2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 VG_STATIC
void world_load( u32 index
, 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
->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
->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
->heap
, world
->scene_geo
);
168 v3_zero( world
->rb_geo
.rb
.co
);
169 v3_zero( world
->rb_geo
.rb
.v
);
170 q_identity( world
->rb_geo
.rb
.q
);
171 v3_zero( world
->rb_geo
.rb
.w
);
173 world
->rb_geo
.type
= k_rb_shape_scene
;
174 world
->rb_geo
.inf
.scene
.bh_scene
= world
->geo_bh
;
175 rb_init_object( &world
->rb_geo
);
178 * Generate scene: non-collidable geometry
179 * ----------------------------------------------------------------
181 vg_info( "Generating non-collidable geometry\n" );
183 world
->scene_no_collide
= scene_init( world
->heap
, 200000, 500000 );
185 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
186 struct world_surface
*mat
= &world
->surfaces
[ i
];
188 if( !(mat
->info
.flags
& k_material_flag_collision
) ){
189 world_add_all_if_material( midentity
, world
->scene_no_collide
,
193 if( mat
->info
.flags
& k_material_flag_grow_grass
)
194 world_apply_procedural_foliage( world
, mat
);
196 scene_copy_slice( world
->scene_no_collide
, &mat
->sm_no_collide
);
199 /* this FIXME TODO IMPORTANT is going here because need to write down.
201 * acuire_thread_sync; replace this with a buffer that you fill up with
202 * opengl loader commands in a seperate memory area. the operation blocks
203 * if the buffer is full, then those instructions get ran on the sync line.
204 * (start of the frame)
206 * also blocks if the other thread is executing the instructions, obviously.
208 * this prevents rapid context swaps between threads.
210 * guessing a 50mb loader buffer approx.
212 * TODO also: fadeout loading screen!
215 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_traffic
); i
++ ){
216 ent_traffic
*vehc
= mdl_arritm( &world
->ent_traffic
, i
);
218 for( u32 j
=0; j
<vehc
->submesh_count
; j
++ ){
219 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
220 vehc
->submesh_start
+j
);
222 if( sm
->flags
& k_submesh_flag_consumed
){
227 m4x3_identity( identity
);
228 scene_add_mdl_submesh( world
->scene_no_collide
, &world
->meta
,
231 scene_copy_slice( world
->scene_no_collide
, sm
);
232 sm
->flags
|= k_submesh_flag_consumed
;
236 /* upload and free that */
237 vg_acquire_thread_sync();
239 scene_upload( world
->scene_no_collide
, &world
->mesh_no_collide
);
241 vg_release_thread_sync();
243 vg_linear_del( world
->heap
, world
->scene_no_collide
);
244 world
->scene_no_collide
= NULL
;
247 float fsd_cone_infinite( v3f p
, v2f c
)
249 v2f q
= { v2_length( (v2f
){ p
[0], p
[2] } ), -p
[1] };
250 float s
= vg_maxf( 0.0f
, v2_dot( q
, c
) );
256 float d
= v2_length( v0
);
257 return d
* ((q
[0]*c
[1]-q
[1]*c
[0]<0.0f
)?-1.0f
:1.0f
);
260 VG_STATIC
void world_compute_light_indices( world_instance
*world
)
263 v3f cubes_min
, cubes_max
;
264 v3_muls( world
->scene_geo
->bbx
[0], 1.0f
/k_light_cube_size
, cubes_min
);
265 v3_muls( world
->scene_geo
->bbx
[1], 1.0f
/k_light_cube_size
, cubes_max
);
267 v3_sub( cubes_min
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_min
);
268 v3_add( cubes_max
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_max
);
270 v3_floor( cubes_min
, cubes_min
);
271 v3_floor( cubes_max
, cubes_max
);
273 v3i icubes_min
