ded2efefd4cabff9037c76e7560e5a8285eca592
[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 VG_STATIC void world_load( world_instance *world, const char *path );
11
12 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
13 mdl_context *mdl, u32 id )
14 {
15 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
16 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
17
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 ){
21 m4x3f transform2;
22 mdl_transform_m4x3( &mesh->transform, transform2 );
23 m4x3_mul( transform, transform2, transform2 );
24
25 scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
26 }
27 }
28 }
29 }
30
31 VG_STATIC void world_add_blob( world_instance *world,
32 scene *pscene, ray_hit *hit )
33 {
34 m4x3f transform;
35 v4f qsurface, qrandom;
36 v3f axis;
37
38 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
39
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] );
46
47 scene_vert verts[] =
48 {
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 } }
55 };
56
57 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
58
59 if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
60 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
61
62 if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
63 vg_fatal_exit_loop( "Scene index buffer overflow" );
64
65 scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
66 u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
67
68 scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ];
69
70 for( u32 i=0; i<vg_list_size(verts); i++ )
71 {
72 scene_vert *pvert = &dst_verts[ i ],
73 *src = &verts[ i ];
74
75 m4x3_mulv( transform, src->co, pvert->co );
76 scene_vert_pack_norm( pvert, transform[1] );
77
78 v2_copy( ref->uv, pvert->uv );
79 }
80
81 for( u32 i=0; i<vg_list_size(indices); i++ )
82 dst_indices[i] = indices[i] + pscene->vertex_count;
83
84 pscene->vertex_count += vg_list_size(verts);
85 pscene->indice_count += vg_list_size(indices);
86 }
87
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 )
91 {
92 if( vg.quality_profile == k_quality_profile_low )
93 return;
94
95 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
96
97 v3f volume;
98 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
99 volume[1] = 1.0f;
100
101 int count = 0;
102
103 float area = volume[0]*volume[2];
104 u32 particles = 0.08f * area;
105
106 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
107
108 for( u32 i=0; i<particles; i++ ){
109 v3f pos;
110 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
111 pos[1] = 1000.0f;
112 v3_add( pos, world->scene_geo->bbx[0], pos );
113
114 ray_hit hit;
115 hit.dist = INFINITY;
116
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 );
121 count ++;
122 }
123 }
124 }
125
126 vg_info( "%d foliage models added\n", count );
127 }
128
129 VG_STATIC void world_generate( world_instance *world )
130 {
131 /*
132 * Compile meshes into the world scenes
133 */
134 world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
135
136 m4x3f midentity;
137 m4x3_identity( midentity );
138
139 /*
140 * Generate scene: collidable geometry
141 * ----------------------------------------------------------------
142 */
143
144 vg_info( "Generating collidable geometry\n" );
145
146 for( u32 i=0; i<world->surface_count; i++ ){
147 struct world_surface *surf = &world->surfaces[ i ];
148
149 if( surf->info.flags & k_material_flag_collision )
150 world_add_all_if_material( midentity, world->scene_geo,
151 &world->meta, i );
152
153 scene_copy_slice( world->scene_geo, &surf->sm_geo );
154 }
155
156 /* compress that bad boy */
157 world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
158
159 vg_acquire_thread_sync();
160 {
161 scene_upload( world->scene_geo, &world->mesh_geo );
162 }
163 vg_release_thread_sync();
164
165 /* setup spacial mapping and rigidbody */
166 world->geo_bh = scene_bh_create( world_global.generic_heap,
167 world->scene_geo );
168
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 );
173
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 );
177
178 /*
179 * Generate scene: non-collidable geometry
180 * ----------------------------------------------------------------
181 */
182 vg_info( "Generating non-collidable geometry\n" );
183
184 world->scene_no_collide = scene_init( world_global.generic_heap,
185 200000, 500000 );
186
187 for( u32 i=0; i<world->surface_count; i++ ){
188 struct world_surface *mat = &world->surfaces[ i ];
