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
);
129 VG_STATIC
void world_generate( world_instance
*world
)
132 * Compile meshes into the world scenes
134 world
->scene_geo
= scene_init( world_global
.generic_heap
, 320000, 1200000 );
137 m4x3_identity( midentity
);
140 * Generate scene: collidable geometry
141 * ----------------------------------------------------------------
144 vg_info( "Generating collidable geometry\n" );
146 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
147 struct world_surface
*surf
= &world
->surfaces
[ i
];
149 if( surf
->info
.flags
& k_material_flag_collision
)
150 world_add_all_if_material( midentity
, world
->scene_geo
,
153 scene_copy_slice( world
->scene_geo
, &surf
->sm_geo
);
156 /* compress that bad boy */
157 world
->scene_geo
= scene_fix( world_global
.generic_heap
, world
->scene_geo
);
159 vg_acquire_thread_sync();
161 scene_upload( world
->scene_geo
, &world
->mesh_geo
);
163 vg_release_thread_sync();
165 /* setup spacial mapping and rigidbody */
166 world
->geo_bh
= scene_bh_create( world_global
.generic_heap
,
169 v3_zero( world
->rb_geo
.rb
.co
);
170 v3_zero( world
->rb_geo
.rb
.v
);
171 q_identity( world
->rb_geo
.rb
.q
);
172 v3_zero( world
->rb_geo
.rb
.w
);
174 world
->rb_geo
.type
= k_rb_shape_scene
;
175 world
->rb_geo
.inf
.scene
.bh_scene
= world
->geo_bh
;
176 rb_init_object( &world
->rb_geo
);
179 * Generate scene: non-collidable geometry
180 * ----------------------------------------------------------------
182 vg_info( "Generating non-collidable geometry\n" );
184 world
->scene_no_collide
= scene_init( world_global
.generic_heap
,
187 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
188 struct world_surface
*mat
= &world
->surfaces
[ i
];
190 if( !(mat
->info
.flags
& k_material_flag_collision
) ){
191 world_add_all_if_material( midentity
, world
->scene_no_collide
,
195 if( mat
->info
.flags
& k_material_flag_grow_grass
)
196 world_apply_procedural_foliage( world
, mat
);
198 scene_copy_slice( world
->scene_no_collide
, &mat
->sm_no_collide
);
201 /* upload and free that */
202 vg_acquire_thread_sync();
204 scene_upload( world
->scene_no_collide
, &world
->mesh_no_collide
);
206 vg_release_thread_sync();
208 vg_linear_del( world_global
.generic_heap
, world
->scene_no_collide
);
209 world
->scene_no_collide
= NULL
;
212 float fsd_cone_infinite( v3f p
, v2f c
)
214 v2f q
= { v2_length( (v2f
){ p
[0], p
[2] } ), -p
[1] };
215 float s
= vg_maxf( 0.0f
, v2_dot( q
, c
) );
221 float d
= v2_length( v0
);
222 return d
* ((q
[0]*c
[1]-q
[1]*c
[0]<0.0f
)?-1.0f
:1.0f
);
225 VG_STATIC
void world_compute_light_indices( world_instance
*world
)
228 v3f cubes_min
, cubes_max
;
229 v3_muls( world
->scene_geo
->bbx
[0], 1.0f
/k_light_cube_size
, cubes_min
);
230 v3_muls( world
->scene_geo
->bbx
[1], 1.0f
/k_light_cube_size
, cubes_max
);
232 v3_sub( cubes_min
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_min
);
233 v3_add( cubes_max
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_max
);
235 v3_floor( cubes_min
, cubes_min
);
236 v3_floor( cubes_max
, cubes_max
);
238 v3i icubes_min
, icubes_max
;
240 for( int i
=0; i
<3; i
++ ){
241 icubes_min
[i
] = cubes_min
[i
];
242 icubes_max
[i
] = cubes_max
[i
];
