147c9af489eb2be321b6f40249e65d4ff1fa3671
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_GEN_H
6 #define WORLD_GEN_H
7
8 #include "world.h"
9
10 /* load world TODO: Put back vg back in loading state while this happens */
11 VG_STATIC void world_load(void);
12
13
14 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
15 mdl_context *mdl, u32 id )
16 {
17 for( int i=0; i<mdl->info.node_count; i++ )
18 {
19 mdl_node *pnode = mdl_node_from_id( mdl, i );
20
21 for( int j=0; j<pnode->submesh_count; j++ )
22 {
23 mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
24 if( sm->material_id == id )
25 {
26 m4x3f transform2;
27 mdl_node_transform( pnode, transform2 );
28 m4x3_mul( transform, transform2, transform2 );
29
30 scene_add_submesh( pscene, mdl, sm, transform2 );
31 }
32 }
33 }
34 }
35
36 /* Sprinkle foliage models over the map on terrain material */
37 VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
38 {
39 if( vg.quality_profile == k_quality_profile_low )
40 return;
41
42 vg_linear_clear( vg_mem.scratch );
43
44 mdl_context *mfoliage =
45 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
46
47 v3f volume;
48 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
49 volume[1] = 1.0f;
50
51 m4x3f transform;
52 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
53 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
54
55 for( int i=0;i<100000;i++ )
56 {
57 v3f pos;
58 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
59 pos[1] = 1000.0f;
60 v3_add( pos, world.scene_geo->bbx[0], pos );
61
62 ray_hit hit;
63 hit.dist = INFINITY;
64
65 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
66 {
67 struct world_material *m1 = ray_hit_material( &hit );
68 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
69 {
70 v4f qsurface, qrandom;
71 v3f axis;
72
73 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
74
75 float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
76 q_axis_angle( qsurface, axis, angle );
77 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
78 q_mul( qsurface, qrandom, qsurface );
79 q_m3x3( qsurface, transform );
80
81 v3_copy( hit.pos, transform[3] );
82 scene_add_submesh( world.scene_no_collide, mfoliage,
83 sm_blob, transform);
84 }
85 }
86 }
87 }
88
89 VG_STATIC void world_ents_allocate(void)
90 {
91 vg_info( "Allocating entities\n" );
92
93 /* count entites to allocate buffers for them.
94 * maybe in the future we just store these numbers in the model file...
95 *
96 * TODO: use this in world_routes too */
97
98 struct countable
99 {
100 enum classtype ct;
101 void **to_allocate;
102 u32 item_size;
103 int count;
104 }
105 entity_counts[] =
106 {
107 {
108 k_classtype_spawn,
109 (void*)&world.spawns,
110 sizeof(struct respawn_point)
111 },
112 {
113 k_classtype_audio,
114 (void*)&world.audio_things,
115 sizeof(struct world_audio_thing)
116 },
117 {
118 k_classtype_trigger,
119 (void*)&world.triggers,
120 sizeof(struct trigger_zone)
121 },
122 {
123 k_classtype_logic_relay,
124 (void*)&world.logic_relays,
125 sizeof(struct logic_relay)
126 },
127 {
128 k_classtype_logic_achievement,
129 (void*)&world.logic_achievements,
130 sizeof(struct logic_achievement)
131 }
132 };
133
134 for( int i=0; i<vg_list_size(entity_counts); i++ )
135 entity_counts[i].count = 0;
136
137 for( int i=0; i<world.meta->info.node_count; i++ )
138 {
139 mdl_node *pnode = mdl_node_from_id( world.meta, i );
140
141 for( int j=0; j<vg_list_size(entity_counts); j ++ )
142 {
143 if( pnode->classtype == entity_counts[j].ct )
144 {
145 pnode->sub_uid = entity_counts[j].count;
146 entity_counts[j].count ++;
147 break;
148 }
149 }
150 }
151
152 for( int i=0; i<vg_list_size(entity_counts); i++ )
153 {
154 struct countable *counter = &entity_counts[i];
155
156 u32 bufsize = counter->item_size*counter->count;
157 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
158 }
159 }
160
161 VG_STATIC void world_pct_spawn( mdl_node *pnode )
162 {
163 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
164
165 v3_copy( pnode->co, rp->co );
166 v4_copy( pnode->q, rp->q );
167 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
168 }
169
170 VG_STATIC void world_pct_water( mdl_node *pnode )
171 {
172 if( world.water.enabled )
173 {
174 vg_warn( "Multiple water surfaces in level! ('%s')\n",
