2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 /* load world TODO: Put back vg back in loading state while this happens */
11 VG_STATIC
void world_load(void);
14 VG_STATIC
void world_add_all_if_material( m4x3f transform
, scene
*pscene
,
15 mdl_context
*mdl
, u32 id
)
17 for( int i
=0; i
<mdl
->info
.node_count
; i
++ )
19 mdl_node
*pnode
= mdl_node_from_id( mdl
, i
);
21 for( int j
=0; j
<pnode
->submesh_count
; j
++ )
23 mdl_submesh
*sm
= mdl_node_submesh( mdl
, pnode
, j
);
24 if( sm
->material_id
== id
)
27 mdl_node_transform( pnode
, transform2
);
28 m4x3_mul( transform
, transform2
, transform2
);
30 scene_add_submesh( pscene
, mdl
, sm
, transform2
);
36 /* Sprinkle foliage models over the map on terrain material */
37 VG_STATIC
void world_apply_procedural_foliage( struct world_material
*mat
)
39 if( vg
.quality_profile
== k_quality_profile_low
)
42 vg_info( "Applying foliage (%u)\n", mat
->info
.pstr_name
);
44 vg_linear_clear( vg_mem
.scratch
);
46 mdl_context
*mfoliage
=
47 mdl_load_full( vg_mem
.scratch
, "models/rs_foliage.mdl");
50 v3_sub( world
.scene_geo
->bbx
[1], world
.scene_geo
->bbx
[0], volume
);
54 mdl_node
*mblob
= mdl_node_from_name( mfoliage
, "blob" );
55 mdl_submesh
*sm_blob
= mdl_node_submesh( mfoliage
, mblob
, 0 );
59 float area
= volume
[0]*volume
[2];
60 u32 particles
= 0.08f
* area
;
62 vg_info( "Map area: %f. Max particles: %u\n", area
, particles
);
64 for( int i
=0;i
<particles
;i
++ )
67 v3_mul( volume
, (v3f
){ vg_randf(), 1000.0f
, vg_randf() }, pos
);
69 v3_add( pos
, world
.scene_geo
->bbx
[0], pos
);
74 if( ray_world( pos
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
76 struct world_material
*m1
= ray_hit_material( &hit
);
77 if((hit
.normal
[1] > 0.8f
) && (m1
== mat
) && (hit
.pos
[1] > 0.0f
+10.0f
))
79 v4f qsurface
, qrandom
;
82 v3_cross( (v3f
){0.0f
,1.0f
,0.0f
}, hit
.normal
, axis
);
84 float angle
= v3_dot(hit
.normal
,(v3f
){0.0f
,1.0f
,0.0f
});
85 q_axis_angle( qsurface
, axis
, angle
);
86 q_axis_angle( qrandom
, (v3f
){0.0f
,1.0f
,0.0f
}, vg_randf()*VG_TAUf
);
87 q_mul( qsurface
, qrandom
, qsurface
);
88 q_m3x3( qsurface
, transform
);
90 v3_copy( hit
.pos
, transform
[3] );
91 scene_add_submesh( world
.scene_no_collide
, mfoliage
,
99 vg_info( "%d foliage models added\n", count
);
102 VG_STATIC
void world_ents_allocate(void)
104 vg_info( "Allocating entities\n" );
106 /* count entites to allocate buffers for them.
107 * maybe in the future we just store these numbers in the model file...
