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.
9 #include "world_load.h"
10 #include "world_volumes.h"
11 #include "world_gate.h"
14 * Add all triangles from the model, which match the material ID
15 * applies affine transform to the model
17 static void world_add_all_if_material( m4x3f transform
, scene_context
*scene
,
18 mdl_context
*mdl
, u32 id
)
20 for( u32 i
=0; i
<mdl_arrcount(&mdl
->meshs
); i
++ ){
21 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
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
){
27 mdl_transform_m4x3( &mesh
->transform
, transform2
);
28 m4x3_mul( transform
, transform2
, transform2
);
30 scene_add_mdl_submesh( scene
, mdl
, sm
, transform2
);
37 * Adds a small blob shape to the world at a raycast location. This is for the
45 static void world_gen_add_blob( vg_rand
*rand
, world_instance
*world
,
46 scene_context
*scene
, ray_hit
*hit
)
49 v4f qsurface
, qrandom
;
52 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, hit
->normal
, axis
);
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] );
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
} }
71 const u32 indices
[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
73 if( scene
->vertex_count
+ vg_list_size(verts
) > scene
->max_vertices
)
74 vg_fatal_error( "Scene vertex buffer overflow" );
76 if( scene
->indice_count
+ vg_list_size(indices
) > scene
->max_indices
)
77 vg_fatal_error( "Scene index buffer overflow" );
79 scene_vert
*dst_verts
= &scene
->arrvertices
[ scene
->vertex_count
];
80 u32
*dst_indices
= &scene
->arrindices
[ scene
->indice_count
];
82 scene_vert
*ref
= &world
->scene_geo
.arrvertices
[ hit
->tri
[0] ];
84 for( u32 i
=0; i
<vg_list_size(verts
); i
++ ){
85 scene_vert
*pvert
= &dst_verts
[ i
],
88 m4x3_mulv( transform
, src
->co
, pvert
->co
);
89 scene_vert_pack_norm( pvert
, transform
[1], 0.0f
);
91 v2_copy( ref
->uv
, pvert
->uv
);
94 for( u32 i
=0; i
<vg_list_size(indices
); i
++ )
95 dst_indices
[i
] = indices
[i
] + scene
->vertex_count
;
97 scene
->vertex_count
+= vg_list_size(verts
);
98 scene
->indice_count
+= vg_list_size(indices
);
102 * Sprinkle foliage models over the map on terrain material
104 static void world_apply_procedural_foliage( world_instance
*world
,
105 scene_context
*scene
,
106 struct world_surface
*mat
)
108 if( (vg
.quality_profile
== k_quality_profile_low
) ||
109 (vg
.quality_profile
== k_quality_profile_min
) )
112 vg_info( "Applying foliage (%u)\n", mat
->info
.pstr_name
);
115 v3_sub( world
->scene_geo
.bbx
[1], world
->scene_geo
.bbx
[0], volume
);
120 float area
= volume
[0]*volume
[2];
121 u32 particles
= 0.08f
* area
;
123 vg_info( "Map area: %f. Max particles: %u\n", area
, particles
);
125 u64 t0
= SDL_GetPerformanceCounter();
127 for( u32 i
=0; i
<particles
; i
++ ){
129 v3_mul( volume
, (v3f
){ vg_randf64(), 1000.0f
, vg_randf64() }, pos
);
131 v3_add( pos
, world
->scene_geo
.bbx
[0], pos
);
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
);
148 vg_rand_seed( &rand
, 3030 );
150 const f32 tile_scale
= 16.0f
;
151 v2i tiles
= { volume
[0]/tile_scale
, volume
[2]/tile_scale
};
153 u32 per_tile
= particles
/(tiles
[0]*tiles
[1]);
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
);
161 v3_add( co
, world
->scene_geo
.bbx
[0], co
);
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
);
184 u64 t1
= SDL_GetPerformanceCounter(),
186 ufreq
= SDL_GetPerformanceFrequency();
187 f64 ftime_blobs
= ((f64
)utime_blobs
/ (f64
)ufreq
)*1000.0;
189 vg_info( "%d foliage models added. %f%% (%fms)\n", count
,
190 100.0*((f64
)count
/(f64
)particles
), ftime_blobs
);
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;
199 m4x3_identity( identity
);
200 scene_add_mdl_submesh( scene
, &world
->meta
, sm
, identity
);
202 scene_copy_slice( scene
, sm
);
203 sm
->flags
|= k_submesh_flag_consumed
;
207 * Create the main meshes for the world
209 void world_gen_generate_meshes( world_instance
*world
)
212 * Compile meshes into the world scenes
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
);
220 m4x3_identity( midentity
);
223 * Generate scene: collidable geometry
224 * ----------------------------------------------------------------
227 vg_info( "Generating collidable geometry\n" );
229 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
230 struct world_surface
*surf
= &world
->surfaces
[ i
];
232 if( surf
->info
.flags
& k_material_flag_collision
)
233 world_add_all_if_material( midentity
, &world
->scene_geo
,
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) );
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
);
248 u32
*src_indices
= world
->scene_geo
.arrindices
,
249 *dst_indices