189
190 if( !(mat->info.flags & k_material_flag_collision) ){
191 world_add_all_if_material( midentity, world->scene_no_collide,
192 &world->meta, i );
193 }
194
195 if( mat->info.flags & k_material_flag_grow_grass )
196 world_apply_procedural_foliage( world, mat );
197
198 scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
199 }
200
201 /* upload and free that */
202 vg_acquire_thread_sync();
203 {
204 scene_upload( world->scene_no_collide, &world->mesh_no_collide );
205 }
206 vg_release_thread_sync();
207
208 vg_linear_del( world_global.generic_heap, world->scene_no_collide );
209 world->scene_no_collide = NULL;
210 }
211
212 float fsd_cone_infinite( v3f p, v2f c )
213 {
214 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
215 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
216
217 v2f v0;
218 v2_muls( c, s, v0 );
219 v2_sub( q, v0, v0 );
220
221 float d = v2_length( v0 );
222 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
223 }
224
225 VG_STATIC void world_compute_light_indices( world_instance *world )
226 {
227 /* light cubes */
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 );
231
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 );
234
235 v3_floor( cubes_min, cubes_min );
236 v3_floor( cubes_max, cubes_max );
237
238 v3i icubes_min, icubes_max;
239
240 for( int i=0; i<3; i++ ){
241 icubes_min[i] = cubes_min[i];
242 icubes_max[i] = cubes_max[i];
243 }
244
245 v3f cube_size;
246
247 v3i icubes_count;
248 v3i_sub( icubes_max, icubes_min, icubes_count );
249
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;
254
255 icubes_count[i] = clamped_count;
256 cube_size[i] = (max / clamped_max) * k_light_cube_size;
257 cubes_max[i] = clamped_max;
258 }
259
260 v3_mul( cubes_min, cube_size, cubes_min );
261 v3_mul( cubes_max, cube_size, cubes_max );
262
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];
267
268 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
269 }
270
271 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
272
273 u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
274 vg_align8(total_cubes*sizeof(u32)*2) );
275
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 );
280
281 float bound_radius = v3_length( cube_size );
282
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++ ){
286 boxf bbx;
287 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
288 bbx[0] );
289 v3_div( (v3f){ ix+1, iy+1, iz+1 },
290 world->ub_lighting.g_cube_inv_range,
291 bbx[1] );
292
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] );
295
296 v3f center;
297 v3_add( bbx[0], bbx[1], center );
298 v3_muls( center, 0.5f, center );
299
300 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
301 u32 count = 0;
302
303 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
304 const int N = vg_list_size( influences );
305
306 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
307 ent_light *light = mdl_arritm( &world->ent_light, j );
308 v3f closest;
309 closest_point_aabb( light->transform.co, bbx, closest );
310
311 float dist = v3_dist( closest, light->transform.co ),
312 influence = 1.0f/(dist+1.0f);
313
314 if( dist > light->range )
315 continue;
316
317 if( light->type == k_light_type_spot){
318 v3f local;
319 m4x3_mulv( light->inverse_world, center, local );
320
321 float r = fsd_cone_infinite( local, light->angle_sin_cos );
322
323 if( r > bound_radius )
324 continue;
325 }
326
327 int best_pos = N;
328 for( int k=best_pos-1; k>=0; k -- )
329 if( influence > influences[k] )
330 best_pos = k;
331
332 if( best_pos < N ){
333 for( int k=N-1; k>best_pos; k -- ){
334 influences[k] = influences[k-1];
335 indices[k] = indices[k-1];
336 }
337
338 influences[best_pos] = influence;
339 indices[best_pos] = j;
340 }
341 }
342
343 for( int j=0; j<N; j++ )
344 if( influences[j] > 0.0f )
345 count ++;
346
347 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
348 iy * (icubes_count[0]) +
349 ix;
350
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;
356
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;
362
363 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
364 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
365 }
366 }
367 }
368
369 vg_acquire_thread_sync();
370
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 );
378
379 vg_linear_del( world_global.generic_heap, cubes_index );
380
381 vg_release_thread_sync();
382 }
383
