preview for challenges and new system
[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
8 #ifndef WORLD_GEN_C
9 #define WORLD_GEN_C
10
11 #include "world.h"
12 #include "world_gen.h"
13 #include "world_load.h"
14 #include "world_volumes.h"
15 #include "world_gate.h"
16
17 /*
18 * Add all triangles from the model, which match the material ID
19 * applies affine transform to the model
20 */
21 VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene,
22 mdl_context *mdl, u32 id )
23 {
24 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
25 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
26
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 ){
30 m4x3f transform2;
31 mdl_transform_m4x3( &mesh->transform, transform2 );
32 m4x3_mul( transform, transform2, transform2 );
33
34 scene_add_mdl_submesh( scene, mdl, sm, transform2 );
35 }
36 }
37 }
38 }
39
40 /*
41 * Adds a small blob shape to the world at a raycast location. This is for the
42 * grass sprites
43 *
44 * /''''\
45 * / \
46 * | |
47 * |________|
48 */
49 VG_STATIC void world_gen_add_blob( world_instance *world,
50 scene_context *scene, ray_hit *hit )
51 {
52 m4x3f transform;
53 v4f qsurface, qrandom;
54 v3f axis;
55
56 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
57
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] );
64
65 scene_vert verts[] =
66 {
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 } }
73 };
74
75 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
76
77 if( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
78 vg_fatal_error( "Scene vertex buffer overflow" );
79
80 if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
81 vg_fatal_error( "Scene index buffer overflow" );
82
83 scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
84 u32 *dst_indices = &scene->arrindices [ scene->indice_count ];
85
86 scene_vert *ref = &world->scene_geo.arrvertices[ hit->tri[0] ];
87
88 for( u32 i=0; i<vg_list_size(verts); i++ )
89 {
90 scene_vert *pvert = &dst_verts[ i ],
91 *src = &verts[ i ];
92
93 m4x3_mulv( transform, src->co, pvert->co );
94 scene_vert_pack_norm( pvert, transform[1] );
95
96 v2_copy( ref->uv, pvert->uv );
97 }
98
99 for( u32 i=0; i<vg_list_size(indices); i++ )
100 dst_indices[i] = indices[i] + scene->vertex_count;
101
102 scene->vertex_count += vg_list_size(verts);
103 scene->indice_count += vg_list_size(indices);
104 }
105
106 /*
107 * Sprinkle foliage models over the map on terrain material
108 */
109 VG_STATIC void world_apply_procedural_foliage( world_instance *world,
110 scene_context *scene,
111 struct world_surface *mat )
112 {
113 if( vg.quality_profile == k_quality_profile_low )
114 return;
115
116 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
117
118 v3f volume;
119 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
120 volume[1] = 1.0f;
121
122 int count = 0;
123
124 float area = volume[0]*volume[2];
125 u32 particles = 0.08f * area;
126
127 /* TODO: Quasirandom? */
128 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
129
130 for( u32 i=0; i<particles; i++ ){
131 v3f pos;
132 v3_mul( volume, (v3f){ vg_randf64(), 1000.0f, vg_randf64() }, pos );
133 pos[1] = 1000.0f;
134 v3_add( pos, world->scene_geo.bbx[0], pos );
135
136 ray_hit hit;
137 hit.dist = INFINITY;
138
139 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit,
140 k_material_flag_ghosts )){
141 struct world_surface *m1 = ray_hit_surface( world, &hit );
142 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
143 world_gen_add_blob( world, scene, &hit );
144 count ++;
145 }
146 }
147 }
148
149 vg_info( "%d foliage models added\n", count );
150 }
151
152 VG_STATIC
153 void world_unpack_submesh_dynamic( world_instance *world,
154 scene_context *scene, mdl_submesh *sm ){
155 if( sm->flags & k_submesh_flag_consumed ) return;