, icubes_max
;
275 for( int i
=0; i
<3; i
++ ){
276 icubes_min
[i
] = cubes_min
[i
];
277 icubes_max
[i
] = cubes_max
[i
];
283 v3i_sub( icubes_max
, icubes_min
, icubes_count
);
285 for( int i
=0; i
<3; i
++ ){
286 int clamped_count
= VG_MIN( 128, icubes_count
[i
]+1 );
287 float clamped_max
= icubes_min
[i
] + clamped_count
,
288 max
= icubes_min
[i
] + icubes_count
[i
]+1;
290 icubes_count
[i
] = clamped_count
;
291 cube_size
[i
] = (max
/ clamped_max
) * k_light_cube_size
;
292 cubes_max
[i
] = clamped_max
;
295 v3_mul( cubes_min
, cube_size
, cubes_min
);
296 v3_mul( cubes_max
, cube_size
, cubes_max
);
298 for( int i
=0; i
<3; i
++ ){
299 float range
= cubes_max
[i
]-cubes_min
[i
];
300 world
->ub_lighting
.g_cube_inv_range
[i
] = 1.0f
/ range
;
301 world
->ub_lighting
.g_cube_inv_range
[i
] *= (float)icubes_count
[i
];
303 vg_info( "cubes[%d]: %d\n", i
, icubes_count
[i
] );
306 int total_cubes
= icubes_count
[0]*icubes_count
[1]*icubes_count
[2];
308 u32
*cubes_index
= vg_linear_alloc( world
->heap
,
309 vg_align8(total_cubes
*sizeof(u32
)*2) );
311 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
312 total_cubes
, cubes_min
[0], -cubes_min
[2], cubes_min
[1],
313 cubes_max
[0], -cubes_max
[2], cubes_max
[1] );
314 v3_copy( cubes_min
, world
->ub_lighting
.g_cube_min
);
316 float bound_radius
= v3_length( cube_size
);
318 for( int iz
= 0; iz
<icubes_count
[2]; iz
++ ){
319 for( int iy
= 0; iy
<icubes_count
[1]; iy
++ ){
320 for( int ix
= 0; ix
<icubes_count
[0]; ix
++ ){
322 v3_div( (v3f
){ ix
, iy
, iz
}, world
->ub_lighting
.g_cube_inv_range
,
324 v3_div( (v3f
){ ix
+1, iy
+1, iz
+1 },
325 world
->ub_lighting
.g_cube_inv_range
,
328 v3_add( bbx
[0], world
->ub_lighting
.g_cube_min
, bbx
[0] );
329 v3_add( bbx
[1], world
->ub_lighting
.g_cube_min
, bbx
[1] );
332 v3_add( bbx
[0], bbx
[1], center
);
333 v3_muls( center
, 0.5f
, center
);
335 u32 indices
[6] = { 0, 0, 0, 0, 0, 0 };
338 float influences
[6] = { 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
};
339 const int N
= vg_list_size( influences
);
341 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
342 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
344 closest_point_aabb( light
->transform
.co
, bbx
, closest
);
346 float dist
= v3_dist( closest
, light
->transform
.co
),
347 influence
= 1.0f
/(dist
+1.0f
);
349 if( dist
> light
->range
)
352 if( light
->type
== k_light_type_spot
){
354 m4x3_mulv( light
->inverse_world
, center
, local
);
356 float r
= fsd_cone_infinite( local
, light
->angle_sin_cos
);
358 if( r
> bound_radius
)
363 for( int k
=best_pos
-1; k
>=0; k
-- )
364 if( influence
> influences
[k
] )
368 for( int k
=N
-1; k
>best_pos
; k
-- ){
369 influences
[k
] = influences
[k
-1];
370 indices
[k
] = indices
[k
-1];
373 influences
[best_pos
] = influence
;
374 indices
[best_pos
] = j
;
378 for( int j
=0; j
<N
; j
++ )
379 if( influences
[j
] > 0.0f
)
382 int base_index
= iz
* (icubes_count
[0]*icubes_count
[1]) +
383 iy
* (icubes_count
[0]) +
386 int lower_count
= VG_MIN( 3, count
);
387 u32 packed_index_lower
= lower_count
;
388 packed_index_lower
|= indices
[0]<<2;
389 packed_index_lower
|= indices
[1]<<12;
390 packed_index_lower
|= indices
[2]<<22;
392 int upper_count
= VG_MAX( 0, count
- lower_count
);
393 u32 packed_index_upper
= upper_count
;
394 packed_index_upper
|= indices
[3]<<2;
395 packed_index_upper
|= indices
[4]<<12;