384 VG_STATIC int reset_player( int argc, char const *argv[] );
385 VG_STATIC void world_post_process( world_instance *world )
386 {
387 /* initialize audio if need be */
388 #if 0
389 audio_lock();
390 for( int i=0; i<world->audio_things_count; i++ )
391 {
392 struct world_audio_thing *thingy = &world->audio_things[ i ];
393
394 if( thingy->flags & AUDIO_FLAG_AUTO_START )
395 {
396 audio_channel *ch =
397 audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
398
399 audio_channel_edit_volume( ch, thingy->volume, 1 );
400 audio_channel_set_spacial( ch, thingy->pos, thingy->range );
401
402 if( !(ch->flags & AUDIO_FLAG_LOOP) )
403 ch = audio_relinquish_channel( ch );
404 }
405 }
406 audio_unlock();
407 #endif
408
409 world_compute_light_indices( world );
410
411 vg_acquire_thread_sync();
412 {
413 /* create scene lighting buffer */
414
415 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
416 vg_info( "Upload %ubytes (lighting)\n", size );
417
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 );
421
422 /* buffer layout
423 *
424 * colour position direction (spots)
425 * | . . . . | . . . . | . . . . |
426 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
427 *
428 */
429
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 );
433
434 /* colour + night */
435 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
436 light_dst[i*3+0][3] = 2.0f;
437
438 if( !light->daytime ){
439 u32 hash = (i * 29986577u) & 0xffu;
440 float switch_on = hash;
441 switch_on *= (1.0f/255.0f);
442
443 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
444 }
445
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);
449
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 );
453 }
454
455 glUnmapBuffer( GL_TEXTURE_BUFFER );
456
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 );
460
461 /* Upload lighting uniform buffer */
462 if( world->water.enabled )
463 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
464
465 v4f info_vec;
466 v3f *bounds = world->scene_geo->bbx;
467
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 );
473
474 /*
475 * Rendering the depth map
476 */
477 camera ortho;
478
479 v3f extent;
480 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
481
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],
486 rl = 1.0f / (fr-fl),
487 tb = 1.0f / (ft-fb);
488
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 );
498
499 glDisable(GL_DEPTH_TEST);
500 glDisable(GL_BLEND);
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} );
505 render_fsquad();
506
507 glEnable(GL_BLEND);
508 glBlendFunc(GL_ONE, GL_ONE);
509 glBlendEquation(GL_MAX);
510
511 render_world_position( world, &ortho );
512 glDisable(GL_BLEND);
513 glEnable(GL_DEPTH_TEST);
514 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
515
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 );
520 }
521
522 vg_release_thread_sync();
523 }
524
525 VG_STATIC void world_process_resources( world_instance *world )
526 {
527 vg_info( "Loading textures\n" );
528
529 world->texture_count = 0;
530
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) );
534
535 vg_acquire_thread_sync();
536 {
537 /* error texture */
538 world->textures[0] = vg_tex2d_new();
539 vg_tex2d_set_error();
540 vg_tex2d_nearest();
541 vg_tex2d_repeat();
542
543 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
544 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
545
546 if( !tex->file.pack_size ){
547 vg_release_thread_sync();
548 vg_fatal_exit_loop( "World models must have packed textures!" );
549 }
550
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 ),
555 tex->file.pack_size,
556 mdl_pstr( &world->meta, tex->file.pstr_path ));
557 vg_tex2d_nearest();
558 vg_tex2d_repeat();
559 }
560 }
561 vg_release_thread_sync();
562
563 vg_info( "Loading materials\n" );
564
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) );
568
569 /* error material */
570 struct world_surface *errmat = &world->surfaces[0];
571 memset( errmat, 0, sizeof(struct world_surface) );
572
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 );
576 }
577 }
578
579 VG_STATIC void world_unload( world_instance *world )
580 {
581 vg_acquire_thread_sync();
582
583 /* free meshes */
584 mesh_free( &world->mesh_route_lines );
585 mesh_free( &world->mesh_geo );
586 mesh_free( &world->mesh_no_collide );
587
588 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
589 * existing buffer objects.