156
157 m4x3f identity;
158 m4x3_identity( identity );
159 scene_add_mdl_submesh( scene, &world->meta, sm, identity );
160
161 scene_copy_slice( scene, sm );
162 sm->flags |= k_submesh_flag_consumed;
163 }
164
165 /*
166 * Create the main meshes for the world
167 */
168 VG_STATIC void world_gen_generate_meshes( world_instance *world ){
169 /*
170 * Compile meshes into the world scenes
171 */
172 scene_init( &world->scene_geo, 320000, 1200000 );
173 u32 buf_size = scene_mem_required( &world->scene_geo );
174 u8 *buffer = vg_linear_alloc( world->heap, buf_size );
175 scene_supply_buffer( &world->scene_geo, buffer );
176
177 m4x3f midentity;
178 m4x3_identity( midentity );
179
180 /*
181 * Generate scene: collidable geometry
182 * ----------------------------------------------------------------
183 */
184
185 vg_info( "Generating collidable geometry\n" );
186
187 for( u32 i=0; i<world->surface_count; i++ ){
188 struct world_surface *surf = &world->surfaces[ i ];
189
190 if( surf->info.flags & k_material_flag_collision )
191 world_add_all_if_material( midentity, &world->scene_geo,
192 &world->meta, i );
193
194 scene_copy_slice( &world->scene_geo, &surf->sm_geo );
195 scene_set_vertex_flags( &world->scene_geo,
196 surf->sm_geo.vertex_start,
197 surf->sm_geo.vertex_count,
198 (u16)(surf->info.flags & 0xffff) );
199 }
200
201 /* compress that bad boy */
202 u32 new_vert_max = world->scene_geo.vertex_count,
203 new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
204 new_indice_len = world->scene_geo.indice_count*sizeof(u32);
205
206 u32 *src_indices = world->scene_geo.arrindices,
207 *dst_indices = (u32 *)(buffer + new_vert_size);
208
209 memmove( dst_indices, src_indices, new_indice_len );
210
211 world->scene_geo.max_indices = world->scene_geo.indice_count;
212 world->scene_geo.max_vertices = world->scene_geo.vertex_count;
213 buf_size = scene_mem_required( &world->scene_geo );
214
215 buffer = vg_linear_resize( world->heap, buffer, buf_size );
216
217 world->scene_geo.arrvertices = (scene_vert *)(buffer);
218 world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
219
220 scene_upload_async( &world->scene_geo, &world->mesh_geo );
221
222 /* need send off the memory to the gpu before we can create the bvh. */
223 vg_async_stall();
224 vg_info( "creating bvh\n" );
225
226 /* setup spacial mapping and rigidbody */
227 world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
228
229 v3_zero( world->rb_geo.rb.co );
230 v3_zero( world->rb_geo.rb.v );
231 q_identity( world->rb_geo.rb.q );
232 v3_zero( world->rb_geo.rb.w );
233
234 world->rb_geo.type = k_rb_shape_scene;
235 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
236 rb_init_object( &world->rb_geo );
237
238 /*
239 * Generate scene: non-collidable geometry
240 * ----------------------------------------------------------------
241 */
242 vg_info( "Generating non-collidable geometry\n" );
243
244 vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
245 &world->mesh_no_collide,
246 250000, 500000 );
247
248 for( u32 i=0; i<world->surface_count; i++ ){
249 struct world_surface *surf = &world->surfaces[ i ];
250
251 if( !(surf->info.flags & k_material_flag_collision) ){
252 world_add_all_if_material( midentity,
253 &world->scene_no_collide, &world->meta, i );
254 }
255
256 if( surf->info.flags & k_material_flag_grow_grass ){
257 world_apply_procedural_foliage( world, &world->scene_no_collide,
258 surf );
259 }
260
261 scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
262 }
263
264 /* unpack traffic models.. TODO: should we just put all these submeshes in a
265 * dynamic models list? and then the actual entitities point to the
266 * models. we only have 2 types at the moment which need dynamic models but
267 * would make sense to do this when/if we have more.