248 v3i_sub( icubes_max
, icubes_min
, icubes_count
);
250 for( int i
=0; i
<3; i
++ ){
251 int clamped_count
= VG_MIN( 128, icubes_count
[i
]+1 );
252 float clamped_max
= icubes_min
[i
] + clamped_count
,
253 max
= icubes_min
[i
] + icubes_count
[i
]+1;
255 icubes_count
[i
] = clamped_count
;
256 cube_size
[i
] = (max
/ clamped_max
) * k_light_cube_size
;
257 cubes_max
[i
] = clamped_max
;
260 v3_mul( cubes_min
, cube_size
, cubes_min
);
261 v3_mul( cubes_max
, cube_size
, cubes_max
);
263 for( int i
=0; i
<3; i
++ ){
264 float range
= cubes_max
[i
]-cubes_min
[i
];
265 world
->ub_lighting
.g_cube_inv_range
[i
] = 1.0f
/ range
;
266 world
->ub_lighting
.g_cube_inv_range
[i
] *= (float)icubes_count
[i
];
268 vg_info( "cubes[%d]: %d\n", i
, icubes_count
[i
] );
271 int total_cubes
= icubes_count
[0]*icubes_count
[1]*icubes_count
[2];
273 u32
*cubes_index
= vg_linear_alloc( world_global
.generic_heap
,
274 vg_align8(total_cubes
*sizeof(u32
)*2) );
276 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
277 total_cubes
, cubes_min
[0], -cubes_min
[2], cubes_min
[1],
278 cubes_max
[0], -cubes_max
[2], cubes_max
[1] );
279 v3_copy( cubes_min
, world
->ub_lighting
.g_cube_min
);
281 float bound_radius
= v3_length( cube_size
);
283 for( int iz
= 0; iz
<icubes_count
[2]; iz
++ ){
284 for( int iy
= 0; iy
<icubes_count
[1]; iy
++ ){
285 for( int ix
= 0; ix
<icubes_count
[0]; ix
++ ){
287 v3_div( (v3f
){ ix
, iy
, iz
}, world
->ub_lighting
.g_cube_inv_range
,
289 v3_div( (v3f
){ ix
+1, iy
+1, iz
+1 },
290 world
->ub_lighting
.g_cube_inv_range
,
293 v3_add( bbx
[0], world
->ub_lighting
.g_cube_min
, bbx
[0] );
294 v3_add( bbx
[1], world
->ub_lighting
.g_cube_min
, bbx
[1] );
297 v3_add( bbx
[0], bbx
[1], center
);
298 v3_muls( center
, 0.5f
, center
);
300 u32 indices
[6] = { 0, 0, 0, 0, 0, 0 };
303 float influences
[6] = { 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
};
304 const int N
= vg_list_size( influences
);
306 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
307 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
309 closest_point_aabb( light
->transform
.co
, bbx
, closest
);
311 float dist
= v3_dist( closest
, light
->transform
.co
),
312 influence
= 1.0f
/(dist
+1.0f
);
314 if( dist
> light
->range
)
317 if( light
->type
== k_light_type_spot
){
319 m4x3_mulv( light
->inverse_world
, center
, local
);
321 float r
= fsd_cone_infinite( local
, light
->angle_sin_cos
);
323 if( r
> bound_radius
)
328 for( int k
=best_pos
-1; k
>=0; k
-- )
329 if( influence
> influences
[k
] )
333 for( int k
=N
-1; k
>best_pos
; k
-- ){
334 influences
[k
] = influences
[k
-1];
335 indices
[k
] = indices
[k
-1];
338 influences
[best_pos
] = influence
;
339 indices
[best_pos
] = j
;
343 for( int j
=0; j
<N
; j
++ )
344 if( influences
[j
] > 0.0f
)
347 int base_index
= iz
* (icubes_count
[0]*icubes_count
[1]) +
348 iy
* (icubes_count
[0]) +
351 int lower_count
= VG_MIN( 3, count
);
352 u32 packed_index_lower
= lower_count
;
353 packed_index_lower
|= indices
[0]<<2;
354 packed_index_lower
|= indices
[1]<<12;
355 packed_index_lower
|= indices
[2]<<22;
357 int upper_count
= VG_MAX( 0, count
- lower_count
);
358 u32 packed_index_upper
= upper_count
;
359 packed_index_upper
|= indices
[3]<<2;
