2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 VG_STATIC
void world_load( world_instance
*world
, const char *path
);
12 VG_STATIC
void world_add_all_if_material( m4x3f transform
, scene
*pscene
,
13 mdl_context
*mdl
, u32 id
)
15 for( u32 i
=0; i
<mdl_arrcount(&mdl
->meshs
); i
++ ){
16 mdl_mesh
*mesh
= mdl_arritm( &mdl
->meshs
, i
);
18 for( u32 j
=0; j
<mesh
->submesh_count
; j
++ ){
19 mdl_submesh
*sm
= mdl_arritm( &mdl
->submeshs
, mesh
->submesh_start
+j
);
20 if( sm
->material_id
== id
){
22 mdl_transform_m4x3( &mesh
->transform
, transform2
);
23 m4x3_mul( transform
, transform2
, transform2
);
25 scene_add_mdl_submesh( pscene
, mdl
, sm
, transform2
);
31 VG_STATIC
void world_add_blob( world_instance
*world
,
32 scene
*pscene
, ray_hit
*hit
)
35 v4f qsurface
, qrandom
;
38 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, hit
->normal
, axis
);
40 float angle
= v3_dot(hit
->normal
,(v3f
){0.0f
,1.0f
,0.0f
});
41 q_axis_angle( qsurface
, axis
, angle
);
42 q_axis_angle( qrandom
, (v3f
){0.0f
,1.0f
,0.0f
}, vg_randf()*VG_TAUf
);
43 q_mul( qsurface
, qrandom
, qsurface
);
44 q_m3x3( qsurface
, transform
);
45 v3_copy( hit
->pos
, transform
[3] );
49 { .co
= { -1.00f
, 0.0f
, 0.0f
} },
50 { .co
= { 1.00f
, 0.0f
, 0.0f
} },
51 { .co
= { -1.00f
, 1.2f
, 0.0f
} },
52 { .co
= { 1.00f
, 1.2f
, 0.0f
} },
53 { .co
= { -0.25f
, 2.0f
, 0.0f
} },
54 { .co
= { 0.25f
, 2.0f
, 0.0f
} }
57 const u32 indices
[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
59 if( pscene
->vertex_count
+ vg_list_size(verts
) > pscene
->max_vertices
)
60 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
62 if( pscene
->indice_count
+ vg_list_size(indices
) > pscene
->max_indices
)
63 vg_fatal_exit_loop( "Scene index buffer overflow" );
65 scene_vert
*dst_verts
= &pscene
->arrvertices
[ pscene
->vertex_count
];
66 u32
*dst_indices
= &pscene
->arrindices
[ pscene
->indice_count
];
68 scene_vert
*ref
= &world
->scene_geo
->arrvertices
[ hit
->tri
[0] ];
70 for( u32 i
=0; i
<vg_list_size(verts
); i
++ )
72 scene_vert
*pvert
= &dst_verts
[ i
],
75 m4x3_mulv( transform
, src
->co
, pvert
->co
);
76 scene_vert_pack_norm( pvert
, transform
[1] );
78 v2_copy( ref
->uv
, pvert
->uv
);
81 for( u32 i
=0; i
<vg_list_size(indices
); i
++ )
82 dst_indices
[i
] = indices
[i
] + pscene
->vertex_count
;
84 pscene
->vertex_count
+= vg_list_size(verts
);
85 pscene
->indice_count
+= vg_list_size(indices
);
88 /* Sprinkle foliage models over the map on terrain material */
89 VG_STATIC
void world_apply_procedural_foliage( world_instance
*world
,
90 struct world_surface
*mat
)
92 if( vg
.quality_profile
== k_quality_profile_low
)
95 vg_info( "Applying foliage (%u)\n", mat
->info
.pstr_name
);
98 v3_sub( world
->scene_geo
->bbx
[1], world
->scene_geo
->bbx
[0], volume
);
103 float area
= volume
[0]*volume
[2];
104 u32 particles
= 0.08f
* area
;
106 vg_info( "Map area: %f. Max particles: %u\n", area
, particles
);
108 for( u32 i
=0; i
<particles
; i
++ ){
110 v3_mul( volume
, (v3f
){ vg_randf(), 1000.0f
, vg_randf() }, pos
);
112 v3_add( pos
, world
->scene_geo
->bbx
[0], pos
);
117 if( ray_world( world
, pos
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
)){