268 */
269 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
270 ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
271
272 for( u32 j=0; j<vehc->submesh_count; j++ ){
273 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
274 vehc->submesh_start+j );
275 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
276 }
277 }
278
279 /* unpack challenge models */
280 for( u32 i=0; i<mdl_arrcount( &world->ent_objective ); i++ ){
281 ent_objective *objective = mdl_arritm( &world->ent_objective, i );
282
283 for( u32 j=0; j<objective->submesh_count; j ++ ){
284 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
285 objective->submesh_start+j );
286 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
287 }
288 }
289
290 /* unpack gate models */
291 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
292 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
293
294 if( !(gate->flags & k_ent_gate_custom_mesh) ) continue;
295
296 for( u32 j=0; j<gate->submesh_count; j ++ ){
297 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
298 gate->submesh_start+j );
299 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
300 }
301 }
302
303 vg_async_dispatch( call, async_scene_upload );
304 }
305
306 /* signed distance function for cone */
307 static f32 fsd_cone_infinite( v3f p, v2f c ){
308 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
309 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
310
311 v2f v0;
312 v2_muls( c, s, v0 );
313 v2_sub( q, v0, v0 );
314
315 float d = v2_length( v0 );
316 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
317 }
318
319 struct light_indices_upload_info{
320 world_instance *world;
321 v3i count;
322
323 void *data;
324 };
325
326 /*
327 * Async reciever to buffer light index data
328 */
329 VG_STATIC void async_upload_light_indices( void *payload, u32 size ){
330 struct light_indices_upload_info *info = payload;
331
332 glGenTextures( 1, &info->world->tex_light_cubes );
333 glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
334 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
335 info->count[0], info->count[1], info->count[2],
336 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
337 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
338 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
339 }
340
341 /*
342 * Computes light indices for world
343 */
344 VG_STATIC void world_gen_compute_light_indices( world_instance *world ){
345 /* light cubes */
346 v3f cubes_min, cubes_max;
347 v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
348 v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
349
350 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
351 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
352
353 v3_floor( cubes_min, cubes_min );
354 v3_floor( cubes_max, cubes_max );
355
356 v3i icubes_min, icubes_max;
357
358 for( int i=0; i<3; i++ ){
359 icubes_min[i] = cubes_min[i];
360 icubes_max[i] = cubes_max[i];
361 }
362
363 v3f cube_size;
364
365 v3i icubes_count;
366 v3i_sub( icubes_max, icubes_min, icubes_count );
367
368 for( int i=0; i<3; i++ ){
369 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
370 float clamped_max = icubes_min[i] + clamped_count,
371 max = icubes_min[i] + icubes_count[i]+1;
372
373 icubes_count[i] = clamped_count;
374 cube_size[i] = (max / clamped_max) * k_world_light_cube_size;
375 cubes_max[i] = clamped_max;
376 }
377
378 v3_mul( cubes_min, cube_size, cubes_min );
379 v3_mul( cubes_max, cube_size, cubes_max );
380
381 for( int i=0; i<3; i++ ){
382 float range = cubes_max[i]-cubes_min[i];
383 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
384 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
385
386 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
387 }
388
389 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
390
391 u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
392 hdr_size = vg_align8(sizeof(struct light_indices_upload_info));
393
394 vg_async_item *call = vg_async_alloc( data_size + hdr_size );
395 struct light_indices_upload_info *info = call->payload;
396 info->data = ((u8*)call->payload) + hdr_size;
397 info->world = world;
398 u32 *cubes_index = info->data;
399
400 for( int i=0; i<3; i++ )
401 info->count[i] = icubes_count[i];
402
403 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
404 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
405 cubes_max[0], -cubes_max[2], cubes_max[1] );
406 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
407
408 float bound_radius = v3_length( cube_size );
409
410 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
411 for( int iy = 0; iy<icubes_count[1]; iy++ ){
412 for( int ix = 0; ix<icubes_count[0]; ix++ ){
413 boxf bbx;
414 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
415 bbx[0] );
416 v3_div( (v3f){ ix+1, iy+1, iz+1 },
417 world->ub_lighting.g_cube_inv_range,
418 bbx[1] );
419
420 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
421 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
422
423 v3f center;
424 v3_add( bbx[0], bbx[1], center );
425 v3_muls( center, 0.5f, center );
426
427 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
428 u32 count = 0;
429
430 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
431 const int N = vg_list_size( influences );
432
433 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
434 ent_light *light = mdl_arritm( &world->ent_light, j );
435 v3f closest;
436 closest_point_aabb( light->transform.co, bbx, closest );
437
438 float dist = v3_dist( closest, light->transform.co ),
439 influence = 1.0f/(dist+1.0f);
440
441 if( dist > light->range )
442 continue;
443
444 if( light->type == k_light_type_spot){
445 v3f local;
446 m4x3_mulv( light->inverse_world, center, local );
447
448 float r = fsd_cone_infinite( local, light->angle_sin_cos );
449
450 if( r > bound_radius )
451 continue;
452 }
453
454 int best_pos = N;
455 for( int k=best_pos-1; k>=0; k -- )
456 if( influence > influences[k] )
457 best_pos = k;
458
459 if( best_pos < N ){
460 for( int k=N-1; k>best_pos; k -- ){
461 influences[k] = influences[k-1];
462 indices[k] = indices[k-1];
463 }
464
465 influences[best_pos] = influence;
466 indices[best_pos] = j;
467 }
468 }
469
470 for( int j=0; j<N; j++ )