109 * TODO: use this in world_routes too */
122 (void*)&world
.spawns
,
123 sizeof(struct respawn_point
)
127 (void*)&world
.audio_things
,
128 sizeof(struct world_audio_thing
)
132 (void*)&world
.triggers
,
133 sizeof(struct trigger_zone
)
136 k_classtype_logic_relay
,
137 (void*)&world
.logic_relays
,
138 sizeof(struct logic_relay
)
141 k_classtype_logic_achievement
,
142 (void*)&world
.logic_achievements
,
143 sizeof(struct logic_achievement
)
147 for( int i
=0; i
<vg_list_size(entity_counts
); i
++ )
148 entity_counts
[i
].count
= 0;
150 for( int i
=0; i
<world
.meta
->info
.node_count
; i
++ )
152 mdl_node
*pnode
= mdl_node_from_id( world
.meta
, i
);
154 for( int j
=0; j
<vg_list_size(entity_counts
); j
++ )
156 if( pnode
->classtype
== entity_counts
[j
].ct
)
158 pnode
->sub_uid
= entity_counts
[j
].count
;
159 entity_counts
[j
].count
++;
165 for( int i
=0; i
<vg_list_size(entity_counts
); i
++ )
167 struct countable
*counter
= &entity_counts
[i
];
169 u32 bufsize
= counter
->item_size
*counter
->count
;
170 *counter
->to_allocate
= vg_linear_alloc( world
.dynamic_vgl
, bufsize
);
174 VG_STATIC
void world_pct_spawn( mdl_node
*pnode
)
176 struct respawn_point
*rp
= &world
.spawns
[ world
.spawn_count
++ ];
178 v3_copy( pnode
->co
, rp
->co
);
179 v4_copy( pnode
->q
, rp
->q
);
180 rp
->name
= mdl_pstr( world
.meta
, pnode
->pstr_name
);
183 VG_STATIC
void world_pct_water( mdl_node
*pnode
)
185 if( world
.water
.enabled
)
187 vg_warn( "Multiple water surfaces in level! ('%s')\n",
188 mdl_pstr( world
.meta
, pnode
->pstr_name
));
192 world
.water
.enabled
= 1;
193 water_set_surface( pnode
->co
[1] );
196 VG_STATIC
void world_pct_audio( mdl_node
*pnode
)
198 struct world_audio_thing
*thing
= &world
.audio_things
[
199 world
.audio_things_count
];
201 memset( thing
, 0, sizeof(struct world_audio_thing
) );
202 struct classtype_audio
*aud
= mdl_get_entdata( world
.meta
, pnode
);
204 v3_copy( pnode
->co
, thing
->pos
);
206 if( aud
->flags
& AUDIO_FLAG_SPACIAL_3D
)
207 thing
->volume
= aud
->volume
* pnode
->s
[0];
209 thing
->volume
= aud
->volume
;
211 thing
->flags
= aud
->flags
;
212 thing
->temp_embedded_clip
.path
= mdl_pstr( world
.meta
, aud
->pstr_file
);
213 thing
->temp_embedded_clip
.source_mode
= k_audio_source_mono
;
215 audio_clip_load( &thing
->temp_embedded_clip
, world
.audio_vgl
);
216 thing
->player
.name
= mdl_pstr( world
.meta
, pnode
->pstr_name
);
217 thing
->player
.enqued
= 0;
219 pnode
->sub_uid
= world
.audio_things_count
;
220 world
.audio_things_count
++;
224 VG_STATIC
void world_pct_trigger( mdl_node
*pnode
)
226 struct trigger_zone
*trigger
= &world
.triggers
[ world
.trigger_count
];
227 struct classtype_trigger
*inf
= mdl_get_entdata( world
.meta
, pnode
);
231 mdl_node
*target_node
= mdl_node_from_id( world
.meta
, inf
->target
);
233 trigger
->target
.sub_id
= target_node
->sub_uid
;
234 trigger
->target
.classtype
= target_node
->classtype
;
238 vg_warn( "Trigger with no target...\n" );
242 mdl_node_transform( pnode
, trigger
->transform
);
243 m4x3_invert_full( trigger
->transform
, trigger
->inv_transform
);
245 world
.trigger_count
++;
249 VG_STATIC