175 mdl_pstr( world.meta, pnode->pstr_name ));
176 return;
177 }
178
179 world.water.enabled = 1;
180 water_set_surface( pnode->co[1] );
181 }
182
183 VG_STATIC void world_pct_audio( mdl_node *pnode )
184 {
185 struct world_audio_thing *thing = &world.audio_things[
186 world.audio_things_count ];
187
188 memset( thing, 0, sizeof(struct world_audio_thing) );
189 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
190
191 v3_copy( pnode->co, thing->pos );
192
193 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
194 thing->volume = aud->volume * pnode->s[0];
195 else
196 thing->volume = aud->volume;
197
198 thing->flags = aud->flags;
199 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
200 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
201
202 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
203 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
204 thing->player.enqued = 0;
205
206 pnode->sub_uid = world.audio_things_count;
207 world.audio_things_count ++;
208 }
209
210
211 VG_STATIC void world_pct_trigger( mdl_node *pnode )
212 {
213 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
214 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
215
216 if( inf->target )
217 {
218 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
219
220 trigger->target.sub_id = target_node->sub_uid;
221 trigger->target.classtype = target_node->classtype;
222 }
223 else
224 {
225 vg_warn( "Trigger with no target...\n" );
226 return;
227 }
228
229 mdl_node_transform( pnode, trigger->transform );
230 m4x3_invert_full( trigger->transform, trigger->inv_transform );
231
232 world.trigger_count ++;
233 }
234
235
236 VG_STATIC void world_pct_relay( mdl_node *pnode )
237 {
238 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
239 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
240
241 relay->target_count = 0;
242
243 for( int i=0; i<vg_list_size(relay->targets); i++ )
244 {
245 if( inf->targets[i] )
246 {
247 struct relay_target *target = &relay->targets[relay->target_count ++];
248 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
249
250 target->classtype = other->classtype;
251 target->sub_id = other->sub_uid;
252 }
253 }
254
255 v3_copy( pnode->co, relay->pos );
256 world.relay_count ++;
257 }
258
259
260 VG_STATIC void world_pct_achievement( mdl_node *pnode )
261 {
262 struct logic_achievement *ach =
263 &world.logic_achievements[ world.achievement_count ];
264 struct classtype_logic_achievement *inf =
265 mdl_get_entdata( world.meta, pnode );
266
267 v3_copy( pnode->co, ach->pos );
268 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
269 ach->achieved = 0;
270
271 world.achievement_count ++;
272 }
273
274
275 VG_STATIC void world_entities_process(void)
276 {
277 struct entity_instruction
278 {
279 enum classtype ct;
280 void (*process)( mdl_node *pnode );
281 }
282 entity_instructions[] =
283 {
284 { k_classtype_spawn, world_pct_spawn },
285 { k_classtype_water, world_pct_water },
286 { k_classtype_audio, world_pct_audio },
287 { k_classtype_trigger, world_pct_trigger },
288 { k_classtype_logic_relay, world_pct_relay },
289 { k_classtype_logic_achievement, world_pct_achievement }
290 };
291
292 for( int i=0; i<world.meta->info.node_count; i++ )
293 {
294 mdl_node *pnode = mdl_node_from_id( world.meta, i );
295
296 for( int j=0; j<vg_list_size(entity_instructions); j++ )
297 {
298 struct entity_instruction *instr = &entity_instructions[j];
299
300 if( pnode->classtype == instr->ct )
301 {
302 instr->process( pnode );
303 break;
304 }
305 }
306 }
307 }
308
309 VG_STATIC void world_generate(void)
310 {
311 /*
312 * Compile meshes into the world scenes
313 */
314 world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
315
316 m4x3f midentity;
317 m4x3_identity( midentity );
318
319 /*
320 * Generate scene: collidable geometry
321 * ----------------------------------------------------------------
322 */
323
324 vg_info( "Generating collidable geometry\n" );
325
326
327 for( int i=0; i<world.material_count; i++ )
328 {
329 struct world_material *mat = &world.materials[ i ];
330
331 if( mat->info.flags & k_material_flag_collision )
332 world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
333
334 scene_copy_slice( world.scene_geo, &mat->sm_geo );
335 }
336
337
338
339
340 /* compress that bad boy */