590 * */
591 glDeleteBuffers( 1, &world->tbo_light_entities );
592 glDeleteTextures( 1, &world->tex_light_entities );
593 glDeleteTextures( 1, &world->tex_light_cubes );
594
595 /* FIXME: CANT DO THIS HERE */
596 /* whynot? */
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;
603
604 /* delete textures and meshes */
605 glDeleteTextures( world->texture_count, world->textures );
606
607 /* delete the entire block of memory */
608 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
609 #if 0
610 vg_linear_clear( world->dynamic_vgl );
611 vg_linear_clear( world->audio_vgl );
612 #endif
613
614 vg_release_thread_sync();
615 }
616
617 VG_STATIC void world_init_blank( world_instance *world )
618 {
619 memset( &world->meta, 0, sizeof(mdl_context) );
620
621 world->textures = NULL;
622 world->texture_count = 0;
623 world->surfaces = NULL;
624 world->surface_count = 0;
625
626 world->scene_geo = NULL;
627 world->scene_no_collide = NULL;
628 world->scene_lines = NULL;
629
630 world->geo_bh = NULL;
631 world->volume_bh = NULL;
632 world->audio_bh = NULL;
633 world->rendering_gate = NULL;
634
635 world->water.enabled = 0;
636
637 /* default lighting conditions
638 * -------------------------------------------------------------*/
639 struct ub_world_lighting *state = &world->ub_lighting;
640
641 state->g_light_preview = 0;
642 state->g_shadow_samples = 8;
643 state->g_water_fog = 0.04f;
644
645 v4_zero( state->g_water_plane );
646 v4_zero( state->g_depth_bounds );
647
648 state->g_shadow_length = 9.50f;
649 state->g_shadow_spread = 0.65f;
650
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 );
657 }
658
659 VG_STATIC void world_entities_init( world_instance *world )
660 {
661 /* lights */
662 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
663 ent_light *light = mdl_arritm( &world->ent_light, j );
664
665 m4x3f to_world;
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 );
669
670 light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
671 light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
672 }
673
674 /* gates */
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 );
678 }
679
680 /* water */
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" );
685 break;
686 }
687
688 world->water.enabled = 1;
689 water_set_surface( world, water->transform.co[1] );
690 }
691
692 /* volumes */
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 );
697 }
698
699 /* audio packs */
700 for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
701 ent_audio *audio = mdl_arritm( &world->ent_audio, j );
702
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 );
706
707 if( clip->file.pack_size ){
708 u32 size = clip->file.pack_size,
709 offset = clip->file.pack_offset;
710
711 /* FIXME: Ditchable asset! */
712 void *data = mdl_arritm(&world->meta.pack, clip->file.pack_offset);
713
714 clip->clip.path = NULL;
715 clip->clip.flags = audio->flags;
716 clip->clip.data = data;
717 clip->clip.size = size;
718 }
719 else{
720 clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
721 clip->clip.flags = audio->flags;
722 clip->clip.data = NULL;
723 clip->clip.size = 0;
724 }
725
726 audio_clip_load( &clip->clip, world_global.generic_heap );
727 }
728 }
729 }
730
731 VG_STATIC void world_load( world_instance *world, const char *path )
732 {
733 world_unload( world );
734 world_init_blank( world );
735
736 vg_info( "Loading world: %s\n", path );
737
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 );
742
743 /* TODO: This should get a seperate memory area */
744 mdl_load_pack_block( &world->meta, world_global.generic_heap );
745
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 );
752
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 );
769
770 mdl_close( &world->meta );
771
772 /* process resources from pack */
773 world_process_resources( world );
774
775 #if 0
776 /* dynamic allocations */
777 world_ents_allocate( world );
778 world_routes_allocate( world );
779
780 /* meta processing */
781 #endif
782 world_routes_ent_init( world );
783 world_entities_init( world );
784 world->volume_bh = bh_create( world_global.generic_heap,
785 &bh_system_volumes,
786 world,
787 mdl_arrcount( &world->ent_volume ),
788 1 );
789
790 /* main bulk */
791 world_generate( world );
792 world_routes_generate( world );
793 world_post_process( world );
794 }
795
796 #endif /* WORLD_GEN_H */