh_scene
= world
->geo_bh
;
233 rb_init_object( &world
->rb_geo
);
236 * Generate scene: non-collidable geometry
237 * ----------------------------------------------------------------
239 vg_info( "Generating non-collidable geometry\n" );
241 vg_async_item
*call
= scene_alloc_async( &world
->scene_no_collide
,
242 &world
->mesh_no_collide
,
245 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
246 struct world_surface
*surf
= &world
->surfaces
[ i
];
248 if( !(surf
->info
.flags
& k_material_flag_collision
) ){
249 world_add_all_if_material( midentity
,
250 &world
->scene_no_collide
, &world
->meta
, i
);
253 if( surf
->info
.flags
& k_material_flag_grow_grass
)
254 world_apply_procedural_foliage( &world
->scene_no_collide
, surf
);
256 scene_copy_slice( &world
->scene_no_collide
, &surf
->sm_no_collide
);
259 /* unpack traffic models.. TODO: should we just put all these submeshes in a
260 * dynamic models list? and then the actual entitities point to the
261 * models. we only have 2 types at the moment which need dynamic models but
262 * would make sense to do this when/if we have more.
264 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_traffic
); i
++ ){
265 ent_traffic
*vehc
= mdl_arritm( &world
->ent_traffic
, i
);
267 for( u32 j
=0; j
<vehc
->submesh_count
; j
++ ){
268 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
269 vehc
->submesh_start
+j
);
270 world_unpack_submesh_dynamic( world
, &world
->scene_no_collide
, sm
);
274 /* unpack challenge models */
275 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_challenge
); i
++ ){
276 ent_challenge
*challenge
= mdl_arritm( &world
->ent_challenge
, i
);
278 for( u32 j
=0; j
<challenge
->submesh_count
; j
++ ){
279 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
280 challenge
->submesh_start
+j
);
281 world_unpack_submesh_dynamic( world
, &world
->scene_no_collide
, sm
);
285 /* unpack gate models */
286 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_gate
); i
++ ){
287 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
289 if( !(gate
->flags
& k_ent_gate_custom_mesh
) ) continue;
291 for( u32 j
=0; j
<gate
->submesh_count
; j
++ ){
292 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
293 gate
->submesh_start
+j
);
294 world_unpack_submesh_dynamic( world
, &world
->scene_no_collide
, sm
);
298 vg_async_dispatch( call
, async_scene_upload
);
301 /* signed distance function for cone */
302 static f32
fsd_cone_infinite( v3f p
, v2f c
)
304 v2f q
= { v2_length( (v2f
){ p
[0], p
[2] } ), -p
[1] };
305 float s
= vg_maxf( 0.0f
, v2_dot( q
, c
) );
311 float d
= v2_length( v0
);
312 return d
* ((q
[0]*c
[1]-q
[1]*c
[0]<0.0f
)?-1.0f
:1.0f
);
315 struct light_indices_upload_info
{
316 world_instance
*world
;
323 * Async reciever to buffer light index data
325 VG_STATIC
void async_upload_light_indices( void *payload
, u32 size
)
327 struct light_indices_upload_info
*info
= payload
;
329 glGenTextures( 1, &info
->world
->tex_light_cubes
);
330 glBindTexture( GL_TEXTURE_3D
, info
->world
->tex_light_cubes
);
331 glTexImage3D( GL_TEXTURE_3D
, 0, GL_RG32UI
,
332 info
->count
[0], info
->count
[1], info
->count
[2],
333 0, GL_RG_INTEGER
, GL_UNSIGNED_INT
, info
->data
);
334 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
335 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