341 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
342
343 vg_acquire_thread_sync();
344 {
345 scene_upload( world.scene_geo, &world.mesh_geo );
346 }
347 vg_release_thread_sync();
348
349 /* setup spacial mapping and rigidbody */
350 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
351
352 v3_zero( world.rb_geo.co );
353 q_identity( world.rb_geo.q );
354
355 world.rb_geo.type = k_rb_shape_scene;
356 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
357 world.rb_geo.is_world = 1;
358 rb_init( &world.rb_geo );
359
360 /*
361 * Generate scene: non-collidable geometry
362 * ----------------------------------------------------------------
363 */
364 vg_info( "Generating non-collidable geometry\n" );
365
366 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
367
368 #if 0
369 vg_info( "Applying foliage\n" );
370 srand(0);
371 world_apply_procedural_foliage();
372 scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
373 #endif
374
375 for( int i=0; i<world.material_count; i++ )
376 {
377 struct world_material *mat = &world.materials[ i ];
378
379 if( !(mat->info.flags & k_material_flag_collision) )
380 {
381 world_add_all_if_material( midentity, world.scene_no_collide,
382 world.meta, i );
383 }
384
385 if( mat->info.flags & k_material_flag_grow_grass )
386 world_apply_procedural_foliage( mat );
387
388 scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
389 }
390
391 /* upload and free that */
392 vg_acquire_thread_sync();
393 {
394 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
395 }
396 vg_release_thread_sync();
397
398 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
399 world.scene_no_collide = NULL;
400 }
401
402 VG_STATIC int reset_player( int argc, char const *argv[] );
403 VG_STATIC void world_post_process(void)
404 {
405 /* initialize audio if need be */
406 audio_lock();
407 for( int i=0; i<world.audio_things_count; i++ )
408 {
409 struct world_audio_thing *thingy = &world.audio_things[ i ];
410
411 audio_player_init( &thingy->player );
412 audio_player_set_flags( &thingy->player, thingy->flags );
413 audio_player_set_vol( &thingy->player, thingy->volume );
414 audio_player_set_pan( &thingy->player, 0.0f );
415
416 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
417 audio_player_set_position( &thingy->player, thingy->pos );
418
419 if( thingy->flags & AUDIO_FLAG_AUTO_START )
420 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
421 }
422 audio_unlock();
423
424 vg_acquire_thread_sync();
425 {
426 /*
427 * Rendering the depth map
428 */
429 m4x4f ortho;
430 m4x3f camera;
431
432 v3f extent;
433 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
434
435 float fl = world.scene_geo->bbx[0][0],
436 fr = world.scene_geo->bbx[1][0],
437 fb = world.scene_geo->bbx[0][2],
438 ft = world.scene_geo->bbx[1][2],
439 rl = 1.0f / (fr-fl),
440 tb = 1.0f / (ft-fb);
441
442 m4x4_zero( ortho );
443 ortho[0][0] = 2.0f * rl;
444 ortho[2][1] = 2.0f * tb;
445 ortho[3][0] = (fr + fl) * -rl;
446 ortho[3][1] = (ft + fb) * -tb;
447 ortho[3][3] = 1.0f;
448 m4x3_identity( camera );
449
450 glDisable(GL_DEPTH_TEST);
451 glDisable(GL_BLEND);
452 glDisable(GL_CULL_FACE);
453 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
454 glViewport( 0, 0, 1024, 1024 );
455 shader_fscolour_use();
456 shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
457 render_fsquad();
458
459 /* todo: hmm?? */
460 glEnable(GL_BLEND);
461 glBlendFunc(GL_ONE, GL_ONE);
462 glBlendEquation(GL_MAX);
463 render_world_depth( ortho, camera );
464 glDisable(GL_BLEND);
465 glEnable(GL_DEPTH_TEST);
466 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
467
468
469 /*
470 * TODO: World settings entity
471 */
472 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
473
474 if( world.water.enabled )
475 v4_copy( world.water.plane, winfo->g_water_plane );
476
477 v4f info_vec;
478 v3f *bounds = world.scene_geo->bbx;
479
480 info_vec[0] = bounds[0][0];
481 info_vec[1] = bounds[0][2];
482 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
483 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
484 v4_copy( info_vec, winfo->g_depth_bounds );
485
486 winfo->g_water_fog = 0.04f;
487 render_update_lighting_ub();
488 }
489
490 vg_release_thread_sync();
491
492 /*
493 * Setup scene collider
494 */
495
