small refactor of model loading
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 *
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.
6 */
7 #include "world.h"
8 #include "world_gen.h"
9 #include "world_load.h"
10 #include "world_volumes.h"
11 #include "world_gate.h"
12
13 /*
14 * Add all triangles from the model, which match the material ID
15 * applies affine transform to the model
16 */
17 static void world_add_all_if_material( m4x3f transform, scene_context *scene,
18 mdl_context *mdl, u32 id )
19 {
20 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
21 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
22
23 for( u32 j=0; j<mesh->submesh_count; j++ ){
24 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
25 if( sm->material_id == id ){
26 m4x3f transform2;
27 mdl_transform_m4x3( &mesh->transform, transform2 );
28 m4x3_mul( transform, transform2, transform2 );
29
30 scene_add_mdl_submesh( scene, mdl, sm, transform2 );
31 }
32 }
33 }
34 }
35
36 /*
37 * Adds a small blob shape to the world at a raycast location. This is for the
38 * grass sprites
39 *
40 * /''''\
41 * / \
42 * | |
43 * |________|
44 */
45 static void world_gen_add_blob( vg_rand *rand, world_instance *world,
46 scene_context *scene, ray_hit *hit )
47 {
48 m4x3f transform;
49 v4f qsurface, qrandom;
50 v3f axis;
51
52 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
53
54 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
55 q_axis_angle( qsurface, axis, angle );
56 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf64(rand)*VG_TAUf );
57 q_mul( qsurface, qrandom, qsurface );
58 q_m3x3( qsurface, transform );
59 v3_copy( hit->pos, transform[3] );
60
61 scene_vert verts[] =
62 {
63 { .co = { -1.00f, 0.0f, 0.0f } },
64 { .co = { 1.00f, 0.0f, 0.0f } },
65 { .co = { -1.00f, 1.2f, 0.0f } },
66 { .co = { 1.00f, 1.2f, 0.0f } },
67 { .co = { -0.25f, 2.0f, 0.0f } },
68 { .co = { 0.25f, 2.0f, 0.0f } }
69 };
70
71 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
72
73 if( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
74 vg_fatal_error( "Scene vertex buffer overflow" );
75
76 if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
77 vg_fatal_error( "Scene index buffer overflow" );
78
79 scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
80 u32 *dst_indices = &scene->arrindices [ scene->indice_count ];
81
82 scene_vert *ref = &world->scene_geo.arrvertices[ hit->tri[0] ];
83
84 for( u32 i=0; i<vg_list_size(verts); i++ ){
85 scene_vert *pvert = &dst_verts[ i ],
86 *src = &verts[ i ];
87
88 m4x3_mulv( transform, src->co, pvert->co );
89 scene_vert_pack_norm( pvert, transform[1], 0.0f );
90
91 v2_copy( ref->uv, pvert->uv );
92 }
93
94 for( u32 i=0; i<vg_list_size(indices); i++ )
95 dst_indices[i] = indices[i] + scene->vertex_count;
96
97 scene->vertex_count += vg_list_size(verts);
98 scene->indice_count += vg_list_size(indices);
99 }
100
101 /*
102 * Sprinkle foliage models over the map on terrain material
103 */
104 static void world_apply_procedural_foliage( world_instance *world,
105 scene_context *scene,
106 struct world_surface *mat )
107 {
108 if( (vg.quality_profile == k_quality_profile_low) ||
109 (vg.quality_profile == k_quality_profile_min) )
110 return;
111
112 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
113
114 v3f volume;
115 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
116 volume[1] = 1.0f;
117
118 int count = 0;
119
120 float area = volume[0]*volume[2];
121 u32 particles = 0.08f * area;
122
123 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
124
125 u64 t0 = SDL_GetPerformanceCounter();
126 #if 0
127 for( u32 i=0; i<particles; i++ ){
128 v3f pos;
129 v3_mul( volume, (v3f){ vg_randf64(), 1000.0f, vg_randf64() }, pos );
130 pos[1] = 1000.0f;
131 v3_add( pos, world->scene_geo.bbx[0], pos );
132
133 ray_hit hit;
134 hit.dist = INFINITY;
135
136 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit,
137 k_material_flag_ghosts )){
138 struct world_surface *m1 = ray_hit_surface( world, &hit );
139 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
140 world_gen_add_blob( world, scene, &hit );
141 count ++;
142 }
143 }
144 }
145 #else
146
147 vg_rand rand;
148 vg_rand_seed( &rand, 3030 );
149
150 const f32 tile_scale = 16.0f;
151 v2i tiles = { volume[0]/tile_scale, volume[2]/tile_scale };
152
153 u32 per_tile = particles/(tiles[0]*tiles[1]);
154
155 for( i32 x=0; x<tiles[0]; x ++ ){
156 for( i32 z=0; z<tiles[1]; z ++ ){
157 for( u32 i=0; i<per_tile; i ++ ){