118 struct world_surface
*m1
= ray_hit_surface( world
, &hit
);
119 if((hit
.normal
[1] > 0.8f
) && (m1
== mat
) && (hit
.pos
[1] > 0.0f
+10.0f
)){
120 world_add_blob( world
, world
->scene_no_collide
, &hit
);
126 vg_info( "%d foliage models added\n", count
);
132 VG_STATIC
void world_pct_audio( world_instance
*world
, mdl_node
*pnode
)
134 struct world_audio_thing
*thing
= &world
->audio_things
[
135 world
->audio_things_count
];
137 memset( thing
, 0, sizeof(struct world_audio_thing
) );
138 struct classtype_audio
*aud
= mdl_get_entdata( world
->meta
, pnode
);
140 v3_copy( pnode
->co
, thing
->pos
);
142 thing
->volume
= aud
->volume
;
143 thing
->range
= pnode
->s
[0];
145 thing
->flags
= aud
->flags
;
146 thing
->temp_embedded_clip
.path
= mdl_pstr( world
->meta
, aud
->pstr_file
);
147 thing
->temp_embedded_clip
.flags
= aud
->flags
;
149 audio_clip_load( &thing
->temp_embedded_clip
, world_global
.generic_heap
);
151 pnode
->sub_uid
= world
->audio_things_count
;
152 world
->audio_things_count
++;
155 VG_STATIC
void world_pct_nonlocal_gate( world_instance
*world
, mdl_node
*pnode
)
157 struct nonlocal_gate
*gate
= &world
->nonlocal_gates
[
158 world
->nonlocalgate_count
++ ];
159 struct classtype_gate
*inf
= mdl_get_entdata( world
->meta
, pnode
);
163 gate
->target_map_index
= 0;
164 v2_copy( inf
->dims
, gate
->gate
.dims
);
167 VG_STATIC
void world_link_nonlocal_gates( int index_a
, int index_b
)
169 vg_info( "Linking non-local gates\n" );
170 world_instance
*a
= &world_global
.worlds
[ index_a
],
171 *b
= &world_global
.worlds
[ index_b
];
173 for( int i
=0; i
<a
->nonlocalgate_count
; i
++ )
175 struct nonlocal_gate
*ga
= &a
->nonlocal_gates
[i
];
176 struct classtype_gate
*ga_inf
= mdl_get_entdata( a
->meta
, ga
->node
);
177 const char *ga_name
= mdl_pstr( a
->meta
, ga_inf
->target
);
179 for( int j
=0; j
<b
->nonlocalgate_count
; j
++ )
181 struct nonlocal_gate
*gb
= &b
->nonlocal_gates
[j
];
182 struct classtype_gate
*gb_inf
= mdl_get_entdata( b
->meta
, gb
->node
);
183 const char *gb_name
= mdl_pstr( b
->meta
, gb_inf
->target
);
185 if( !strcmp( ga_name
, gb_name
) )
187 vg_success( "Created longjump for ID '%s'\n", ga_name
);
190 q_axis_angle( qYflip
, (v3f
){0.0f
,1.0f
,0.0f
}, VG_PIf
);
192 /* TODO: Gates are created very wonkily. refactor. */
193 ga
->target_map_index
= index_b
;
194 gb
->target_map_index
= index_a
;
198 v4_copy( ga
->node
->q
, ga
->gate
.q
[0] );
199 v4_copy( gb
->node
->q
, ga
->gate
.q
[1] );
200 v3_copy( ga
->node
->co
, ga
->gate
.co
[0] );
201 v3_copy( gb
->node
->co
, ga
->gate
.co
[1] );
203 v4_copy( gb
->node
->q
, gb
->gate
.q
[0] );
204 v4_copy( ga
->node
->q
, gb
->gate
.q
[1] );
205 v3_copy( gb
->node
->co
, gb
->gate
.co
[0] );
206 v3_copy( ga
->node
->co
, gb
->gate
.co
[1] );
208 /* reverse B's direction */
209 q_mul( gb
->gate
.q
[0], qYflip
, gb
->gate
.q
[0] );
210 q_mul( gb
->gate
.q
[1], qYflip
, gb
->gate
.q
[1] );
211 q_normalize( gb
->gate
.q
[0] );
212 q_normalize( gb
->gate
.q
[1] );
214 gate_transform_update( &ga
->gate
);
215 gate_transform_update( &gb
->gate
);
222 VG_STATIC
void world_generate( world_instance
*world
)
225 * Compile meshes into the world scenes
227 world
->scene_geo