360 packed_index_upper
|= indices
[4]<<12;
361 packed_index_upper
|= indices
[5]<<22;
363 cubes_index
[ base_index
*2 + 0 ] = packed_index_lower
;
364 cubes_index
[ base_index
*2 + 1 ] = packed_index_upper
;
369 vg_acquire_thread_sync();
371 glGenTextures( 1, &world
->tex_light_cubes
);
372 glBindTexture( GL_TEXTURE_3D
, world
->tex_light_cubes
);
373 glTexImage3D( GL_TEXTURE_3D
, 0, GL_RG32UI
,
374 icubes_count
[0], icubes_count
[1], icubes_count
[2],
375 0, GL_RG_INTEGER
, GL_UNSIGNED_INT
, cubes_index
);
376 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
377 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
379 vg_linear_del( world_global
.generic_heap
, cubes_index
);
381 vg_release_thread_sync();
384 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
385 VG_STATIC
void world_post_process( world_instance
*world
)
387 /* initialize audio if need be */
390 for( int i
=0; i
<world
->audio_things_count
; i
++ )
392 struct world_audio_thing
*thingy
= &world
->audio_things
[ i
];
394 if( thingy
->flags
& AUDIO_FLAG_AUTO_START
)
397 audio_request_channel( &thingy
->temp_embedded_clip
, thingy
->flags
);
399 audio_channel_edit_volume( ch
, thingy
->volume
, 1 );
400 audio_channel_set_spacial( ch
, thingy
->pos
, thingy
->range
);
402 if( !(ch
->flags
& AUDIO_FLAG_LOOP
) )
403 ch
= audio_relinquish_channel( ch
);
409 world_compute_light_indices( world
);
411 vg_acquire_thread_sync();
413 /* create scene lighting buffer */
415 u32 size
= VG_MAX(mdl_arrcount(&world
->ent_light
),1) * sizeof(float)*12;
416 vg_info( "Upload %ubytes (lighting)\n", size
);
418 glGenBuffers( 1, &world
->tbo_light_entities
);
419 glBindBuffer( GL_TEXTURE_BUFFER
, world
->tbo_light_entities
);
420 glBufferData( GL_TEXTURE_BUFFER
, size
, NULL
, GL_DYNAMIC_DRAW
);
424 * colour position direction (spots)
425 * | . . . . | . . . . | . . . . |
426 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
430 v4f
*light_dst
= glMapBuffer( GL_TEXTURE_BUFFER
, GL_WRITE_ONLY
);
431 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_light
); i
++ ){
432 ent_light
*light
= mdl_arritm( &world
->ent_light
, i
);
435 v3_muls( light
->colour
, light
->colour
[3] * 2.0f
, light_dst
[i
*3+0] );
436 light_dst
[i
*3+0][3] = 2.0f
;
438 if( !light
->daytime
){
439 u32 hash
= (i
* 29986577u) & 0xffu
;
440 float switch_on
= hash
;
441 switch_on
*= (1.0f
/255.0f
);
443 light_dst
[i
*3+0][3] = 0.44f
+ switch_on
* 0.015f
;
446 /* position + 1/range^2 */
447 v3_copy( light
->transform
.co
, light_dst
[i
*3+1] );
448 light_dst
[i
*3+1][3] = 1.0f
/(light
->range
*light
->range
);
450 /* direction + angle */
451 q_mulv( light
->transform
.q
, (v3f
){0.0f
,-1.0f
,0.0f
}, light_dst
[i
*3+2]);
452 light_dst
[i
*3+2][3] = cosf( light
->angle
);
455 glUnmapBuffer( GL_TEXTURE_BUFFER
);
457 glGenTextures( 1, &world
->tex_light_entities
);
458 glBindTexture( GL_TEXTURE_BUFFER
, world
->tex_light_entities
);
459 glTexBuffer( GL_TEXTURE_BUFFER
, GL_RGBA32F
, world
->tbo_light_entities
);
461 /* Upload lighting uniform buffer */
462 if( world
->water
.enabled
)
463 v4_copy( world
->water
.plane
, world
->ub_lighting
.g_water_plane
);
466 v3f
*bounds
= world
->scene_geo
->bbx
;
468 info_vec
[0] = bounds
[0][0];
469 info_vec
[1] = bounds
[0][2];