void world_pct_relay( mdl_node
*pnode
)
251 struct logic_relay
*relay
= &world
.logic_relays
[ world
.relay_count
];
252 struct classtype_logic_relay
*inf
= mdl_get_entdata( world
.meta
, pnode
);
254 relay
->target_count
= 0;
256 for( int i
=0; i
<vg_list_size(relay
->targets
); i
++ )
258 if( inf
->targets
[i
] )
260 struct relay_target
*target
= &relay
->targets
[relay
->target_count
++];
261 mdl_node
*other
= mdl_node_from_id( world
.meta
, inf
->targets
[i
] );
263 target
->classtype
= other
->classtype
;
264 target
->sub_id
= other
->sub_uid
;
268 v3_copy( pnode
->co
, relay
->pos
);
269 world
.relay_count
++;
273 VG_STATIC
void world_pct_achievement( mdl_node
*pnode
)
275 struct logic_achievement
*ach
=
276 &world
.logic_achievements
[ world
.achievement_count
];
277 struct classtype_logic_achievement
*inf
=
278 mdl_get_entdata( world
.meta
, pnode
);
280 v3_copy( pnode
->co
, ach
->pos
);
281 ach
->achievement_id
= mdl_pstr( world
.meta
, inf
->pstr_name
);
284 world
.achievement_count
++;
288 VG_STATIC
void world_entities_process(void)
290 struct entity_instruction
293 void (*process
)( mdl_node
*pnode
);
295 entity_instructions
[] =
297 { k_classtype_spawn
, world_pct_spawn
},
298 { k_classtype_water
, world_pct_water
},
299 { k_classtype_audio
, world_pct_audio
},
300 { k_classtype_trigger
, world_pct_trigger
},
301 { k_classtype_logic_relay
, world_pct_relay
},
302 { k_classtype_logic_achievement
, world_pct_achievement
}
305 for( int i
=0; i
<world
.meta
->info
.node_count
; i
++ )
307 mdl_node
*pnode
= mdl_node_from_id( world
.meta
, i
);
309 for( int j
=0; j
<vg_list_size(entity_instructions
); j
++ )
311 struct entity_instruction
*instr
= &entity_instructions
[j
];
313 if( pnode
->classtype
== instr
->ct
)
315 instr
->process( pnode
);
322 VG_STATIC
void edge_bh_expand_bound( void *user
, boxf bound
, u32 item_index
)
324 struct grind_edge
*edge_array
= user
,
325 *edge
= &edge_array
[ item_index
];
327 box_addpt( bound
, edge
->p0
);
328 box_addpt( bound
, edge
->p1
);
331 VG_STATIC
float edge_bh_centroid( void *user
, u32 item_index
, int axis
)
333 struct grind_edge
*edge_array
= user
,
334 *edge
= &edge_array
[ item_index
];
336 return (edge
->p0
[axis
] + edge
->p1
[axis
]) * 0.5f
;
339 VG_STATIC
void edge_bh_swap( void *user
, u32 ia
, u32 ib
)
341 struct grind_edge
*edge_array
= user
,
342 *e0
= &edge_array
[ ia
],
343 *e1
= &edge_array
[ ib
],
350 VG_STATIC
void edge_bh_closest( void *user
, u32 index
, v3f point
, v3f closest
)
352 struct grind_edge
*edge_array
= user
,
353 *edge
= &edge_array
[ index
];
355 closest_point_segment( edge
->p0
, edge
->p1
, point
, closest
);
358 VG_STATIC bh_system bh_system_edges
=
360 .expand_bound
= edge_bh_expand_bound
,
361 .item_centroid
= edge_bh_centroid
,
362 .item_closest
= edge_bh_closest
,
363 .item_swap
= edge_bh_swap
,
368 VG_STATIC
void world_generate_edges(void)
370 vg_info( "Generating edge array\n" );
371 world
.grind_edges
= vg_linear_alloc( world
.dynamic_vgl
,
372 5000*sizeof(struct grind_edge
) );
373 world
.grind_edge_count
= 0;
376 for( u32 i
=0; i
<world
.scene_geo
->vertex_count
; i
++ )
377 if( world
.scene_geo
->arrvertices