= scene_init( world_global
.generic_heap
, 320000, 1200000 );
230 m4x3_identity( midentity
);
233 * Generate scene: collidable geometry
234 * ----------------------------------------------------------------
237 vg_info( "Generating collidable geometry\n" );
239 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
240 struct world_surface
*surf
= &world
->surfaces
[ i
];
242 if( surf
->info
.flags
& k_material_flag_collision
)
243 world_add_all_if_material( midentity
, world
->scene_geo
,
246 scene_copy_slice( world
->scene_geo
, &surf
->sm_geo
);
249 /* compress that bad boy */
250 world
->scene_geo
= scene_fix( world_global
.generic_heap
, world
->scene_geo
);
252 vg_acquire_thread_sync();
254 scene_upload( world
->scene_geo
, &world
->mesh_geo
);
256 vg_release_thread_sync();
258 /* setup spacial mapping and rigidbody */
259 world
->geo_bh
= scene_bh_create( world_global
.generic_heap
,
262 v3_zero( world
->rb_geo
.co
);
263 q_identity( world
->rb_geo
.q
);
265 world
->rb_geo
.type
= k_rb_shape_scene
;
266 world
->rb_geo
.inf
.scene
.bh_scene
= world
->geo_bh
;
267 world
->rb_geo
.is_world
= 1;
268 rb_init( &world
->rb_geo
);
271 * Generate scene: non-collidable geometry
272 * ----------------------------------------------------------------
274 vg_info( "Generating non-collidable geometry\n" );
276 world
->scene_no_collide
= scene_init( world_global
.generic_heap
,
279 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
280 struct world_surface
*mat
= &world
->surfaces
[ i
];
282 if( !(mat
->info
.flags
& k_material_flag_collision
) ){
283 world_add_all_if_material( midentity
, world
->scene_no_collide
,
287 if( mat
->info
.flags
& k_material_flag_grow_grass
)
288 world_apply_procedural_foliage( world
, mat
);
290 scene_copy_slice( world
->scene_no_collide
, &mat
->sm_no_collide
);
293 /* upload and free that */
294 vg_acquire_thread_sync();
296 scene_upload( world
->scene_no_collide
, &world
->mesh_no_collide
);
298 vg_release_thread_sync();
300 vg_linear_del( world_global
.generic_heap
, world
->scene_no_collide
);
301 world
->scene_no_collide
= NULL
;
304 float fsd_cone_infinite( v3f p
, v2f c
)
306 v2f q
= { v2_length( (v2f
){ p
[0], p
[2] } ), -p
[1] };
307 float s
= vg_maxf( 0.0f
, v2_dot( q
, c
) );
313 float d
= v2_length( v0
);
314 return d
* ((q
[0]*c
[1]-q
[1]*c
[0]<0.0f
)?-1.0f
:1.0f
);
317 VG_STATIC
void world_compute_light_indices( world_instance
*world
)
320 v3f cubes_min
, cubes_max
;
321 v3_muls( world
->scene_geo
->bbx
[0], 1.0f
/k_light_cube_size
, cubes_min
);
322 v3_muls( world
->scene_geo
->bbx
[1], 1.0f
/k_light_cube_size
, cubes_max
);
324 v3_sub( cubes_min
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_min
);
325 v3_add( cubes_max
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_max
);
327 v3_floor( cubes_min
, cubes_min
);
328 v3_floor( cubes_max
, cubes_max
);
330 v3i icubes_min
, icubes_max
;
332 for( int i
=0; i
<3; i
++ ){
333 icubes_min
[i
] = cubes_min
[i
];
334 icubes_max
[i
] = cubes_max
[i
];
340 v3i_sub( icubes_max
, icubes_min
, icubes_count
);
342 for( int i
=0; i
<3; i
++ ){
343 int clamped_count
= VG_MIN( 128, icubes_count
[i
]+1 );
344 float clamped_max
= icubes_min
[i
] + clamped_count