470 info_vec
[2] = 1.0f
/ (bounds
[1][0]-bounds
[0][0]);
471 info_vec
[3] = 1.0f
/ (bounds
[1][2]-bounds
[0][2]);
472 v4_copy( info_vec
, world
->ub_lighting
.g_depth_bounds
);
475 * Rendering the depth map
480 v3_sub( world
->scene_geo
->bbx
[1], world
->scene_geo
->bbx
[0], extent
);
482 float fl
= world
->scene_geo
->bbx
[0][0],
483 fr
= world
->scene_geo
->bbx
[1][0],
484 fb
= world
->scene_geo
->bbx
[0][2],
485 ft
= world
->scene_geo
->bbx
[1][2],
489 m4x4_zero( ortho
.mtx
.p
);
490 ortho
.mtx
.p
[0][0] = 2.0f
* rl
;
491 ortho
.mtx
.p
[2][1] = 2.0f
* tb
;
492 ortho
.mtx
.p
[3][0] = (fr
+ fl
) * -rl
;
493 ortho
.mtx
.p
[3][1] = (ft
+ fb
) * -tb
;
494 ortho
.mtx
.p
[3][3] = 1.0f
;
495 m4x3_identity( ortho
.transform
);
496 camera_update_view( &ortho
);
497 camera_finalize( &ortho
);
499 glDisable(GL_DEPTH_TEST
);
501 glDisable(GL_CULL_FACE
);
502 render_fb_bind( &world
->heightmap
, 0 );
503 shader_blitcolour_use();
504 shader_blitcolour_uColour( (v4f
){-9999.0f
,-9999.0f
,-9999.0f
,-9999.0f
} );
508 glBlendFunc(GL_ONE
, GL_ONE
);
509 glBlendEquation(GL_MAX
);
511 render_world_position( world
, &ortho
);
513 glEnable(GL_DEPTH_TEST
);
514 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
516 /* upload full buffer */
517 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
518 glBufferSubData( GL_UNIFORM_BUFFER
, 0,
519 sizeof(struct ub_world_lighting
), &world
->ub_lighting
);
522 vg_release_thread_sync();
525 VG_STATIC
void world_process_resources( world_instance
*world
)
527 vg_info( "Loading textures\n" );
529 world
->texture_count
= 0;
531 world
->texture_count
= world
->meta
.textures
.count
+1;
532 world
->textures
= vg_linear_alloc( world_global
.generic_heap
,
533 vg_align8(sizeof(GLuint
)*world
->texture_count
) );
535 vg_acquire_thread_sync();
538 world
->textures
[0] = vg_tex2d_new();
539 vg_tex2d_set_error();
543 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.textures
); i
++ ){
544 mdl_texture
*tex
= mdl_arritm( &world
->meta
.textures
, i
);
546 if( !tex
->file
.pack_size
){
547 vg_release_thread_sync();
548 vg_fatal_exit_loop( "World models must have packed textures!" );
551 vg_linear_clear( vg_mem
.scratch
);
552 world
->textures
[i
+1] = vg_tex2d_new();
553 vg_tex2d_set_error();
554 vg_tex2d_qoi( mdl_arritm( &world
->meta
.pack
, tex
->file
.pack_offset
),
556 mdl_pstr( &world
->meta
, tex
->file
.pstr_path
));
561 vg_release_thread_sync();
563 vg_info( "Loading materials\n" );
565 world
->surface_count
= world
->meta
.materials
.count
+1;
566 world
->surfaces
= vg_linear_alloc( world_global
.generic_heap
,
567 vg_align8(sizeof(struct world_surface
)*world
->surface_count
) );
570 struct world_surface
*errmat
= &world
->surfaces
[0];
571 memset( errmat
, 0, sizeof(struct world_surface
) );
573 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.materials
); i
++ ){
574 world
->surfaces
[i
+1].info
=
575 *(mdl_material
*)mdl_arritm( &world
->meta
.materials
, i
);
579 VG_STATIC
void world_unload( world_instance
*world
)
581 vg_acquire_thread_sync();
584 mesh_free( &world
->mesh_route_lines
);
585 mesh_free( &world
->mesh_geo
);
586 mesh_free( &world
->mesh_no_collide
);
588 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
589 * existing buffer objects.