158 v3f co = { (f32)x+vg_randf64(&rand), 0, (f32)z+vg_randf64(&rand) };
159 v3_muls( co, tile_scale, co );
160 co[1] = 1000.0f;
161 v3_add( co, world->scene_geo.bbx[0], co );
162
163 ray_hit hit;
164 hit.dist = INFINITY;
165
166 if( ray_world( world, co, (v3f){0.0f,-1.0f,0.0f}, &hit,
167 k_material_flag_ghosts )){
168 struct world_surface *m1 = ray_hit_surface( world, &hit );
169 if((hit.normal[1] > 0.8f) && (m1 == mat) &&
170 (hit.pos[1] > 0.0f+10.0f)){
171 world_gen_add_blob( &rand, world, scene, &hit );
172 count ++;
173 }
174 }
175
176 }
177 }
178 }
179
180 #endif
181
182
183
184 u64 t1 = SDL_GetPerformanceCounter(),
185 utime_blobs = t1-t0,
186 ufreq = SDL_GetPerformanceFrequency();
187 f64 ftime_blobs = ((f64)utime_blobs / (f64)ufreq)*1000.0;
188
189 vg_info( "%d foliage models added. %f%% (%fms)\n", count,
190 100.0*((f64)count/(f64)particles), ftime_blobs);
191 }
192
193 static
194 void world_unpack_submesh_dynamic( world_instance *world,
195 scene_context *scene, mdl_submesh *sm ){
196 if( sm->flags & k_submesh_flag_consumed ) return;
197
198 m4x3f identity;
199 m4x3_identity( identity );
200 scene_add_mdl_submesh( scene, &world->meta, sm, identity );
201
202 scene_copy_slice( scene, sm );
203 sm->flags |= k_submesh_flag_consumed;
204 }
205
206 /*
207 * Create the main meshes for the world
208 */
209 void world_gen_generate_meshes( world_instance *world )
210 {
211 /*
212 * Compile meshes into the world scenes
213 */
214 scene_init( &world->scene_geo, 320000, 1200000 );
215 u32 buf_size = scene_mem_required( &world->scene_geo );
216 u8 *buffer = vg_linear_alloc( world->heap, buf_size );
217 scene_supply_buffer( &world->scene_geo, buffer );
218
219 m4x3f midentity;
220 m4x3_identity( midentity );
221
222 /*
223 * Generate scene: collidable geometry
224 * ----------------------------------------------------------------
225 */
226
227 vg_info( "Generating collidable geometry\n" );
228
229 for( u32 i=0; i<world->surface_count; i++ ){
230 struct world_surface *surf = &world->surfaces[ i ];
231
232 if( surf->info.flags & k_material_flag_collision )
233 world_add_all_if_material( midentity, &world->scene_geo,
234 &world->meta, i );
235
236 scene_copy_slice( &world->scene_geo, &surf->sm_geo );
237 scene_set_vertex_flags( &world->scene_geo,
238 surf->sm_geo.vertex_start,
239 surf->sm_geo.vertex_count,
240 (u16)(surf->info.flags & 0xffff) );
241 }
242
243 /* compress that bad boy */
244 u32 new_vert_max = world->scene_geo.vertex_count,
245 new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
246 new_indice_len = world->scene_geo.indice_count*sizeof(u32);
247
248 u32 *src_indices = world->scene_geo.arrindices,
249 *dst_indices = (u32 *)(buffer + new_vert_size);
250
251 memmove( dst_indices, src_indices, new_indice_len );
252
253 world->scene_geo.max_indices = world->scene_geo.indice_count;
254 world->scene_geo.max_vertices = world->scene_geo.vertex_count;
255 buf_size = scene_mem_required( &world->scene_geo );
256
257 buffer = vg_linear_resize( world->heap, buffer, buf_size );
258
259 world->scene_geo.arrvertices = (scene_vert *)(buffer);
260 world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
261
262 scene_upload_async( &world->scene_geo, &world->mesh_geo );
263
264 /* need send off the memory to the gpu before we can create the bvh. */
265 vg_async_stall();
266 vg_info( "creating bvh\n" );
267 world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
268
269 /*
270 * Generate scene: non-collidable geometry
271 * ----------------------------------------------------------------
272 */
273 vg_info( "Generating non-collidable geometry\n" );
274
275 vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
276 &world->mesh_no_collide,
277 250000, 500000 );
278
279 for( u32 i=0; i<world->surface_count; i++ ){
280 struct world_surface *surf = &world->surfaces[ i ];
281
282 if( !(surf->info.flags & k_material_flag_collision) ){
283 world_add_all_if_material( midentity,
284 &world->scene_no_collide, &world->meta, i );
285 }
286
287 if( surf->info.flags & k_material_flag_grow_grass ){
288 world_apply_procedural_foliage( world, &world->scene_no_collide,
289 surf );
290 }
291
292 scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
293 }
294
295 /* unpack traffic models.. TODO: should we just put all these submeshes in a
296 * dynamic models list? and then the actual entitities point to the
297 * models. we only have 2 types at the moment which need dynamic models but
298 * would make sense to do this when/if we have more.