339 * Computes light indices for world
341 VG_STATIC
void world_gen_compute_light_indices(void)
344 world_instance
*world
= world_loading_instance();
345 v3f cubes_min
, cubes_max
;
346 v3_muls( world
->scene_geo
.bbx
[0], 1.0f
/k_world_light_cube_size
, cubes_min
);
347 v3_muls( world
->scene_geo
.bbx
[1], 1.0f
/k_world_light_cube_size
, cubes_max
);
349 v3_sub( cubes_min
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_min
);
350 v3_add( cubes_max
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_max
);
352 v3_floor( cubes_min
, cubes_min
);
353 v3_floor( cubes_max
, cubes_max
);
355 v3i icubes_min
, icubes_max
;
357 for( int i
=0; i
<3; i
++ ){
358 icubes_min
[i
] = cubes_min
[i
];
359 icubes_max
[i
] = cubes_max
[i
];
365 v3i_sub( icubes_max
, icubes_min
, icubes_count
);
367 for( int i
=0; i
<3; i
++ ){
368 int clamped_count
= VG_MIN( 128, icubes_count
[i
]+1 );
369 float clamped_max
= icubes_min
[i
] + clamped_count
,
370 max
= icubes_min
[i
] + icubes_count
[i
]+1;
372 icubes_count
[i
] = clamped_count
;
373 cube_size
[i
] = (max
/ clamped_max
) * k_world_light_cube_size
;
374 cubes_max
[i
] = clamped_max
;
377 v3_mul( cubes_min
, cube_size
, cubes_min
);
378 v3_mul( cubes_max
, cube_size
, cubes_max
);
380 for( int i
=0; i
<3; i
++ ){
381 float range
= cubes_max
[i
]-cubes_min
[i
];
382 world
->ub_lighting
.g_cube_inv_range
[i
] = 1.0f
/ range
;
383 world
->ub_lighting
.g_cube_inv_range
[i
] *= (float)icubes_count
[i
];
385 vg_info( "cubes[%d]: %d\n", i
, icubes_count
[i
] );
388 int total_cubes
= icubes_count
[0]*icubes_count
[1]*icubes_count
[2];
390 u32 data_size
= vg_align8(total_cubes
*sizeof(u32
)*2),
391 hdr_size
= vg_align8(sizeof(struct light_indices_upload_info
));
393 vg_async_item
*call
= vg_async_alloc( data_size
+ hdr_size
);
394 struct light_indices_upload_info
*info
= call
->payload
;
395 info
->data
= ((u8
*)call
->payload
) + hdr_size
;
397 u32
*cubes_index
= info
->data
;
399 for( int i
=0; i
<3; i
++ )
400 info
->count
[i
] = icubes_count
[i
];
402 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
403 total_cubes
, cubes_min
[0], -cubes_min
[2], cubes_min
[1],
404 cubes_max
[0], -cubes_max
[2], cubes_max
[1] );
405 v3_copy( cubes_min
, world
->ub_lighting
.g_cube_min
);
407 float bound_radius
= v3_length( cube_size
);
409 for( int iz
= 0; iz
<icubes_count
[2]; iz
++ ){
410 for( int iy
= 0; iy
<icubes_count
[1]; iy
++ ){
411 for( int ix
= 0; ix
<icubes_count
[0]; ix
++ ){
413 v3_div( (v3f
){ ix
, iy
, iz
}, world
->ub_lighting
.g_cube_inv_range
,
415 v3_div( (v3f
){ ix
+1, iy
+1, iz
+1 },
416 world
->ub_lighting
.g_cube_inv_range
,
419 v3_add( bbx
[0], world
->ub_lighting
.g_cube_min
, bbx
[0] );
420 v3_add( bbx
[1], world
->ub_lighting
.g_cube_min
, bbx
[1] );
423 v3_add( bbx
[0], bbx
[1], center
);
424 v3_muls( center
, 0.5f
, center
);
426 u32 indices
[6] = { 0, 0, 0, 0, 0, 0 };
429 float influences
[6] = { 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
};
430 const int N
= vg_list_size( influences
);
432 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
433 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
435 closest_point_aabb( light
->transform
.co
, bbx
, closest
);
437 float dist
= v3_dist( closest
, light
->transform
.co
),
438 influence
= 1.0f
/(dist
+1.0f
);
440 if( dist
> light
->range
)
443 if( light
->type