591 glDeleteBuffers( 1, &world
->tbo_light_entities
);
592 glDeleteTextures( 1, &world
->tex_light_entities
);
593 glDeleteTextures( 1, &world
->tex_light_cubes
);
595 /* FIXME: CANT DO THIS HERE */
597 /* oh this should be moved to a global function */
598 world_global
.time
= 0.0;
599 world_global
.rewind_from
= 0.0;
600 world_global
.rewind_to
= 0.0;
601 world_global
.last_use
= 0.0;
602 world_global
.sfd
.active_route_board
= 0;
604 /* delete textures and meshes */
605 glDeleteTextures( world
->texture_count
, world
->textures
);
607 /* delete the entire block of memory */
608 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
610 vg_linear_clear( world
->dynamic_vgl
);
611 vg_linear_clear( world
->audio_vgl
);
614 vg_release_thread_sync();
617 VG_STATIC
void world_init_blank( world_instance
*world
)
619 memset( &world
->meta
, 0, sizeof(mdl_context
) );
621 world
->textures
= NULL
;
622 world
->texture_count
= 0;
623 world
->surfaces
= NULL
;
624 world
->surface_count
= 0;
626 world
->scene_geo
= NULL
;
627 world
->scene_no_collide
= NULL
;
628 world
->scene_lines
= NULL
;
630 world
->geo_bh
= NULL
;
631 world
->volume_bh
= NULL
;
632 world
->audio_bh
= NULL
;
633 world
->rendering_gate
= NULL
;
635 world
->water
.enabled
= 0;
637 /* default lighting conditions
638 * -------------------------------------------------------------*/
639 struct ub_world_lighting
*state
= &world
->ub_lighting
;
641 state
->g_light_preview
= 0;
642 state
->g_shadow_samples
= 8;
643 state
->g_water_fog
= 0.04f
;
645 v4_zero( state
->g_water_plane
);
646 v4_zero( state
->g_depth_bounds
);
648 state
->g_shadow_length
= 9.50f
;
649 state
->g_shadow_spread
= 0.65f
;
651 v3_copy( (v3f
){0.37f
, 0.54f
, 0.97f
}, state
->g_daysky_colour
);
652 v3_copy( (v3f
){0.03f
, 0.05f
, 0.20f
}, state
->g_nightsky_colour
);
653 v3_copy( (v3f
){1.00f
, 0.32f
, 0.01f
}, state
->g_sunset_colour
);
654 v3_copy( (v3f
){0.13f
, 0.17f
, 0.35f
}, state
->g_ambient_colour
);
655 v3_copy( (v3f
){0.25f
, 0.17f
, 0.51f
}, state
->g_sunset_ambient
);
656 v3_copy( (v3f
){1.10f
, 0.89f
, 0.35f
}, state
->g_sun_colour
);
659 VG_STATIC
void world_entities_init( world_instance
*world
)
662 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
663 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
666 q_m3x3( light
->transform
.q
, to_world
);
667 v3_copy( light
->transform
.co
, to_world
[3] );
668 m4x3_invert_affine( to_world
, light
->inverse_world
);
670 light
->angle_sin_cos
[0] = sinf( light
->angle
* 0.5f
);
671 light
->angle_sin_cos
[1] = cosf( light
->angle
* 0.5f
);
675 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_gate
); j
++ ){
676 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, j
);
677 gate_transform_update( gate
);
681 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_water
); j
++ ){
682 ent_water
*water
= mdl_arritm( &world
->ent_water
, j
);
683 if( world
->water
.enabled
){
684 vg_warn( "Multiple water surfaces in level!\n" );
688 world
->water
.enabled
= 1;
689 water_set_surface( world
, water
->transform
.co
[1] );
693 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_volume
); j
++ ){
694 ent_volume
*volume
= mdl_arritm( &world
->ent_volume
, j
);
695 mdl_transform_m4x3( &volume
->transform