[i
].weights
[0] )
380 vg_info( "Grind verts: %u\n", fs_count
);
382 for( u32 i
=0; i
<world
.scene_geo
->indice_count
/3; i
++ )
384 u32
*ptri
= &world
.scene_geo
->arrindices
[ i
*3 ];
386 for( int j
=0; j
<3; j
++ )
391 mdl_vert
*v0
= &world
.scene_geo
->arrvertices
[ i0
],
392 *v1
= &world
.scene_geo
->arrvertices
[ i1
];
396 if( world
.grind_edge_count
== 5000 )
397 vg_fatal_exit_loop( "Edge capacity exceeded" );
399 struct grind_edge
*ge
=
400 &world
.grind_edges
[ world
.grind_edge_count
++ ];
402 v3_copy( v0
->co
, ge
->p0
);
403 v3_copy( v1
->co
, ge
->p1
);
408 vg_info( "Grind edge count: %u\n", world
.grind_edge_count
);
410 world
.grind_edges
= vg_linear_resize( world
.dynamic_vgl
, world
.grind_edges
,
411 world
.grind_edge_count
*sizeof(struct grind_edge
) );
413 world
.grind_bh
= bh_create( world
.dynamic_vgl
, &bh_system_edges
,
414 world
.grind_edges
, world
.grind_edge_count
,
418 VG_STATIC
void world_generate(void)
421 * Compile meshes into the world scenes
423 world
.scene_geo
= scene_init( world
.dynamic_vgl
, 320000, 1200000 );
426 m4x3_identity( midentity
);
429 * Generate scene: collidable geometry
430 * ----------------------------------------------------------------
433 vg_info( "Generating collidable geometry\n" );
436 for( int i
=0; i
<world
.material_count
; i
++ )
438 struct world_material
*mat
= &world
.materials
[ i
];
440 if( mat
->info
.flags
& k_material_flag_collision
)
441 world_add_all_if_material( midentity
, world
.scene_geo
, world
.meta
, i
);
443 scene_copy_slice( world
.scene_geo
, &mat
->sm_geo
);
449 /* compress that bad boy */
450 world
.scene_geo
= scene_fix( world
.dynamic_vgl
, world
.scene_geo
);
452 vg_acquire_thread_sync();
454 scene_upload( world
.scene_geo
, &world
.mesh_geo
);
456 vg_release_thread_sync();
458 /* setup spacial mapping and rigidbody */
459 world
.geo_bh
= scene_bh_create( world
.dynamic_vgl
, world
.scene_geo
);
461 v3_zero( world
.rb_geo
.co
);
462 q_identity( world
.rb_geo
.q
);
464 world
.rb_geo
.type
= k_rb_shape_scene
;
465 world
.rb_geo
.inf
.scene
.bh_scene
= world
.geo_bh
;
466 world
.rb_geo
.is_world
= 1;
467 rb_init( &world
.rb_geo
);
470 * Generate scene: non-collidable geometry
471 * ----------------------------------------------------------------
473 vg_info( "Generating non-collidable geometry\n" );
475 world
.scene_no_collide
= scene_init( world
.dynamic_vgl
, 200000, 500000 );
477 for( int i
=0; i
<world
.material_count
; i
++ )
479 struct world_material
*mat
= &world
.materials
[ i
];
481 if( !(mat
->info
.flags
& k_material_flag_collision
) )
483 world_add_all_if_material( midentity
, world
.scene_no_collide
,
487 if( mat
->info
.flags
& k_material_flag_grow_grass
)
488 world_apply_procedural_foliage( mat
);
490 scene_copy_slice( world
.scene_no_collide
, &mat
->sm_no_collide
);
493 /* upload and free that */
494 vg_acquire_thread_sync();
496 scene_upload( world
.scene_no_collide
, &world
.mesh_no_collide
);
498 vg_release_thread_sync();
500 vg_linear_del( world
.dynamic_vgl
, world
.scene_no_collide
);
501 world
.scene_no_collide
= NULL
;
503 world_generate_edges();
506 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