,
345 max
= icubes_min
[i
] + icubes_count
[i
]+1;
347 icubes_count
[i
] = clamped_count
;
348 cube_size
[i
] = (max
/ clamped_max
) * k_light_cube_size
;
349 cubes_max
[i
] = clamped_max
;
352 v3_mul( cubes_min
, cube_size
, cubes_min
);
353 v3_mul( cubes_max
, cube_size
, cubes_max
);
355 for( int i
=0; i
<3; i
++ ){
356 float range
= cubes_max
[i
]-cubes_min
[i
];
357 world
->ub_lighting
.g_cube_inv_range
[i
] = 1.0f
/ range
;
358 world
->ub_lighting
.g_cube_inv_range
[i
] *= (float)icubes_count
[i
];
360 vg_info( "cubes[%d]: %d\n", i
, icubes_count
[i
] );
363 int total_cubes
= icubes_count
[0]*icubes_count
[1]*icubes_count
[2];
365 u32
*cubes_index
= vg_linear_alloc( world_global
.generic_heap
,
366 vg_align8(total_cubes
*sizeof(u32
)*2) );
368 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
369 total_cubes
, cubes_min
[0], -cubes_min
[2], cubes_min
[1],
370 cubes_max
[0], -cubes_max
[2], cubes_max
[1] );
371 v3_copy( cubes_min
, world
->ub_lighting
.g_cube_min
);
373 float bound_radius
= v3_length( cube_size
);
375 for( int iz
= 0; iz
<icubes_count
[2]; iz
++ ){
376 for( int iy
= 0; iy
<icubes_count
[1]; iy
++ ){
377 for( int ix
= 0; ix
<icubes_count
[0]; ix
++ ){
379 v3_div( (v3f
){ ix
, iy
, iz
}, world
->ub_lighting
.g_cube_inv_range
,
381 v3_div( (v3f
){ ix
+1, iy
+1, iz
+1 },
382 world
->ub_lighting
.g_cube_inv_range
,
385 v3_add( bbx
[0], world
->ub_lighting
.g_cube_min
, bbx
[0] );
386 v3_add( bbx
[1], world
->ub_lighting
.g_cube_min
, bbx
[1] );
389 v3_add( bbx
[0], bbx
[1], center
);
390 v3_muls( center
, 0.5f
, center
);
392 u32 indices
[6] = { 0, 0, 0, 0, 0, 0 };
395 float influences
[6] = { 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
};
396 const int N
= vg_list_size( influences
);
398 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
399 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
401 closest_point_aabb( light
->transform
.co
, bbx
, closest
);
403 float dist
= v3_dist( closest
, light
->transform
.co
),
404 influence
= 1.0f
/(dist
+1.0f
);
406 if( dist
> light
->range
)
409 if( light
->type
== k_light_type_spot
){
411 m4x3_mulv( light
->inverse_world
, center
, local
);
413 float r
= fsd_cone_infinite( local
, light
->angle_sin_cos
);
415 if( r
> bound_radius
)
420 for( int k
=best_pos
-1; k
>=0; k
-- )
421 if( influence
> influences
[k
] )
425 for( int k
=N
-1; k
>best_pos
; k
-- ){
426 influences
[k
] = influences
[k
-1];
427 indices
[k
] = indices
[k
-1];
430 influences
[best_pos
] = influence
;
431 indices
[best_pos
] = j
;
435 for( int j
=0; j
<N
; j
++ )
436 if( influences
[j
] > 0.0f
)
439 int base_index
= iz
* (icubes_count
[0]*icubes_count
[1]) +
440 iy
* (icubes_count
[0]) +
443 int lower_count
= VG_MIN( 3, count
);
444 u32 packed_index_lower
= lower_count
;
445 packed_index_lower
|= indices
[0]<<2;
446 packed_index_lower
|= indices
[1]<<12;
447 packed_index_lower
|= indices
[2]<<22;
449 int upper_count
= VG_MAX( 0, count
- lower_count
);
450 u32 packed_index_upper
= upper_count
;
451 packed_index_upper
|= indices
[3]<<2;
452 packed_index_upper
|= indices
[4]<<12;
453 packed_index_upper
|= indices
[5]<<22;
455 cubes_index
[ base_index
*2 + 0 ] = packed_index_lower
;
456 cubes_index