396 packed_index_upper
|= indices
[5]<<22;
398 cubes_index
[ base_index
*2 + 0 ] = packed_index_lower
;
399 cubes_index
[ base_index
*2 + 1 ] = packed_index_upper
;
404 vg_acquire_thread_sync();
406 glGenTextures( 1, &world
->tex_light_cubes
);
407 glBindTexture( GL_TEXTURE_3D
, world
->tex_light_cubes
);
408 glTexImage3D( GL_TEXTURE_3D
, 0, GL_RG32UI
,
409 icubes_count
[0], icubes_count
[1], icubes_count
[2],
410 0, GL_RG_INTEGER
, GL_UNSIGNED_INT
, cubes_index
);
411 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
412 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
414 vg_linear_del( world
->heap
, cubes_index
);
416 vg_release_thread_sync();
419 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
420 VG_STATIC
void world_post_process( world_instance
*world
)
422 /* initialize audio if need be */
425 for( int i
=0; i
<world
->audio_things_count
; i
++ )
427 struct world_audio_thing
*thingy
= &world
->audio_things
[ i
];
429 if( thingy
->flags
& AUDIO_FLAG_AUTO_START
)
432 audio_request_channel( &thingy
->temp_embedded_clip
, thingy
->flags
);
434 audio_channel_edit_volume( ch
, thingy
->volume
, 1 );
435 audio_channel_set_spacial( ch
, thingy
->pos
, thingy
->range
);
437 if( !(ch
->flags
& AUDIO_FLAG_LOOP
) )
438 ch
= audio_relinquish_channel( ch
);
444 world_compute_light_indices( world
);
446 vg_acquire_thread_sync();
448 /* create scene lighting buffer */
450 u32 size
= VG_MAX(mdl_arrcount(&world
->ent_light
),1) * sizeof(float)*12;
451 vg_info( "Upload %ubytes (lighting)\n", size
);
453 glGenBuffers( 1, &world
->tbo_light_entities
);
454 glBindBuffer( GL_TEXTURE_BUFFER
, world
->tbo_light_entities
);
455 glBufferData( GL_TEXTURE_BUFFER
, size
, NULL
, GL_DYNAMIC_DRAW
);
459 * colour position direction (spots)
460 * | . . . . | . . . . | . . . . |
461 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
465 v4f
*light_dst
= glMapBuffer( GL_TEXTURE_BUFFER
, GL_WRITE_ONLY
);
466 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_light
); i
++ ){
467 ent_light
*light
= mdl_arritm( &world
->ent_light
, i
);
470 v3_muls( light
->colour
, light
->colour
[3] * 2.0f
, light_dst
[i
*3+0] );
471 light_dst
[i
*3+0][3] = 2.0f
;
473 if( !light
->daytime
){
474 u32 hash
= (i
* 29986577u) & 0xffu
;
475 float switch_on
= hash
;
476 switch_on
*= (1.0f
/255.0f
);
478 light_dst
[i
*3+0][3] = 0.44f
+ switch_on
* 0.015f
;
481 /* position + 1/range^2 */
482 v3_copy( light
->transform
.co
, light_dst
[i
*3+1] );
483 light_dst
[i
*3+1][3] = 1.0f
/(light
->range
*light
->range
);
485 /* direction + angle */
486 q_mulv( light
->transform
.q
, (v3f
){0.0f
,-1.0f
,0.0f
}, light_dst
[i
*3+2]);
487 light_dst
[i
*3+2][3] = cosf( light
->angle
);
490 glUnmapBuffer( GL_TEXTURE_BUFFER
);
492 glGenTextures( 1, &world
->tex_light_entities
);
493 glBindTexture( GL_TEXTURE_BUFFER
, world
->tex_light_entities
);
494 glTexBuffer( GL_TEXTURE_BUFFER
, GL_RGBA32F
, world
->tbo_light_entities
);
496 /* Upload lighting uniform buffer */
497 if( world
->water
.enabled
)
498 v4_copy( world
->water
.plane
, world
->ub_lighting
.g_water_plane
);
501 v3f
*bounds
= world
->scene_geo
->bbx
;
503 info_vec
[0] = bounds
[0][0];
504 info_vec
[1] = bounds
[0][2];
505 info_vec
[2] = 1.0f
/ (bounds
[1][0]-bounds
[0][0]);
506 info_vec
[3] = 1.0f
/ (bounds
[1][2]-bounds
[0][2]);
507 v4_copy( info_vec
, world
->ub_lighting
.g_depth_bounds
);
510 * Rendering the depth map