507 VG_STATIC
void world_post_process(void)
509 /* initialize audio if need be */
511 for( int i
=0; i
<world
.audio_things_count
; i
++ )
513 struct world_audio_thing
*thingy
= &world
.audio_things
[ i
];
515 audio_player_init( &thingy
->player
);
516 audio_player_set_flags( &thingy
->player
, thingy
->flags
);
517 audio_player_set_vol( &thingy
->player
, thingy
->volume
);
518 audio_player_set_pan( &thingy
->player
, 0.0f
);
520 if( thingy
->flags
& AUDIO_FLAG_SPACIAL_3D
)
521 audio_player_set_position( &thingy
->player
, thingy
->pos
);
523 if( thingy
->flags
& AUDIO_FLAG_AUTO_START
)
524 audio_player_playclip( &thingy
->player
, &thingy
->temp_embedded_clip
);
528 vg_acquire_thread_sync();
531 * Rendering the depth map
536 v3_sub( world
.scene_geo
->bbx
[1], world
.scene_geo
->bbx
[0], extent
);
538 float fl
= world
.scene_geo
->bbx
[0][0],
539 fr
= world
.scene_geo
->bbx
[1][0],
540 fb
= world
.scene_geo
->bbx
[0][2],
541 ft
= world
.scene_geo
->bbx
[1][2],
545 m4x4_zero( ortho
.mtx
.p
);
546 ortho
.mtx
.p
[0][0] = 2.0f
* rl
;
547 ortho
.mtx
.p
[2][1] = 2.0f
* tb
;
548 ortho
.mtx
.p
[3][0] = (fr
+ fl
) * -rl
;
549 ortho
.mtx
.p
[3][1] = (ft
+ fb
) * -tb
;
550 ortho
.mtx
.p
[3][3] = 1.0f
;
551 m4x3_identity( ortho
.transform
);
552 camera_update_view( &ortho
);
553 camera_finalize( &ortho
);
555 glDisable(GL_DEPTH_TEST
);
557 glDisable(GL_CULL_FACE
);
558 render_fb_bind( gpipeline
.fb_heightmap
);
559 shader_blitcolour_use();
560 shader_blitcolour_uColour( (v4f
){-9999.0f
,-9999.0f
,-9999.0f
,-9999.0f
} );
565 glBlendFunc(GL_ONE
, GL_ONE
);
566 glBlendEquation(GL_MAX
);
568 render_world_depth( &ortho
);
570 glEnable(GL_DEPTH_TEST
);
571 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
574 * TODO: World settings entity
576 struct ub_world_lighting
*winfo
= &gpipeline
.ub_world_lighting
;
578 if( world
.water
.enabled
)
579 v4_copy( world
.water
.plane
, winfo
->g_water_plane
);
582 v3f
*bounds
= world
.scene_geo
->bbx
;
584 info_vec
[0] = bounds
[0][0];
585 info_vec
[1] = bounds
[0][2];
586 info_vec
[2] = 1.0f
/ (bounds
[1][0]-bounds
[0][0]);
587 info_vec
[3] = 1.0f
/ (bounds
[1][2]-bounds
[0][2]);
588 v4_copy( info_vec
, winfo
->g_depth_bounds
);
590 winfo
->g_water_fog
= 0.04f
;
591 render_update_lighting_ub();
594 vg_release_thread_sync();
597 * Setup scene collider
600 reset_player( 1, (const char *[]){"start"} );
603 VG_STATIC
void world_process_resources(void)
605 vg_info( "Loading textures\n" );
606 world
.texture_count
= world
.meta
->info
.texture_count
;
608 vg_linear_alloc( world
.dynamic_vgl
, sizeof(GLuint
)*world
.texture_count
);
610 vg_acquire_thread_sync();
613 world
.textures
[0] = vg_tex2d_new();
614 vg_tex2d_set_error();
618 for( int i
=1; i
<world
.texture_count
; i
++ )
620 mdl_texture
*tex
= &world
.meta
->texture_buffer
[i
];
622 if( !tex
->pack_offset
)
624 vg_release_thread_sync();
625 vg_fatal_exit_loop( "World models must have packed textures!" );
628 vg_linear_clear( vg_mem
.scratch
);
629 world
.textures
[i
] = vg_tex2d_new();
630 vg_tex2d_set_error();
631 vg_tex2d_qoi( world
.meta
->pack
+ tex
->pack_offset
, tex
->pack_length
,