[ base_index
*2 + 1 ] = packed_index_upper
;
461 vg_acquire_thread_sync();
463 glGenTextures( 1, &world
->tex_light_cubes
);
464 glBindTexture( GL_TEXTURE_3D
, world
->tex_light_cubes
);
465 glTexImage3D( GL_TEXTURE_3D
, 0, GL_RG32UI
,
466 icubes_count
[0], icubes_count
[1], icubes_count
[2],
467 0, GL_RG_INTEGER
, GL_UNSIGNED_INT
, cubes_index
);
468 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
469 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
471 vg_linear_del( world_global
.generic_heap
, cubes_index
);
473 vg_release_thread_sync();
476 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
477 VG_STATIC
void world_post_process( world_instance
*world
)
479 /* initialize audio if need be */
482 for( int i
=0; i
<world
->audio_things_count
; i
++ )
484 struct world_audio_thing
*thingy
= &world
->audio_things
[ i
];
486 if( thingy
->flags
& AUDIO_FLAG_AUTO_START
)
489 audio_request_channel( &thingy
->temp_embedded_clip
, thingy
->flags
);
491 audio_channel_edit_volume( ch
, thingy
->volume
, 1 );
492 audio_channel_set_spacial( ch
, thingy
->pos
, thingy
->range
);
494 if( !(ch
->flags
& AUDIO_FLAG_LOOP
) )
495 ch
= audio_relinquish_channel( ch
);
501 world_compute_light_indices( world
);
503 vg_acquire_thread_sync();
505 /* create scene lighting buffer */
507 u32 size
= VG_MAX(mdl_arrcount(&world
->ent_light
),1) * sizeof(float)*12;
508 vg_info( "Upload %ubytes (lighting)\n", size
);
510 glGenBuffers( 1, &world
->tbo_light_entities
);
511 glBindBuffer( GL_TEXTURE_BUFFER
, world
->tbo_light_entities
);
512 glBufferData( GL_TEXTURE_BUFFER
, size
, NULL
, GL_DYNAMIC_DRAW
);
516 * colour position direction (spots)
517 * | . . . . | . . . . | . . . . |
518 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
522 v4f
*light_dst
= glMapBuffer( GL_TEXTURE_BUFFER
, GL_WRITE_ONLY
);
523 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_light
); i
++ ){
524 ent_light
*light
= mdl_arritm( &world
->ent_light
, i
);
527 v3_muls( light
->colour
, light
->colour
[3] * 2.0f
, light_dst
[i
*3+0] );
528 light_dst
[i
*3+0][3] = 2.0f
;
530 if( !light
->daytime
){
531 u32 hash
= (i
* 29986577u) & 0xffu
;
532 float switch_on
= hash
;
533 switch_on
*= (1.0f
/255.0f
);
535 light_dst
[i
*3+0][3] = 0.44f
+ switch_on
* 0.015f
;
538 /* position + 1/range^2 */
539 v3_copy( light
->transform
.co
, light_dst
[i
*3+1] );
540 light_dst
[i
*3+1][3] = 1.0f
/(light
->range
*light
->range
);
542 /* direction + angle */
543 q_mulv( light
->transform
.q
, (v3f
){0.0f
,-1.0f
,0.0f
}, light_dst
[i
*3+2]);
544 light_dst
[i
*3+2][3] = cosf( light
->angle
);
547 glUnmapBuffer( GL_TEXTURE_BUFFER
);
549 glGenTextures( 1, &world
->tex_light_entities
);
550 glBindTexture( GL_TEXTURE_BUFFER
, world
->tex_light_entities
);
551 glTexBuffer( GL_TEXTURE_BUFFER
, GL_RGBA32F
, world
->tbo_light_entities
);
553 /* Upload lighting uniform buffer */
554 if( world
->water
.enabled
)
555 v4_copy( world
->water
.plane
, world
->ub_lighting
.g_water_plane
);
558 v3f
*bounds
= world
->scene_geo
->bbx
;
560 info_vec
[0] = bounds
[0][0];
561 info_vec
[1] = bounds
[0][2];
562 info_vec
[2] = 1.0f
/ (bounds
[1][0]-bounds
[0][0]);
563 info_vec
[3] = 1.0f
/ (bounds
[1][2]-bounds
[0][2]);