299 */
300 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
301 ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
302
303 for( u32 j=0; j<vehc->submesh_count; j++ ){
304 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
305 vehc->submesh_start+j );
306 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
307 world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_TRAFFIC;
308 }
309 }
310
311 /* unpack challenge models */
312 for( u32 i=0; i<mdl_arrcount( &world->ent_objective ); i++ ){
313 ent_objective *objective = mdl_arritm( &world->ent_objective, i );
314
315 for( u32 j=0; j<objective->submesh_count; j ++ ){
316 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
317 objective->submesh_start+j );
318 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
319 }
320 }
321
322 /* unpack region models */
323 for( u32 i=0; i<mdl_arrcount( &world->ent_region ); i++ ){
324 ent_region *region = mdl_arritm( &world->ent_region, i );
325
326 for( u32 j=0; j<region->submesh_count; j ++ ){
327 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
328 region->submesh_start+j );
329 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
330 }
331 }
332
333 /* unpack gate models */
334 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
335 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
336
337 if( !(gate->flags & k_ent_gate_custom_mesh) ) continue;
338
339 for( u32 j=0; j<gate->submesh_count; j ++ ){
340 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
341 gate->submesh_start+j );
342 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
343 }
344 }
345
346 /* unpack prop models */
347 for( u32 i=0; i<mdl_arrcount( &world->ent_prop ); i++ ){
348 ent_prop *prop = mdl_arritm( &world->ent_prop, i );
349
350 for( u32 j=0; j<prop->submesh_count; j ++ ){
351 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
352 prop->submesh_start+j );
353 world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_PROPS;
354 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
355 }
356 }
357
358 vg_async_dispatch( call, async_scene_upload );
359 }
360
361 /* signed distance function for cone */
362 static f32 fsd_cone_infinite( v3f p, v2f c ){
363 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
364 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
365
366 v2f v0;
367 v2_muls( c, s, v0 );
368 v2_sub( q, v0, v0 );
369
370 float d = v2_length( v0 );
371 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
372 }
373
374 struct light_indices_upload_info{
375 world_instance *world;
376 v3i count;
377
378 void *data;
379 };
380
381 /*
382 * Async reciever to buffer light index data
383 */
384 static void async_upload_light_indices( void *payload, u32 size ){
385 struct light_indices_upload_info *info = payload;
386
387 glGenTextures( 1, &info->world->tex_light_cubes );
388 glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
389 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
390 info->count[0], info->count[1], info->count[2],
391 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
392 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
393 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
394 }
395
396 /*
397 * Computes light indices for world
398 */
399 void world_gen_compute_light_indices( world_instance *world )
400 {
401 /* light cubes */
402 v3f cubes_min, cubes_max;
403 v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
404 v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
405
406 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
407 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
408
409 v3_floor( cubes_min, cubes_min );
410 v3_floor( cubes_max, cubes_max );
411
412 v3i icubes_min, icubes_max;
413
414 for( int i=0; i<3; i++ ){
415 icubes_min[i] = cubes_min[i];
416 icubes_max[i] = cubes_max[i];
417 }
418
419 v3f cube_size;
420
421 v3i icubes_count;
422 v3i_sub( icubes_max, icubes_min, icubes_count );
423
424 for( int i=0; i<3; i++ ){
425 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
426 float clamped_max = icubes_min[i] + clamped_count,
427 max = icubes_min[i] + icubes_count[i]+1;
428
429 icubes_count[i] = clamped_count;
430 cube_size[i] = (max / clamped_max) * k_world_light_cube_size;
431 cubes_max[i] = clamped_max;
432 }
433
434 v3_mul( cubes_min, cube_size, cubes_min );
435 v3_mul( cubes_max, cube_size, cubes_max );
436
437 for( int i=0; i<3; i++ ){
438 float range = cubes_max[i]-cubes_min[i];
439 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
440 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
441
442 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
443 }
444
445 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
446
447 u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
448 hdr_size = vg_align8(sizeof(struct light_indices_upload_info));
449
450 vg_async_item *call = vg_async_alloc( data_size + hdr_size );