== k_light_type_spot
){
445 m4x3_mulv( light
->inverse_world
, center
, local
);
447 float r
= fsd_cone_infinite( local
, light
->angle_sin_cos
);
449 if( r
> bound_radius
)
454 for( int k
=best_pos
-1; k
>=0; k
-- )
455 if( influence
> influences
[k
] )
459 for( int k
=N
-1; k
>best_pos
; k
-- ){
460 influences
[k
] = influences
[k
-1];
461 indices
[k
] = indices
[k
-1];
464 influences
[best_pos
] = influence
;
465 indices
[best_pos
] = j
;
469 for( int j
=0; j
<N
; j
++ )
470 if( influences
[j
] > 0.0f
)
473 int base_index
= iz
* (icubes_count
[0]*icubes_count
[1]) +
474 iy
* (icubes_count
[0]) +
477 int lower_count
= VG_MIN( 3, count
);
478 u32 packed_index_lower
= lower_count
;
479 packed_index_lower
|= indices
[0]<<2;
480 packed_index_lower
|= indices
[1]<<12;
481 packed_index_lower
|= indices
[2]<<22;
483 int upper_count
= VG_MAX( 0, count
- lower_count
);
484 u32 packed_index_upper
= upper_count
;
485 packed_index_upper
|= indices
[3]<<2;
486 packed_index_upper
|= indices
[4]<<12;
487 packed_index_upper
|= indices
[5]<<22;
489 cubes_index
[ base_index
*2 + 0 ] = packed_index_lower
;
490 cubes_index
[ base_index
*2 + 1 ] = packed_index_upper
;
495 vg_async_dispatch( call
, async_upload_light_indices
);
499 * Rendering pass needed to complete the world
501 VG_STATIC
void async_world_postprocess_render( void *payload
, u32 _size
)
503 /* create scene lighting buffer */
504 world_instance
*world
= world_loading_instance();
506 u32 size
= VG_MAX(mdl_arrcount(&world
->ent_light
),1) * sizeof(float)*12;
507 vg_info( "Upload %ubytes (lighting)\n", size
);
509 glGenBuffers( 1, &world
->tbo_light_entities
);
510 glBindBuffer( GL_TEXTURE_BUFFER
, world
->tbo_light_entities
);
511 glBufferData( GL_TEXTURE_BUFFER
, size
, NULL
, GL_DYNAMIC_DRAW
);
515 * colour position direction (spots)
516 * | . . . . | . . . . | . . . . |
517 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
521 v4f
*light_dst
= glMapBuffer( GL_TEXTURE_BUFFER
, GL_WRITE_ONLY
);
522 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_light
); i
++ ){
523 ent_light
*light
= mdl_arritm( &world
->ent_light
, i
);
526 v3_muls( light
->colour
, light
->colour
[3] * 2.0f
, light_dst
[i
*3+0] );
527 light_dst
[i
*3+0][3] = 2.0f
;
529 if( !light
->daytime
){
530 u32 hash
= (i
* 29986577u) & 0xffu
;
531 float switch_on
= hash
;
532 switch_on
*= (1.0f
/255.0f
);
534 light_dst
[i
*3+0][3] = 0.44f
+ switch_on
* 0.015f
;
537 /* position + 1/range^2 */
538 v3_copy( light
->transform
.co
, light_dst
[i
*3+1] );
539 light_dst
[i
*3+1][3] = 1.0f
/(light
->range
*light
->range
);
541 /* direction + angle */
542 q_mulv( light
->transform
.q
, (v3f
){0.0f
,-1.0f
,0.0f
}, light_dst
[i
*3+2]);
543 light_dst
[i
*3+2][3] = cosf( light
->angle
);
546 glUnmapBuffer( GL_TEXTURE_BUFFER
);
548 glGenTextures( 1, &world
->tex_light_entities
);
549 glBindTexture( GL_TEXTURE_BUFFER
, world
->tex_light_entities
);
550 glTexBuffer( GL_TEXTURE_BUFFER
, GL_RGBA32F
, world
->tbo_light_entities
);
552 /* Upload lighting uniform buffer */
553 if( world
->water
.enabled
)
554 v4_copy( world
->water
.plane
, world
->ub_lighting
.g_water_plane
);
557 v3f
*bounds
= world
->scene_geo
.bbx
;
559 info_vec
[0] = bounds
[0][0];
560 info_vec
[1] = bounds
[0][2];
561 info_vec
[2] = 1.0f
/ (bounds
[1][0]-bounds
[0][0]);
562 info_vec
[3] = 1.0f