564 v4_copy( info_vec
, world
->ub_lighting
.g_depth_bounds
);
567 * Rendering the depth map
572 v3_sub( world
->scene_geo
->bbx
[1], world
->scene_geo
->bbx
[0], extent
);
574 float fl
= world
->scene_geo
->bbx
[0][0],
575 fr
= world
->scene_geo
->bbx
[1][0],
576 fb
= world
->scene_geo
->bbx
[0][2],
577 ft
= world
->scene_geo
->bbx
[1][2],
581 m4x4_zero( ortho
.mtx
.p
);
582 ortho
.mtx
.p
[0][0] = 2.0f
* rl
;
583 ortho
.mtx
.p
[2][1] = 2.0f
* tb
;
584 ortho
.mtx
.p
[3][0] = (fr
+ fl
) * -rl
;
585 ortho
.mtx
.p
[3][1] = (ft
+ fb
) * -tb
;
586 ortho
.mtx
.p
[3][3] = 1.0f
;
587 m4x3_identity( ortho
.transform
);
588 camera_update_view( &ortho
);
589 camera_finalize( &ortho
);
591 glDisable(GL_DEPTH_TEST
);
593 glDisable(GL_CULL_FACE
);
594 render_fb_bind( &world
->heightmap
);
595 shader_blitcolour_use();
596 shader_blitcolour_uColour( (v4f
){-9999.0f
,-9999.0f
,-9999.0f
,-9999.0f
} );
600 glBlendFunc(GL_ONE
, GL_ONE
);
601 glBlendEquation(GL_MAX
);
603 render_world_position( world
, &ortho
);
605 glEnable(GL_DEPTH_TEST
);
606 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
608 /* upload full buffer */
609 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
610 glBufferSubData( GL_UNIFORM_BUFFER
, 0,
611 sizeof(struct ub_world_lighting
), &world
->ub_lighting
);
614 vg_release_thread_sync();
618 * Setup scene collider
620 reset_player( 1, (const char *[]){"start"} );
624 VG_STATIC
void world_process_resources( world_instance
*world
)
626 vg_info( "Loading textures\n" );
628 world
->texture_count
= 0;
630 world
->texture_count
= world
->meta
.textures
.count
+1;
631 world
->textures
= vg_linear_alloc( world_global
.generic_heap
,
632 vg_align8(sizeof(GLuint
)*world
->texture_count
) );
634 vg_acquire_thread_sync();
637 world
->textures
[0] = vg_tex2d_new();
638 vg_tex2d_set_error();
642 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.textures
); i
++ ){
643 mdl_texture
*tex
= mdl_arritm( &world
->meta
.textures
, i
);
645 if( !tex
->file
.pack_size
){
646 vg_release_thread_sync();
647 vg_fatal_exit_loop( "World models must have packed textures!" );
650 vg_linear_clear( vg_mem
.scratch
);
651 world
->textures
[i
+1] = vg_tex2d_new();
652 vg_tex2d_set_error();
653 vg_tex2d_qoi( mdl_arritm( &world
->meta
.pack
, tex
->file
.pack_offset
),
655 mdl_pstr( &world
->meta
, tex
->file
.pstr_path
));
660 vg_release_thread_sync();
662 vg_info( "Loading materials\n" );
664 world
->surface_count
= world
->meta
.materials
.count
+1;
665 world
->surfaces
= vg_linear_alloc( world_global
.generic_heap
,
666 vg_align8(sizeof(struct world_surface
)*world
->surface_count
) );
669 struct world_surface
*errmat
= &world
->surfaces
[0];
670 memset( errmat
, 0, sizeof(struct world_surface
) );
672 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.materials
); i
++ ){
673 world
->surfaces
[i
+1].info
=
674 *(mdl_material
*)mdl_arritm( &world
->meta
.materials
, i
);
678 VG_STATIC
void world_unload( world_instance
*world
)
680 vg_acquire_thread_sync();
683 mesh_free( &world
->mesh_route_lines
);
684 mesh_free( &world
->mesh_geo
);
685 mesh_free( &world
->mesh_no_collide
);
687 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
688 * existing buffer objects.