632 mdl_pstr( world
.meta
, tex
->pstr_name
));
637 vg_release_thread_sync();
639 vg_info( "Loading materials\n" );
641 u32 size
= sizeof(struct world_material
) * world
.meta
->info
.material_count
;
642 world
.materials
= vg_linear_alloc( world
.dynamic_vgl
, size
);
644 world
.material_count
= world
.meta
->info
.material_count
;
645 memset( world
.materials
, 0, size
);
647 for( int i
=1; i
<world
.material_count
; i
++ )
648 world
.materials
[i
].info
= world
.meta
->material_buffer
[i
];
651 struct world_material
*errmat
= &world
.materials
[0];
652 v4_copy( (v4f
){ 1.0f
,0.0f
,0.0f
,1.0f
}, errmat
->info
.colour
);
653 v4_copy( (v4f
){ 1.0f
,0.0f
,0.0f
,1.0f
}, errmat
->info
.colour1
);
654 errmat
->info
.flags
= 0x00;
655 errmat
->info
.pstr_name
= 0; /* useless? */
656 errmat
->info
.shader
= -1;
657 errmat
->info
.tex_decal
= 0;
658 errmat
->info
.tex_diffuse
= 0;
659 errmat
->info
.tex_normal
= 0;
662 VG_STATIC
void world_unload(void)
664 vg_acquire_thread_sync();
667 mesh_free( &world
.mesh_route_lines
);
668 mesh_free( &world
.mesh_geo
);
669 mesh_free( &world
.mesh_no_collide
);
672 world
.rewind_from
= 0.0;
673 world
.rewind_to
= 0.0;
674 world
.last_use
= 0.0;
675 world
.active_gate
= 0;
676 world
.current_run_version
= 2;
677 world
.active_route_board
= 0;
678 v3_zero( world
.render_gate_pos
);
680 for( int i
=0; i
<vg_list_size(world
.ui_bars
); i
++ )
682 struct route_ui_bar
*uib
= &world
.ui_bars
[i
];
683 uib
->segment_start
= 0;
684 uib
->segment_count
= 0;
687 uib
->fade_timer_start
= 0.0;
691 /* delete textures and meshes */
692 glDeleteTextures( world
.texture_count
, world
.textures
);
694 /* delete the entire block of memory */
695 vg_linear_clear( world
.dynamic_vgl
);
696 vg_linear_clear( world
.audio_vgl
);
698 /* clean dangling pointers */
701 world
.textures
= NULL
;
702 world
.texture_count
= 0;
703 world
.materials
= NULL
;
704 world
.material_count
= 0;
706 world
.scene_geo
= NULL
;
707 world
.scene_no_collide
= NULL
;
708 world
.scene_lines
= NULL
;
709 world
.grind_edges
= NULL
;
710 world
.grind_edge_count
= 0;
712 world
.grind_bh
= NULL
;
714 world
.trigger_bh
= NULL
;
715 world
.audio_bh
= NULL
;
718 world
.spawn_count
= 0;
720 world
.audio_things
= NULL
;
721 world
.audio_things_count
= 0;
723 world
.triggers
= NULL
;
724 world
.trigger_count
= 0;
726 world
.logic_relays
= NULL
;
727 world
.relay_count
= 0;
729 world
.logic_achievements
= NULL
;
730 world
.achievement_count
= 0;
733 world
.node_count
= 0;
736 world
.route_count
= 0;
739 world
.gate_count
= 0;
741 world
.collectors
= NULL
;
742 world
.collector_count
= 0;
744 world
.water
.enabled
= 0;
746 vg_release_thread_sync();
749 VG_STATIC
void world_load(void)
753 world
.meta
= mdl_load_full( world
.dynamic_vgl
, world
.world_name
);
754 vg_info( "Loading world: %s\n", world
.world_name
);
756 /* process resources from pack */
757 world_process_resources();
759 /* dynamic allocations */
760 world_ents_allocate();
761 world_routes_allocate();
763 /* meta processing */
764 world_routes_process();
765 world_entities_process();
769 world_routes_generate();
770 world_post_process();
773 #endif /* WORLD_GEN_H */