= (u32
*)(buffer
+ new_vert_size
);
251 memmove( dst_indices
, src_indices
, new_indice_len
);
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
);
257 buffer
= vg_linear_resize( world
->heap
, buffer
, buf_size
);
259 world
->scene_geo
.arrvertices
= (scene_vert
*)(buffer
);
260 world
->scene_geo
.arrindices
= (u32
*)(buffer
+ new_vert_size
);
262 scene_upload_async( &world
->scene_geo
, &world
->mesh_geo
);
264 /* need send off the memory to the gpu before we can create the bvh. */
266 vg_info( "creating bvh\n" );
267 world
->geo_bh
= scene_bh_create( world
->heap
, &world
->scene_geo
);
270 * Generate scene: non-collidable geometry
271 * ----------------------------------------------------------------
273 vg_info( "Generating non-collidable geometry\n" );
275 vg_async_item
*call
= scene_alloc_async( &world
->scene_no_collide
,
276 &world
->mesh_no_collide
,
279 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
280 struct world_surface
*surf
= &world
->surfaces
[ i
];
282 if( !(surf
->info
.flags
& k_material_flag_collision
) ){
283 world_add_all_if_material( midentity
,
284 &world
->scene_no_collide
, &world
->meta
, i
);
287 if( surf
->info
.flags
& k_material_flag_grow_grass
){
288 world_apply_procedural_foliage( world
, &world
->scene_no_collide
,
292 scene_copy_slice( &world
->scene_no_collide
, &surf
->sm_no_collide
);
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.
300 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_traffic
); i
++ ){
301 ent_traffic
*vehc
= mdl_arritm( &world
->ent_traffic
, i
);
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
;
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
);
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
);
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
);
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
);
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
);
337 if( !(gate
->flags
& k_ent_gate_custom_mesh
) ) continue;
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
);
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
);
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
);
358 vg_async_dispatch( call
, async_scene_upload
);
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
) );
370 float d
= v2_length( v0
);
371 return d
* ((q
[0]*c
[1]-q
[1]*c
[0]<0.0f
)?-1.0f
:1.0f
);
374 struct light_indices_upload_info
{
375 world_instance
*world
;
382 * Async reciever to buffer light index data
384 static void async_upload_light_indices( void *payload
, u32 size
){
385 struct light_indices_upload_info
*info
= payload
;
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
);
397 * Computes light indices for world
399 void world_gen_compute_light_indices( world_instance
*world
)
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
);
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
);
409 v3_floor( cubes_min
, cubes_min
);
410 v3_floor( cubes_max
, cubes_max
);
412 v3i icubes_min
, icubes_max
;
414 for( int i
=0; i
<3; i
++ ){
415 icubes_min
[i
] = cubes_min
[i
];
416 icubes_max
[i
] = cubes_max
[i
];
422 v3i_sub( icubes_max
, icubes_min
, icubes_count
);
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;
429 icubes_count
[i
] = clamped_count
;
430 cube_size
[i
] = (max
/ clamped_max
) * k_world_light_cube_size
;
431 cubes_max
[i
] = clamped_max
;
434 v3_mul( cubes_min
, cube_size
, cubes_min
);
435 v3_mul( cubes_max
, cube_size
, cubes_max
);
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
];
442 vg_info( "cubes[%d]: %d\n", i
, icubes_count
[i
] );
445 int total_cubes
= icubes_count
[0]*icubes_count
[1]*icubes_count
[2];
447 u32 data_size
= vg_align8(total_cubes
*sizeof(u32
)*2),
448 hdr_size
= vg_align8(sizeof(struct light_indices_upload_info
));
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
;
454 u32
*cubes_index
= info
->data
;
456 for( int i
=0; i
<3; i
++ )
457 info
->count
[i
] = icubes_count
[i
];
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
);
464 float bound_radius
= v3_length( cube_size
);
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
++ ){
470 v3_div( (v3f
){ ix
, iy
, iz
}, world
->ub_lighting
.g_cube_inv_range
,
472 v3_div( (v3f
){ ix
+1, iy
+1, iz
+1 },
473 world
->ub_lighting
.g_cube_inv_range
,
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] );
480 v3_add( bbx
[0], bbx
[1], center
);
481 v3_muls( center
, 0.5f
, center
);
483 u32 indices
[6] = { 0, 0, 0, 0, 0, 0 };
486 float influences
[6] = { 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
};
487 const int N
= vg_list_size( influences
);
489 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
490 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