690 glDeleteBuffers( 1, &world
->tbo_light_entities
);
691 glDeleteTextures( 1, &world
->tex_light_entities
);
692 glDeleteTextures( 1, &world
->tex_light_cubes
);
694 /* FIXME: CANT DO THIS HERE */
696 /* oh this should be moved to a global function */
697 world_global
.time
= 0.0;
698 world_global
.rewind_from
= 0.0;
699 world_global
.rewind_to
= 0.0;
700 world_global
.last_use
= 0.0;
701 world_global
.sfd
.active_route_board
= 0;
703 /* delete textures and meshes */
704 glDeleteTextures( world
->texture_count
, world
->textures
);
706 /* delete the entire block of memory */
707 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
709 vg_linear_clear( world
->dynamic_vgl
);
710 vg_linear_clear( world
->audio_vgl
);
713 vg_release_thread_sync();
716 VG_STATIC
void world_clean( world_instance
*world
)
718 memset( &world
->meta
, 0, sizeof(mdl_context
) );
721 * TODO: Theres probably a better way to do this? */
722 /* yep, find all members that can be memsetted to 0. this is probably
723 * every member anyway, given the below is just setting to 0
725 * also: rename clean to init? */
727 world
->textures
= NULL
;
728 world
->texture_count
= 0;
729 world
->surfaces
= NULL
;
730 world
->surface_count
= 0;
732 world
->scene_geo
= NULL
;
733 world
->scene_no_collide
= NULL
;
734 world
->scene_lines
= NULL
;
736 world
->geo_bh
= NULL
;
737 world
->volume_bh
= NULL
;
738 world
->audio_bh
= NULL
;
739 world
->rendering_gate
= NULL
;
741 world
->water
.enabled
= 0;
743 /* default lighting conditions
744 * -------------------------------------------------------------*/
745 struct ub_world_lighting
*state
= &world
->ub_lighting
;
747 state
->g_light_preview
= 0;
748 state
->g_shadow_samples
= 8;
749 state
->g_water_fog
= 0.04f
;
751 v4_zero( state
->g_water_plane
);
752 v4_zero( state
->g_depth_bounds
);
754 state
->g_shadow_length
= 9.50f
;
755 state
->g_shadow_spread
= 0.65f
;
757 v3_copy( (v3f
){0.37f
, 0.54f
, 0.97f
}, state
->g_daysky_colour
);
758 v3_copy( (v3f
){0.03f
, 0.05f
, 0.20f
}, state
->g_nightsky_colour
);
759 v3_copy( (v3f
){1.00f
, 0.32f
, 0.01f
}, state
->g_sunset_colour
);
760 v3_copy( (v3f
){0.13f
, 0.17f
, 0.35f
}, state
->g_ambient_colour
);
761 v3_copy( (v3f
){0.25f
, 0.17f
, 0.51f
}, state
->g_sunset_ambient
);
762 v3_copy( (v3f
){1.10f
, 0.89f
, 0.35f
}, state
->g_sun_colour
);
765 VG_STATIC
void world_entities_init( world_instance
*world
)
768 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
769 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
772 q_m3x3( light
->transform
.q
, to_world
);
773 v3_copy( light
->transform
.co
, to_world
[3] );
774 m4x3_invert_affine( to_world
, light
->inverse_world
);
776 light
->angle_sin_cos
[0] = sinf( light
->angle
* 0.5f
);
777 light
->angle_sin_cos
[1] = cosf( light
->angle
* 0.5f
);
781 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_gate
); j
++ ){
782 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, j
);
783 gate_transform_update( gate
);
787 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_water
); j
++ ){
788 ent_water
*water
= mdl_arritm( &world
->ent_water
, j
);
789 if( world
->water
.enabled
){
790 vg_warn( "Multiple water surfaces in level!\n" );
794 world
->water
.enabled
= 1;
795 water_set_surface( world
, water
->transform
.co
[1] );
799 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_volume
); j