515 v3_sub( world
->scene_geo
->bbx
[1], world
->scene_geo
->bbx
[0], extent
);
517 float fl
= world
->scene_geo
->bbx
[0][0],
518 fr
= world
->scene_geo
->bbx
[1][0],
519 fb
= world
->scene_geo
->bbx
[0][2],
520 ft
= world
->scene_geo
->bbx
[1][2],
524 m4x4_zero( ortho
.mtx
.p
);
525 ortho
.mtx
.p
[0][0] = 2.0f
* rl
;
526 ortho
.mtx
.p
[2][1] = 2.0f
* tb
;
527 ortho
.mtx
.p
[3][0] = (fr
+ fl
) * -rl
;
528 ortho
.mtx
.p
[3][1] = (ft
+ fb
) * -tb
;
529 ortho
.mtx
.p
[3][3] = 1.0f
;
530 m4x3_identity( ortho
.transform
);
531 camera_update_view( &ortho
);
532 camera_finalize( &ortho
);
534 glDisable(GL_DEPTH_TEST
);
536 glDisable(GL_CULL_FACE
);
537 render_fb_bind( &world
->heightmap
, 0 );
538 shader_blitcolour_use();
539 shader_blitcolour_uColour( (v4f
){-9999.0f
,-9999.0f
,-9999.0f
,-9999.0f
} );
543 glBlendFunc(GL_ONE
, GL_ONE
);
544 glBlendEquation(GL_MAX
);
546 render_world_position( world
, &ortho
);
548 glEnable(GL_DEPTH_TEST
);
549 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
551 /* upload full buffer */
552 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
553 glBufferSubData( GL_UNIFORM_BUFFER
, 0,
554 sizeof(struct ub_world_lighting
), &world
->ub_lighting
);
557 vg_release_thread_sync();
560 VG_STATIC
void world_process_resources( world_instance
*world
)
562 vg_info( "Loading textures\n" );
564 world
->texture_count
= 0;
566 world
->texture_count
= world
->meta
.textures
.count
+1;
567 world
->textures
= vg_linear_alloc( world
->heap
,
568 vg_align8(sizeof(GLuint
)*world
->texture_count
) );
570 /* TODO FIXME IMPORTANT
572 * this is another area that would benefit from our load thread buffer idea.
573 * could get a stall if lots of textures, since its freading, we're locking
574 * the frame up from drawing based on that disk read!!! terrible!
577 vg_acquire_thread_sync();
580 world
->textures
[0] = vg_tex2d_new();
581 vg_tex2d_set_error();
585 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.textures
); i
++ ){
586 mdl_texture
*tex
= mdl_arritm( &world
->meta
.textures
, i
);
588 if( !tex
->file
.pack_size
){
589 vg_release_thread_sync();
590 vg_fatal_exit_loop( "World models must have packed textures!" );
593 vg_linear_clear( vg_mem
.scratch
);
594 void *src_data
= vg_linear_alloc( vg_mem
.scratch
,
595 tex
->file
.pack_size
);
596 mdl_fread_pack_file( &world
->meta
, &tex
->file
, src_data
);
598 world
->textures
[i
+1] = vg_tex2d_new();
599 vg_tex2d_set_error();
600 vg_tex2d_qoi( src_data
, tex
->file
.pack_size
,
601 mdl_pstr( &world
->meta
, tex
->file
.pstr_path
));
606 vg_release_thread_sync();
608 vg_info( "Loading materials\n" );
610 world
->surface_count
= world
->meta
.materials
.count
+1;
611 world
->surfaces
= vg_linear_alloc( world
->heap
,
612 vg_align8(sizeof(struct world_surface
)*world
->surface_count
) );
615 struct world_surface
*errmat
= &world
->surfaces
[0];
616 memset( errmat
, 0, sizeof(struct world_surface
) );
618 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.materials
); i
++ ){
619 world
->surfaces
[i
+1].info
=
620 *(mdl_material
*)mdl_arritm( &world
->meta
.materials
, i
);
624 VG_STATIC
void world_free( world_instance
*world
)
626 vg_acquire_thread_sync();
629 mesh_free( &world
->mesh_route_lines
);
630 mesh_free( &world
->mesh_geo
);
631 mesh_free( &world
->mesh_no_collide
);
633 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
634 * existing buffer objects.