451 struct light_indices_upload_info *info = call->payload;
452 info->data = ((u8*)call->payload) + hdr_size;
453 info->world = world;
454 u32 *cubes_index = info->data;
455
456 for( int i=0; i<3; i++ )
457 info->count[i] = icubes_count[i];
458
459 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
460 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
461 cubes_max[0], -cubes_max[2], cubes_max[1] );
462 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
463
464 float bound_radius = v3_length( cube_size );
465
466 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
467 for( int iy = 0; iy<icubes_count[1]; iy++ ){
468 for( int ix = 0; ix<icubes_count[0]; ix++ ){
469 boxf bbx;
470 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
471 bbx[0] );
472 v3_div( (v3f){ ix+1, iy+1, iz+1 },
473 world->ub_lighting.g_cube_inv_range,
474 bbx[1] );
475
476 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
477 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
478
479 v3f center;
480 v3_add( bbx[0], bbx[1], center );
481 v3_muls( center, 0.5f, center );
482
483 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
484 u32 count = 0;
485
486 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
487 const int N = vg_list_size( influences );
488
489 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
490 ent_light *light = mdl_arritm( &world->ent_light, j );
491 v3f closest;
492 closest_point_aabb( light->transform.co, bbx, closest );
493
494 f32 dist2 = v3_dist2( closest, light->transform.co );
495
496 if( dist2 > light->range*light->range )
497 continue;
498
499 f32 dist = sqrtf(dist2),
500 influence = 1.0f/(dist+1.0f);
501
502 if( light->type == k_light_type_spot){
503 v3f local;
504 m4x3_mulv( light->inverse_world, center, local );
505
506 float r = fsd_cone_infinite( local, light->angle_sin_cos );
507
508 if( r > bound_radius )
509 continue;
510 }
511
512 int best_pos = N;
513 for( int k=best_pos-1; k>=0; k -- )
514 if( influence > influences[k] )
515 best_pos = k;
516
517 if( best_pos < N ){
518 for( int k=N-1; k>best_pos; k -- ){
519 influences[k] = influences[k-1];
520 indices[k] = indices[k-1];
521 }
522
523 influences[best_pos] = influence;
524 indices[best_pos] = j;
525 }
526 }
527
528 for( int j=0; j<N; j++ )
529 if( influences[j] > 0.0f )
530 count ++;
531
532 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
533 iy * (icubes_count[0]) +
534 ix;
535
536 int lower_count = VG_MIN( 3, count );
537 u32 packed_index_lower = lower_count;
538 packed_index_lower |= indices[0]<<2;
539 packed_index_lower |= indices[1]<<12;
540 packed_index_lower |= indices[2]<<22;
541
542 int upper_count = VG_MAX( 0, count - lower_count );
543 u32 packed_index_upper = upper_count;
544 packed_index_upper |= indices[3]<<2;
545 packed_index_upper |= indices[4]<<12;
546 packed_index_upper |= indices[5]<<22;
547
548 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
549 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
550 }
551 }
552 }
553
554 vg_async_dispatch( call, async_upload_light_indices );
555 }
556
557 /*
558 * Rendering pass needed to complete the world
559 */
560 void async_world_postprocess( void *payload, u32 _size )
561 {
562 /* create scene lighting buffer */
563 world_instance *world = payload;
564
565 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
566 vg_info( "Upload %ubytes (lighting)\n", size );
567
568 glGenBuffers( 1, &world->tbo_light_entities );
569 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
570 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
571
572 /* buffer layout
573 *
574 * colour position direction (spots)
575 * | . . . . | . . . . | . . . . |
576 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
577 *
578 */
579
580 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
581 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
582 ent_light *light = mdl_arritm( &world->ent_light, i );
583
584 /* colour + night */
585 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
586 light_dst[i*3+0][3] = 2.0f;
587
588 if( !light->daytime ){
589 u32 hash = (i * 29986577u) & 0xffu;
590 float switch_on = hash;
591 switch_on *= (1.0f/255.0f);
592
593 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
594 }
595
596 /* position + 1/range^2 */
597 v3_copy( light->transform.co, light_dst[i*3+1] );
598 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
599
600 /* direction + angle */
601 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
602 light_dst[i*3+2][3] = cosf( light->angle );
603 }
604
605 glUnmapBuffer( GL_TEXTURE_BUFFER );
606
607 glGenTextures( 1, &world->tex_light_entities );
608 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
609 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
610
611 /* Upload lighting uniform buffer */
612 if( world->water.enabled )
613 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