, volume
->to_world
);
696 m4x3_invert_full( volume
->to_world
, volume
->to_local
);
700 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_audio
); j
++ ){
701 ent_audio
*audio
= mdl_arritm( &world
->ent_audio
, j
);
703 for( u32 k
=0; k
<audio
->clip_count
; k
++ ){
704 ent_audio_clip
*clip
= mdl_arritm( &world
->ent_audio_clip
,
705 audio
->clip_start
+k
);
707 if( clip
->file
.pack_size
){
708 u32 size
= clip
->file
.pack_size
,
709 offset
= clip
->file
.pack_offset
;
711 /* FIXME: Ditchable asset! */
712 void *data
= mdl_arritm(&world
->meta
.pack
, clip
->file
.pack_offset
);
714 clip
->clip
.path
= NULL
;
715 clip
->clip
.flags
= audio
->flags
;
716 clip
->clip
.data
= data
;
717 clip
->clip
.size
= size
;
720 clip
->clip
.path
= mdl_pstr( &world
->meta
, clip
->file
.pstr_path
);
721 clip
->clip
.flags
= audio
->flags
;
722 clip
->clip
.data
= NULL
;
726 audio_clip_load( &clip
->clip
, world_global
.generic_heap
);
731 VG_STATIC
void world_load( world_instance
*world
, const char *path
)
733 world_unload( world
);
734 world_init_blank( world
);
736 vg_info( "Loading world: %s\n", path
);
738 mdl_open( &world
->meta
, path
, world_global
.generic_heap
);
739 mdl_load_metadata_block( &world
->meta
, world_global
.generic_heap
);
740 mdl_load_animation_block( &world
->meta
, world_global
.generic_heap
);
741 mdl_load_mesh_block( &world
->meta
, world_global
.generic_heap
);
743 /* TODO: This should get a seperate memory area */
744 mdl_load_pack_block( &world
->meta
, world_global
.generic_heap
);
746 mdl_load_array( &world
->meta
, &world
->ent_gate
,
747 "ent_gate", world_global
.generic_heap
);
748 mdl_load_array( &world
->meta
, &world
->ent_spawn
,
749 "ent_spawn", world_global
.generic_heap
);
750 mdl_load_array( &world
->meta
, &world
->ent_light
,
751 "ent_light", world_global
.generic_heap
);
753 mdl_load_array( &world
->meta
, &world
->ent_route_node
,
754 "ent_route_node", world_global
.generic_heap
);
755 mdl_load_array( &world
->meta
, &world
->ent_path_index
,
756 "ent_path_index", world_global
.generic_heap
);
757 mdl_load_array( &world
->meta
, &world
->ent_checkpoint
,
758 "ent_checkpoint", world_global
.generic_heap
);
759 mdl_load_array( &world
->meta
, &world
->ent_route
,
760 "ent_route", world_global
.generic_heap
);
761 mdl_load_array( &world
->meta
, &world
->ent_water
,
762 "ent_water", world_global
.generic_heap
);
763 mdl_load_array( &world
->meta
, &world
->ent_audio_clip
,
764 "ent_audio_clip", world_global
.generic_heap
);
765 mdl_load_array( &world
->meta
, &world
->ent_audio
,
766 "ent_audio", world_global
.generic_heap
);
767 mdl_load_array( &world
->meta
, &world
->ent_volume
,
768 "ent_volume", world_global
.generic_heap
);
770 mdl_close( &world
->meta
);
772 /* process resources from pack */
773 world_process_resources( world
);
776 /* dynamic allocations */
777 world_ents_allocate( world
);
778 world_routes_allocate( world
);
780 /* meta processing */
782 world_routes_ent_init( world
);
783 world_entities_init( world
);
784 world
->volume_bh
= bh_create( world_global
.generic_heap
,
787 mdl_arrcount( &world
->ent_volume
),
791 world_generate( world
);
792 world_routes_generate( world
);
793 world_post_process( world
);
796 #endif /* WORLD_GEN_H */