++ ){
800 ent_volume
*volume
= mdl_arritm( &world
->ent_volume
, j
);
801 mdl_transform_m4x3( &volume
->transform
, volume
->to_world
);
802 m4x3_invert_full( volume
->to_world
, volume
->to_local
);
806 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_audio
); j
++ ){
807 ent_audio
*audio
= mdl_arritm( &world
->ent_audio
, j
);
809 for( u32 k
=0; k
<audio
->clip_count
; k
++ ){
810 ent_audio_clip
*clip
= mdl_arritm( &world
->ent_audio_clip
,
811 audio
->clip_start
+k
);
813 if( clip
->file
.pack_size
){
814 u32 size
= clip
->file
.pack_size
,
815 offset
= clip
->file
.pack_offset
;
817 /* FIXME: Ditchable asset! */
818 void *data
= mdl_arritm(&world
->meta
.pack
, clip
->file
.pack_offset
);
820 clip
->clip
.path
= NULL
;
821 clip
->clip
.flags
= audio
->flags
;
822 clip
->clip
.data
= data
;
823 clip
->clip
.size
= size
;
826 clip
->clip
.path
= mdl_pstr( &world
->meta
, clip
->file
.pstr_path
);
827 clip
->clip
.flags
= audio
->flags
;
828 clip
->clip
.data
= NULL
;
832 audio_clip_load( &clip
->clip
, world_global
.generic_heap
);
837 VG_STATIC
void world_load( world_instance
*world
, const char *path
)
839 world_unload( world
);
840 world_clean( world
);
842 vg_info( "Loading world: %s\n", path
);
844 mdl_open( &world
->meta
, path
, world_global
.generic_heap
);
845 mdl_load_metadata_block( &world
->meta
, world_global
.generic_heap
);
846 mdl_load_animation_block( &world
->meta
, world_global
.generic_heap
);
847 mdl_load_mesh_block( &world
->meta
, world_global
.generic_heap
);
849 /* TODO: This should get a seperate memory area */
850 mdl_load_pack_block( &world
->meta
, world_global
.generic_heap
);
852 mdl_load_array( &world
->meta
, &world
->ent_gate
,
853 "ent_gate", world_global
.generic_heap
);
854 mdl_load_array( &world
->meta
, &world
->ent_spawn
,
855 "ent_spawn", world_global
.generic_heap
);
856 mdl_load_array( &world
->meta
, &world
->ent_light
,
857 "ent_light", world_global
.generic_heap
);
859 mdl_load_array( &world
->meta
, &world
->ent_route_node
,
860 "ent_route_node", world_global
.generic_heap
);
861 mdl_load_array( &world
->meta
, &world
->ent_path_index
,
862 "ent_path_index", world_global
.generic_heap
);
863 mdl_load_array( &world
->meta
, &world
->ent_checkpoint
,
864 "ent_checkpoint", world_global
.generic_heap
);
865 mdl_load_array( &world
->meta
, &world
->ent_route
,
866 "ent_route", world_global
.generic_heap
);
867 mdl_load_array( &world
->meta
, &world
->ent_water
,
868 "ent_water", world_global
.generic_heap
);
869 mdl_load_array( &world
->meta
, &world
->ent_audio_clip
,
870 "ent_audio_clip", world_global
.generic_heap
);
871 mdl_load_array( &world
->meta
, &world
->ent_audio
,
872 "ent_audio", world_global
.generic_heap
);
873 mdl_load_array( &world
->meta
, &world
->ent_volume
,
874 "ent_volume", world_global
.generic_heap
);
876 mdl_close( &world
->meta
);
878 /* process resources from pack */
879 world_process_resources( world
);
882 /* dynamic allocations */
883 world_ents_allocate( world
);
884 world_routes_allocate( world
);
886 /* meta processing */
888 world_routes_ent_init( world
);
889 world_entities_init( world
);
890 world
->volume_bh
= bh_create( world_global
.generic_heap
,
893 mdl_arrcount( &world
->ent_volume
),
897 world_generate( world
);
898 world_routes_generate( world
);
899 world_post_process( world
);
902 #endif /* WORLD_GEN_H */