492 closest_point_aabb( light
->transform
.co
, bbx
, closest
);
494 f32 dist2
= v3_dist2( closest
, light
->transform
.co
);
496 if( dist2
> light
->range
*light
->range
)
499 f32 dist
= sqrtf(dist2
),
500 influence
= 1.0f
/(dist
+1.0f
);
502 if( light
->type
== k_light_type_spot
){
504 m4x3_mulv( light
->inverse_world
, center
, local
);
506 float r
= fsd_cone_infinite( local
, light
->angle_sin_cos
);
508 if( r
> bound_radius
)
513 for( int k
=best_pos
-1; k
>=0; k
-- )
514 if( influence
> influences
[k
] )
518 for( int k
=N
-1; k
>best_pos
; k
-- ){
519 influences
[k
] = influences
[k
-1];
520 indices
[k
] = indices
[k
-1];
523 influences
[best_pos
] = influence
;
524 indices
[best_pos
] = j
;
528 for( int j
=0; j
<N
; j
++ )
529 if( influences
[j
] > 0.0f
)
532 int base_index
= iz
* (icubes_count
[0]*icubes_count
[1]) +
533 iy
* (icubes_count
[0]) +
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;
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;
548 cubes_index
[ base_index
*2 + 0 ] = packed_index_lower
;
549 cubes_index
[ base_index
*2 + 1 ] = packed_index_upper
;
554 vg_async_dispatch( call
, async_upload_light_indices
);
558 * Rendering pass needed to complete the world
560 void async_world_postprocess( void *payload
, u32 _size
)
562 /* create scene lighting buffer */
563 world_instance
*world
= payload
;
565 u32 size
= VG_MAX(mdl_arrcount(&world
->ent_light
),1) * sizeof(float)*12;
566 vg_info( "Upload %ubytes (lighting)\n", size
);
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
);
574 * colour position direction (spots)
575 * | . . . . | . . . . | . . . . |
576 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
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
);
585 v3_muls( light
->colour
, light
->colour
[3] * 2.0f
, light_dst
[i
*3+0] );
586 light_dst
[i
*3+0][3] = 2.0f
;
588 if( !light
->daytime
){
589 u32 hash
= (i
* 29986577u) & 0xffu
;
590 float switch_on
= hash
;
591 switch_on
*= (1.0f
/255.0f
);
593 light_dst
[i
*3+0][3] = 0.44f
+ switch_on
* 0.015f
;
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
);
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
);
605 glUnmapBuffer( GL_TEXTURE_BUFFER
);
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
);
611 /* Upload lighting uniform buffer */
612 if( world
->water
.enabled
)
613 v4_copy( world
->water
.plane
, world
->ub_lighting
.g_water_plane
);
616 v3f
*bounds
= world
->scene_geo
.bbx
;
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
);
625 * Rendering the depth map
630 v3_sub( world
->scene_geo
.bbx
[1], world
->scene_geo
.bbx
[0], extent
);
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],
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
);
649 glDisable(GL_DEPTH_TEST
);
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
} );
658 glBlendFunc(GL_ONE
, GL_ONE
);
659 glBlendEquation(GL_MAX
);
661 render_world_position( world
, &ortho
);
663 glEnable(GL_DEPTH_TEST
);
664 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
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
);
674 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_cubemap
); i
++ ){
675 ent_cubemap
*cm
= mdl_arritm(&world
->ent_cubemap
,i
);
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
);
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
);
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
);
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
);
703 glFramebufferTexture2D( GL_FRAMEBUFFER
, GL_COLOR_ATTACHMENT0
,
704 GL_TEXTURE_CUBE_MAP_POSITIVE_X
, cm
->texture_id
, 0 );
706 if( glCheckFramebufferStatus(GL_FRAMEBUFFER
) != GL_FRAMEBUFFER_COMPLETE
){
707 vg_error( "Cubemap framebuffer incomplete.\n" );
711 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
714 /* Loads textures from the pack file */
715 void world_gen_load_surfaces( world_instance
*world
)
717 vg_info( "Loading textures\n" );
718 world
->texture_count
= 0;
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
;
725 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.textures
); i
++ ){
726 mdl_texture
*tex
= mdl_arritm( &world
->meta
.textures
, i
);
728 if( !tex
->file
.pack_size
){
729 vg_fatal_error( "World models must have packed textures!" );
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
);
737 vg_tex2d_load_qoi_async( src_data
, tex
->file
.pack_size
,
738 VG_TEX2D_NEAREST
|VG_TEX2D_REPEAT
,
739 &world
->textures
[i
+1] );
742 vg_info( "Loading materials\n" );
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
) );
749 struct world_surface
*errmat
= &world
->surfaces
[0];
750 memset( errmat
, 0, sizeof(struct world_surface
) );
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
);