471 if( influences[j] > 0.0f )
472 count ++;
473
474 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
475 iy * (icubes_count[0]) +
476 ix;
477
478 int lower_count = VG_MIN( 3, count );
479 u32 packed_index_lower = lower_count;
480 packed_index_lower |= indices[0]<<2;
481 packed_index_lower |= indices[1]<<12;
482 packed_index_lower |= indices[2]<<22;
483
484 int upper_count = VG_MAX( 0, count - lower_count );
485 u32 packed_index_upper = upper_count;
486 packed_index_upper |= indices[3]<<2;
487 packed_index_upper |= indices[4]<<12;
488 packed_index_upper |= indices[5]<<22;
489
490 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
491 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
492 }
493 }
494 }
495
496 vg_async_dispatch( call, async_upload_light_indices );
497 }
498
499 /*
500 * Rendering pass needed to complete the world
501 */
502 VG_STATIC void async_world_postprocess( void *payload, u32 _size ){
503 /* create scene lighting buffer */
504 world_instance *world = payload;
505
506 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
507 vg_info( "Upload %ubytes (lighting)\n", size );
508
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 );
512
513 /* buffer layout
514 *
515 * colour position direction (spots)
516 * | . . . . | . . . . | . . . . |
517 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
518 *
519 */
520
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 );
524
525 /* colour + night */
526 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
527 light_dst[i*3+0][3] = 2.0f;
528
529 if( !light->daytime ){
530 u32 hash = (i * 29986577u) & 0xffu;
531 float switch_on = hash;
532 switch_on *= (1.0f/255.0f);
533
534 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
535 }
536
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);
540
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 );
544 }
545
546 glUnmapBuffer( GL_TEXTURE_BUFFER );
547
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 );
551
552 /* Upload lighting uniform buffer */
553 if( world->water.enabled )
554 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
555
556 v4f info_vec;
557 v3f *bounds = world->scene_geo.bbx;
558
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 );
564
565 /*
566 * Rendering the depth map
567 */
568 camera ortho;
569
570 v3f extent;
571 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
572
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],
577 rl = 1.0f / (fr-fl),
578 tb = 1.0f / (ft-fb);
579
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 );
589
590 glDisable(GL_DEPTH_TEST);
591 glDisable(GL_BLEND);
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} );
596 render_fsquad();
597
598 glEnable(GL_BLEND);
599 glBlendFunc(GL_ONE, GL_ONE);
600 glBlendEquation(GL_MAX);
601
602 render_world_position( world, &ortho );
603 glDisable(GL_BLEND);
604 glEnable(GL_DEPTH_TEST);
605 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
606
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 );
611
612 /*
613 * Allocate cubemaps
614 */
615 for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
616 ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
617
618 glGenTextures( 1, &cm->texture_id );
619 glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
620 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
621 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
622 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
623 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
624 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
625
626 for( u32 j=0; j<6; j ++ ) {
627 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB,
628 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES,
629 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
630 }
631
632 glGenFramebuffers( 1, &cm->framebuffer_id );
633 glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
634 glGenRenderbuffers(1, &cm->renderbuffer_id );
635 glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id );
636 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24,
637 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
638
639 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
640 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
641 glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
642 GL_RENDERBUFFER, cm->renderbuffer_id );
643
644 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
645 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
646
647 if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){
648 vg_error( "Cubemap framebuffer incomplete.\n" );
649 }
650 }
651
652 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
653 world->status = k_world_status_loaded;
654 }
655
656 /* Loads textures from the pack file */
657 VG_STATIC void world_gen_load_surfaces( world_instance *world ){
658 vg_info( "Loading textures\n" );
659 world->texture_count = 0;
660
661 world->texture_count = world->meta.textures.count+1;
662 world->textures = vg_linear_alloc( world->heap,
663 vg_align8(sizeof(GLuint)*world->texture_count) );
664
665 vg_tex2d_replace_with_error( &world->textures[0] );
666
667 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
668 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
669
670 if( !tex->file.pack_size ){
671 vg_fatal_error( "World models must have packed textures!" );
672 }
673
674 vg_linear_clear( vg_mem.scratch );
675 void *src_data = vg_linear_alloc( vg_mem.scratch,
676 tex->file.pack_size );
677 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
678
679 vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
680 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
681 &world->textures[i+1] );
682 }
683
684 vg_info( "Loading materials\n" );
685
686 world->surface_count = world->meta.materials.count+1;
687 world->surfaces = vg_linear_alloc( world->heap,
688 vg_align8(sizeof(struct world_surface)*world->surface_count) );
689
690 /* error material */
691 struct world_surface *errmat = &world->surfaces[0];
692 memset( errmat, 0, sizeof(struct world_surface) );
693
694 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
695 world->surfaces[i+1].info =
696 *(mdl_material *)mdl_arritm( &world->meta.materials, i );
697 }
698 }
699
700 #endif /* WORLD_GEN_C */