/ (bounds
[1][2]-bounds
[0][2]);
563 v4_copy( info_vec
, world
->ub_lighting
.g_depth_bounds
);
566 * Rendering the depth map
571 v3_sub( world
->scene_geo
.bbx
[1], world
->scene_geo
.bbx
[0], extent
);
573 float fl
= world
->scene_geo
.bbx
[0][0],
574 fr
= world
->scene_geo
.bbx
[1][0],
575 fb
= world
->scene_geo
.bbx
[0][2],
576 ft
= world
->scene_geo
.bbx
[1][2],
580 m4x4_zero( ortho
.mtx
.p
);
581 ortho
.mtx
.p
[0][0] = 2.0f
* rl
;
582 ortho
.mtx
.p
[2][1] = 2.0f
* tb
;
583 ortho
.mtx
.p
[3][0] = (fr
+ fl
) * -rl
;
584 ortho
.mtx
.p
[3][1] = (ft
+ fb
) * -tb
;
585 ortho
.mtx
.p
[3][3] = 1.0f
;
586 m4x3_identity( ortho
.transform
);
587 camera_update_view( &ortho
);
588 camera_finalize( &ortho
);
590 glDisable(GL_DEPTH_TEST
);
592 glDisable(GL_CULL_FACE
);
593 render_fb_bind( &world
->heightmap
, 0 );
594 shader_blitcolour_use();
595 shader_blitcolour_uColour( (v4f
){-9999.0f
,-9999.0f
,-9999.0f
,-9999.0f
} );
599 glBlendFunc(GL_ONE
, GL_ONE
);
600 glBlendEquation(GL_MAX
);
602 render_world_position( world
, &ortho
);
604 glEnable(GL_DEPTH_TEST
);
605 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
607 /* upload full buffer */
608 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
609 glBufferSubData( GL_UNIFORM_BUFFER
, 0,
610 sizeof(struct ub_world_lighting
), &world
->ub_lighting
);
612 /* yes we are using this as the entity begin thing. FIXME */
613 world
->probabilities
[ k_probability_curve_constant
] = 1.0f
;
614 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_audio
); i
++ ){
615 ent_audio
*audio
= mdl_arritm(&world
->ent_audio
,i
);
616 if( audio
->flags
& AUDIO_FLAG_AUTO_START
){
619 call
.function
= k_ent_function_trigger
;
620 call
.id
= mdl_entity_id( k_ent_audio
, i
);
621 entity_call( world
, &call
);
626 /* Loads textures from the pack file */
627 VG_STATIC
void world_gen_load_surfaces(void)
629 world_instance
*world
= world_loading_instance();
630 vg_info( "Loading textures\n" );
631 world
->texture_count
= 0;
633 world
->texture_count
= world
->meta
.textures
.count
+1;
634 world
->textures
= vg_linear_alloc( world
->heap
,
635 vg_align8(sizeof(GLuint
)*world
->texture_count
) );
637 vg_tex2d_replace_with_error( &world
->textures
[0] );
639 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.textures
); i
++ ){
640 mdl_texture
*tex
= mdl_arritm( &world
->meta
.textures
, i
);
642 if( !tex
->file
.pack_size
){
643 vg_fatal_error( "World models must have packed textures!" );
646 vg_linear_clear( vg_mem
.scratch
);
647 void *src_data
= vg_linear_alloc( vg_mem
.scratch
,
648 tex
->file
.pack_size
);
649 mdl_fread_pack_file( &world
->meta
, &tex
->file
, src_data
);
651 vg_tex2d_load_qoi_async( src_data
, tex
->file
.pack_size
,
652 VG_TEX2D_NEAREST
|VG_TEX2D_REPEAT
,
653 &world
->textures
[i
+1] );
656 vg_info( "Loading materials\n" );
658 world
->surface_count
= world
->meta
.materials
.count
+1;
659 world
->surfaces
= vg_linear_alloc( world
->heap
,
660 vg_align8(sizeof(struct world_surface
)*world
->surface_count
) );
663 struct world_surface
*errmat
= &world
->surfaces
[0];
664 memset( errmat
, 0, sizeof(struct world_surface
) );
666 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.materials
); i
++ ){
667 world
->surfaces
[i
+1].info
=
668 *(mdl_material
*)mdl_arritm( &world
->meta
.materials
, i
);
672 #endif /* WORLD_GEN_C */