636 glDeleteBuffers( 1, &world
->tbo_light_entities
);
637 glDeleteTextures( 1, &world
->tex_light_entities
);
638 glDeleteTextures( 1, &world
->tex_light_cubes
);
640 /* delete textures and meshes */
641 glDeleteTextures( world
->texture_count
, world
->textures
);
643 vg_release_thread_sync();
645 world
->status
= k_world_status_unloaded
;
648 VG_STATIC
void world_init_blank( world_instance
*world
)
650 memset( &world
->meta
, 0, sizeof(mdl_context
) );
652 world
->textures
= NULL
;
653 world
->texture_count
= 0;
654 world
->surfaces
= NULL
;
655 world
->surface_count
= 0;
657 world
->scene_geo
= NULL
;
658 world
->scene_no_collide
= NULL
;
659 world
->scene_lines
= NULL
;
661 world
->geo_bh
= NULL
;
662 world
->volume_bh
= NULL
;
663 world
->audio_bh
= NULL
;
664 world
->rendering_gate
= NULL
;
666 world
->water
.enabled
= 0;
668 /* default lighting conditions
669 * -------------------------------------------------------------*/
670 struct ub_world_lighting
*state
= &world
->ub_lighting
;
672 state
->g_light_preview
= 0;
673 state
->g_shadow_samples
= 8;
674 state
->g_water_fog
= 0.04f
;
676 v4_zero( state
->g_water_plane
);
677 v4_zero( state
->g_depth_bounds
);
679 state
->g_shadow_length
= 9.50f
;
680 state
->g_shadow_spread
= 0.65f
;
682 v3_copy( (v3f
){0.37f
, 0.54f
, 0.97f
}, state
->g_daysky_colour
);
683 v3_copy( (v3f
){0.03f
, 0.05f
, 0.20f
}, state
->g_nightsky_colour
);
684 v3_copy( (v3f
){1.00f
, 0.32f
, 0.01f
}, state
->g_sunset_colour
);
685 v3_copy( (v3f
){0.13f
, 0.17f
, 0.35f
}, state
->g_ambient_colour
);
686 v3_copy( (v3f
){0.25f
, 0.17f
, 0.51f
}, state
->g_sunset_ambient
);
687 v3_copy( (v3f
){1.10f
, 0.89f
, 0.35f
}, state
->g_sun_colour
);
690 VG_STATIC
void world_entities_init( u32 world_id
)
692 world_instance
*world
= &world_global
.worlds
[world_id
];
695 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
696 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
699 q_m3x3( light
->transform
.q
, to_world
);
700 v3_copy( light
->transform
.co
, to_world
[3] );
701 m4x3_invert_affine( to_world
, light
->inverse_world
);
703 light
->angle_sin_cos
[0] = sinf( light
->angle
* 0.5f
);
704 light
->angle_sin_cos
[1] = cosf( light
->angle
* 0.5f
);
708 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_gate
); j
++ ){
709 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, j
);
711 if( gate
->type
== k_gate_type_teleport
){
712 gate_transform_update( gate
);
714 else if( gate
->type
== k_gate_type_nonlocal_unlinked
){
715 const char *key
= mdl_pstr( &world
->meta
, gate
->target
);
716 vg_info( "key: %s\n", key
);
718 for( u32 i
=0; i
<vg_list_size(world_global
.worlds
); i
++ ){
719 world_instance
*other
= &world_global
.worlds
[i
];
720 if( other
== world
) continue;
721 if( other
->status
!= k_world_status_loaded
) continue;
722 vg_info( "Checking world %u for key matches\n", i
);
724 for( u32 j
=0; j
<mdl_arrcount( &other
->ent_gate
); j
++ ){
725 ent_gate
*gate2
= mdl_arritm( &other
->ent_gate
, j
);
726 if( gate2
->type
!= k_gate_type_nonlocal_unlinked
) continue;
728 const char *key2
= mdl_pstr( &other
->meta
, gate2
->target
);
729 vg_info( " key2: %s\n", key2
);
731 if( strcmp( key
, key2
) ) continue;
733 vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
736 gate
->type
= k_gate_type_nonlocel
;
737 gate2
->type
= k_gate_type_nonlocel
;
739 gate2
->target
= world_id
;
741 v3_copy( gate
->co
[0], gate2
->co
[1] );
742 v3_copy( gate2
->co
[0], gate
->co
[1] );
743 v4_copy( gate
->q
[0], gate2
->q
[1] );
744 v4_copy( gate2
->q
[0], gate
->q
[1] );
747 q_axis_angle( qflip
, (v3f
){0.0f
,1.0f
,0.0f
}, VG_PIf
);
748 q_mul( gate
->q
[0], qflip
, gate
->q
[0] );
749 q_mul( gate
->q
[1], qflip
, gate
->q
[1] );
751 gate_transform_update( gate
);
752 gate_transform_update( gate2
);