496 reset_player( 1, (const char *[]){"start"} );
497 }
498
499 VG_STATIC void world_process_resources(void)
500 {
501 vg_info( "Loading textures\n" );
502 world.texture_count = world.meta->info.texture_count;
503 world.textures =
504 vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
505
506 vg_acquire_thread_sync();
507 {
508 /* error texture */
509 world.textures[0] = vg_tex2d_new();
510 vg_tex2d_set_error();
511 vg_tex2d_nearest();
512 vg_tex2d_repeat();
513
514 for( int i=1; i<world.texture_count; i++ )
515 {
516 mdl_texture *tex = &world.meta->texture_buffer[i];
517
518 if( !tex->pack_offset )
519 {
520 vg_release_thread_sync();
521 vg_fatal_exit_loop( "World models must have packed textures!" );
522 }
523
524 vg_linear_clear( vg_mem.scratch );
525 world.textures[i] = vg_tex2d_new();
526 vg_tex2d_set_error();
527 vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
528 mdl_pstr( world.meta, tex->pstr_name ));
529 vg_tex2d_nearest();
530 vg_tex2d_repeat();
531 }
532 }
533 vg_release_thread_sync();
534
535 vg_info( "Loading materials\n" );
536
537 u32 size = sizeof(struct world_material) * world.meta->info.material_count;
538 world.materials = vg_linear_alloc( world.dynamic_vgl, size );
539
540 world.material_count = world.meta->info.material_count;
541 memset( world.materials, 0, size );
542
543 for( int i=1; i<world.material_count; i++ )
544 world.materials[i].info = world.meta->material_buffer[i];
545
546 /* error material */
547 struct world_material *errmat = &world.materials[0];
548 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
549 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
550 errmat->info.flags = 0x00;
551 errmat->info.pstr_name = 0; /* useless? */
552 errmat->info.shader = -1;
553 errmat->info.tex_decal = 0;
554 errmat->info.tex_diffuse = 0;
555 errmat->info.tex_normal = 0;
556 }
557
558 VG_STATIC void world_unload(void)
559 {
560 /* free meshes */
561 mesh_free( &world.mesh_route_lines );
562 mesh_free( &world.mesh_geo );
563 mesh_free( &world.mesh_no_collide );
564
565 world.time = 0.0;
566 world.rewind_from = 0.0;
567 world.rewind_to = 0.0;
568 world.last_use = 0.0;
569 world.active_gate = 0;
570 world.current_run_version = 2;
571 world.active_route_board = 0;
572 v3_zero( world.render_gate_pos );
573
574 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
575 {
576 struct route_ui_bar *uib = &world.ui_bars[i];
577 uib->segment_start = 0;
578 uib->segment_count = 0;
579 uib->fade_start = 0;
580 uib->fade_count = 0;
581 uib->fade_timer_start = 0.0;
582 uib->xpos = 0.0f;
583 }
584
585 /* delete textures and meshes */
586 glDeleteTextures( world.texture_count, world.textures );
587
588 /* delete the entire block of memory */
589 vg_linear_clear( world.dynamic_vgl );
590 vg_linear_clear( world.audio_vgl );
591
592 /* clean dangling pointers */
593 world.meta = NULL;
594
595 world.textures = NULL;
596 world.texture_count = 0;
597 world.materials = NULL;
598 world.material_count = 0;
599
600 world.scene_geo = NULL;
601 world.scene_no_collide = NULL;
602 world.scene_lines = NULL;
603
604 world.geo_bh = NULL;
605 world.trigger_bh = NULL;
606 world.audio_bh = NULL;
607
608 world.spawns = NULL;
609 world.spawn_count = 0;
610
611 world.audio_things = NULL;
612 world.audio_things_count = 0;
613
614 world.triggers = NULL;
615 world.trigger_count = 0;
616
617 world.logic_relays = NULL;
618 world.relay_count = 0;
619
620 world.logic_achievements = NULL;
621 world.achievement_count = 0;
622
623 world.nodes = NULL;
624 world.node_count = 0;
625
626 world.routes = NULL;
627 world.route_count = 0;
628
629 world.gates = NULL;
630 world.gate_count = 0;
631
632 world.collectors = NULL;
633 world.collector_count = 0;
634
635 world.water.enabled = 0;
636 }
637
638 VG_STATIC void world_load(void)
639 {
640 world_unload();
641
642 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
643 vg_info( "Loading world: %s\n", world.world_name );
644
645 /* process resources from pack */
646 world_process_resources();
647
648 /* dynamic allocations */
649 world_ents_allocate();
650 world_routes_allocate();
651
652 /* meta processing */
653 world_routes_process();
654 world_entities_process();
655
656 /* main bulk */
657 world_generate();
658 world_routes_generate();
659 world_post_process();
660 }
661
662 #endif /* WORLD_GEN_H */