614
615 v4f info_vec;
616 v3f *bounds = world->scene_geo.bbx;
617
618 info_vec[0] = bounds[0][0];
619 info_vec[1] = bounds[0][2];
620 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
621 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
622 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
623
624 /*
625 * Rendering the depth map
626 */
627 vg_camera ortho;
628
629 v3f extent;
630 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
631
632 float fl = world->scene_geo.bbx[0][0],
633 fr = world->scene_geo.bbx[1][0],
634 fb = world->scene_geo.bbx[0][2],
635 ft = world->scene_geo.bbx[1][2],
636 rl = 1.0f / (fr-fl),
637 tb = 1.0f / (ft-fb);
638
639 m4x4_zero( ortho.mtx.p );
640 ortho.mtx.p[0][0] = 2.0f * rl;
641 ortho.mtx.p[2][1] = 2.0f * tb;
642 ortho.mtx.p[3][0] = (fr + fl) * -rl;
643 ortho.mtx.p[3][1] = (ft + fb) * -tb;
644 ortho.mtx.p[3][3] = 1.0f;
645 m4x3_identity( ortho.transform );
646 vg_camera_update_view( &ortho );
647 vg_camera_finalize( &ortho );
648
649 glDisable(GL_DEPTH_TEST);
650 glDisable(GL_BLEND);
651 glDisable(GL_CULL_FACE);
652 render_fb_bind( &world->heightmap, 0 );
653 shader_blitcolour_use();
654 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
655 render_fsquad();
656
657 glEnable(GL_BLEND);
658 glBlendFunc(GL_ONE, GL_ONE);
659 glBlendEquation(GL_MAX);
660
661 render_world_position( world, &ortho );
662 glDisable(GL_BLEND);
663 glEnable(GL_DEPTH_TEST);
664 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
665
666 /* upload full buffer */
667 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
668 glBufferSubData( GL_UNIFORM_BUFFER, 0,
669 sizeof(struct ub_world_lighting), &world->ub_lighting );
670
671 /*
672 * Allocate cubemaps
673 */
674 for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
675 ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
676
677 glGenTextures( 1, &cm->texture_id );
678 glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
679 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
680 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
681 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
682 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
683 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
684
685 for( u32 j=0; j<6; j ++ ) {
686 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB,
687 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES,
688 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
689 }
690
691 glGenFramebuffers( 1, &cm->framebuffer_id );
692 glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
693 glGenRenderbuffers(1, &cm->renderbuffer_id );
694 glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id );
695 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24,
696 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
697
698 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
699 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
700 glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
701 GL_RENDERBUFFER, cm->renderbuffer_id );
702
703 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
704 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
705
706 if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){
707 vg_error( "Cubemap framebuffer incomplete.\n" );
708 }
709 }
710
711 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
712 }
713
714 /* Loads textures from the pack file */
715 void world_gen_load_surfaces( world_instance *world )
716 {
717 vg_info( "Loading textures\n" );
718 world->texture_count = 0;
719
720 world->texture_count = world->meta.textures.count+1;
721 world->textures = vg_linear_alloc( world->heap,
722 vg_align8(sizeof(GLuint)*world->texture_count) );
723 world->textures[0] = vg.tex_missing;
724
725 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
726 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
727
728 if( !tex->file.pack_size ){
729 vg_fatal_error( "World models must have packed textures!" );
730 }
731
732 vg_linear_clear( vg_mem.scratch );
733 void *src_data = vg_linear_alloc( vg_mem.scratch,
734 tex->file.pack_size );
735 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
736
737 vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
738 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
739 &world->textures[i+1] );
740 }
741
742 vg_info( "Loading materials\n" );
743
744 world->surface_count = world->meta.materials.count+1;
745 world->surfaces = vg_linear_alloc( world->heap,
746 vg_align8(sizeof(struct world_surface)*world->surface_count) );
747
748 /* error material */
749 struct world_surface *errmat = &world->surfaces[0];
750 memset( errmat, 0, sizeof(struct world_surface) );
751
752 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
753 struct world_surface *surf = &world->surfaces[i+1];
754 surf->info = *(mdl_material *)mdl_arritm( &world->meta.materials, i );
755 surf->flags = 0;
756 }
757 }