762 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_water
); j
++ ){
763 ent_water
*water
= mdl_arritm( &world
->ent_water
, j
);
764 if( world
->water
.enabled
){
765 vg_warn( "Multiple water surfaces in level!\n" );
769 world
->water
.enabled
= 1;
770 water_set_surface( world
, water
->transform
.co
[1] );
774 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_volume
); j
++ ){
775 ent_volume
*volume
= mdl_arritm( &world
->ent_volume
, j
);
776 mdl_transform_m4x3( &volume
->transform
, volume
->to_world
);
777 m4x3_invert_full( volume
->to_world
, volume
->to_local
);
781 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_audio
); j
++ ){
782 ent_audio
*audio
= mdl_arritm( &world
->ent_audio
, j
);
784 for( u32 k
=0; k
<audio
->clip_count
; k
++ ){
785 ent_audio_clip
*clip
= mdl_arritm( &world
->ent_audio_clip
,
786 audio
->clip_start
+k
);
788 if( clip
->file
.pack_size
){
789 u32 size
= clip
->file
.pack_size
,
790 offset
= clip
->file
.pack_offset
;
792 /* embedded files are fine to clear the scratch buffer, only
793 * external audio uses it */
795 vg_linear_clear( vg_mem
.scratch
);
796 void *data
= vg_linear_alloc( vg_mem
.scratch
,
797 clip
->file
.pack_size
);
799 mdl_fread_pack_file( &world
->meta
, &clip
->file
, data
);
801 clip
->clip
.path
= NULL
;
802 clip
->clip
.flags
= audio
->flags
;
803 clip
->clip
.data
= data
;
804 clip
->clip
.size
= size
;
807 clip
->clip
.path
= mdl_pstr( &world
->meta
, clip
->file
.pstr_path
);
808 clip
->clip
.flags
= audio
->flags
;
809 clip
->clip
.data
= NULL
;
813 audio_clip_load( &clip
->clip
, world
->heap
);
818 VG_STATIC
void world_load( u32 index
, const char *path
)
820 world_instance
*world
= &world_global
.worlds
[index
];
821 world_init_blank( world
);
822 world
->status
= k_world_status_loading
;
824 vg_info( "Loading world: %s\n", path
);
826 void *allocator
= NULL
;
827 if( index
== 0 ) allocator
= world_global
.heap
;
828 else allocator
= world_global
.worlds
[index
-1].heap
;
830 u32 heap_availible
= vg_linear_remaining( allocator
);
831 u32 min_overhead
= sizeof(vg_linear_allocator
);
833 if( heap_availible
< (min_overhead
+1024) ){
834 vg_fatal_exit_loop( "out of memory" );
837 u32 size
= heap_availible
- min_overhead
;
838 void *heap
= vg_create_linear_allocator( allocator
, size
,
842 mdl_context
*meta
= &world
->meta
;
844 mdl_open( meta
, path
, world
->heap
);
845 mdl_load_metadata_block( meta
, world
->heap
);
846 mdl_load_animation_block( meta
, world
->heap
);
847 mdl_load_mesh_block( meta
, world
->heap
);
849 mdl_load_array( meta
, &world
->ent_gate
, "ent_gate", heap
);
850 mdl_load_array( meta
, &world
->ent_spawn
, "ent_spawn", heap
);
851 mdl_load_array( meta
, &world
->ent_light
, "ent_light", heap
);
852 mdl_load_array( meta
, &world
->ent_route_node
,"ent_route_node", heap
);
853 mdl_load_array( meta
, &world
->ent_path_index
,"ent_path_index", heap
);
854 mdl_load_array( meta
, &world
->ent_checkpoint
,"ent_checkpoint", heap
);
855 mdl_load_array( meta
, &world
->ent_route
, "ent_route", heap
);
856 mdl_load_array( meta
, &world
->ent_water
, "ent_water", heap
);
857 mdl_load_array( meta
, &world
->ent_audio_clip
,"ent_audio_clip", heap
);
858 mdl_load_array( meta
, &world
->ent_audio
, "ent_audio", heap
);
859 mdl_load_array( meta
, &world
->ent_volume
, "ent_volume", heap
);
860 mdl_load_array( meta
, &world
->ent_traffic
, "ent_traffic", heap
);
862 /* process resources from pack */
863 world_process_resources( world
);
865 world_routes_ent_init( world
);
866 world_entities_init( index
);
867 world
->volume_bh
= bh_create( heap
, &bh_system_volumes
, world
,
868 mdl_arrcount( &world
->ent_volume
), 1 );
871 world_generate( world
);
872 world_routes_generate( world
);
873 world_post_process( world
);
877 world
->status
= k_world_status_loaded
;
880 #endif /* WORLD_GEN_H */