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
.co
);
170 q_identity( world
->rb_geo
.q
);
172 world
->rb_geo
.type
= k_rb_shape_scene
;
173 world
->rb_geo
.inf
.scene
.bh_scene
= world
->geo_bh
;
174 world
->rb_geo
.is_world
= 1;
175 rb_init( &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_global
.generic_heap
,
186 for( u32 i
=0; i
<world
->surface_count
; i
++ ){
187 struct world_surface
*mat
= &world
->surfaces
[ i
];
189 if( !(mat
->info
.flags
& k_material_flag_collision
) ){
190 world_add_all_if_material( midentity
, world
->scene_no_collide
,
194 if( mat
->info
.flags
& k_material_flag_grow_grass
)
195 world_apply_procedural_foliage( world
, mat
);
197 scene_copy_slice( world
->scene_no_collide
, &mat
->sm_no_collide
);
200 /* upload and free that */
201 vg_acquire_thread_sync();
203 scene_upload( world
->scene_no_collide
, &world
->mesh_no_collide
);
205 vg_release_thread_sync();
207 vg_linear_del( world_global
.generic_heap
, world
->scene_no_collide
);
208 world
->scene_no_collide
= NULL
;
211 float fsd_cone_infinite( v3f p
, v2f c
)
213 v2f q
= { v2_length( (v2f
){ p
[0], p
[2] } ), -p
[1] };
214 float s
= vg_maxf( 0.0f
, v2_dot( q
, c
) );
220 float d
= v2_length( v0
);
221 return d
* ((q
[0]*c
[1]-q
[1]*c
[0]<0.0f
)?-1.0f
:1.0f
);
224 VG_STATIC
void world_compute_light_indices( world_instance
*world
)
227 v3f cubes_min
, cubes_max
;
228 v3_muls( world
->scene_geo
->bbx
[0], 1.0f
/k_light_cube_size
, cubes_min
);
229 v3_muls( world
->scene_geo
->bbx
[1], 1.0f
/k_light_cube_size
, cubes_max
);
231 v3_sub( cubes_min
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_min
);
232 v3_add( cubes_max
, (v3f
){ 0.5f
, 0.5f
, 0.5f
}, cubes_max
);
234 v3_floor( cubes_min
, cubes_min
);
235 v3_floor( cubes_max
, cubes_max
);
237 v3i icubes_min
, icubes_max
;
239 for( int i
=0; i
<3; i
++ ){
240 icubes_min
[i
] = cubes_min
[i
];
241 icubes_max
[i
] = cubes_max
[i
];
247 v3i_sub( icubes_max
, icubes_min
, icubes_count
);
249 for( int i
=0; i
<3; i
++ ){
250 int clamped_count
= VG_MIN( 128, icubes_count
[i
]+1 );
251 float clamped_max
= icubes_min
[i
] + clamped_count
,
252 max
= icubes_min
[i
] + icubes_count
[i
]+1;
254 icubes_count
[i
] = clamped_count
;
255 cube_size
[i
] = (max
/ clamped_max
) * k_light_cube_size
;
256 cubes_max
[i
] = clamped_max
;
259 v3_mul( cubes_min
, cube_size
, cubes_min
);
260 v3_mul( cubes_max
, cube_size
, cubes_max
);
262 for( int i
=0; i
<3; i
++ ){
263 float range
= cubes_max
[i
]-cubes_min
[i
];
264 world
->ub_lighting
.g_cube_inv_range
[i
] = 1.0f
/ range
;
265 world
->ub_lighting
.g_cube_inv_range
[i
] *= (float)icubes_count
[i
];
267 vg_info( "cubes[%d]: %d\n", i
, icubes_count
[i
] );
270 int total_cubes
= icubes_count
[0]*icubes_count
[1]*icubes_count
[2];
272 u32
*cubes_index
= vg_linear_alloc( world_global
.generic_heap
,
273 vg_align8(total_cubes
*sizeof(u32
)*2) );
275 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
276 total_cubes
, cubes_min
[0], -cubes_min
[2], cubes_min
[1],
277 cubes_max
[0], -cubes_max
[2], cubes_max
[1] );
278 v3_copy( cubes_min
, world
->ub_lighting
.g_cube_min
);
280 float bound_radius
= v3_length( cube_size
);
282 for( int iz
= 0; iz
<icubes_count
[2]; iz
++ ){
283 for( int iy
= 0; iy
<icubes_count
[1]; iy
++ ){
284 for( int ix
= 0; ix
<icubes_count
[0]; ix
++ ){
286 v3_div( (v3f
){ ix
, iy
, iz
}, world
->ub_lighting
.g_cube_inv_range
,
288 v3_div( (v3f
){ ix
+1, iy
+1, iz
+1 },
289 world
->ub_lighting
.g_cube_inv_range
,
292 v3_add( bbx
[0], world
->ub_lighting
.g_cube_min
, bbx
[0] );
293 v3_add( bbx
[1], world
->ub_lighting
.g_cube_min
, bbx
[1] );
296 v3_add( bbx
[0], bbx
[1], center
);
297 v3_muls( center
, 0.5f
, center
);
299 u32 indices
[6] = { 0, 0, 0, 0, 0, 0 };
302 float influences
[6] = { 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
};
303 const int N
= vg_list_size( influences
);
305 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
306 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
308 closest_point_aabb( light
->transform
.co
, bbx
, closest
);
310 float dist
= v3_dist( closest
, light
->transform
.co
),
311 influence
= 1.0f
/(dist
+1.0f
);
313 if( dist
> light
->range
)
316 if( light
->type
== k_light_type_spot
){
318 m4x3_mulv( light
->inverse_world
, center
, local
);
320 float r
= fsd_cone_infinite( local
, light
->angle_sin_cos
);
322 if( r
> bound_radius
)
327 for( int k
=best_pos
-1; k
>=0; k
-- )
328 if( influence
> influences
[k
] )
332 for( int k
=N
-1; k
>best_pos
; k
-- ){
333 influences
[k
] = influences
[k
-1];
334 indices
[k
] = indices
[k
-1];
337 influences
[best_pos
] = influence
;
338 indices
[best_pos
] = j
;
342 for( int j
=0; j
<N
; j
++ )
343 if( influences
[j
] > 0.0f
)
346 int base_index
= iz
* (icubes_count
[0]*icubes_count
[1]) +
347 iy
* (icubes_count
[0]) +
350 int lower_count
= VG_MIN( 3, count
);
351 u32 packed_index_lower
= lower_count
;
352 packed_index_lower
|= indices
[0]<<2;
353 packed_index_lower
|= indices
[1]<<12;
354 packed_index_lower
|= indices
[2]<<22;
356 int upper_count
= VG_MAX( 0, count
- lower_count
);
357 u32 packed_index_upper
= upper_count
;
358 packed_index_upper
|= indices
[3]<<2;
359 packed_index_upper
|= indices
[4]<<12;
360 packed_index_upper
|= indices
[5]<<22;
362 cubes_index
[ base_index
*2 + 0 ] = packed_index_lower
;
363 cubes_index
[ base_index
*2 + 1 ] = packed_index_upper
;
368 vg_acquire_thread_sync();
370 glGenTextures( 1, &world
->tex_light_cubes
);
371 glBindTexture( GL_TEXTURE_3D
, world
->tex_light_cubes
);
372 glTexImage3D( GL_TEXTURE_3D
, 0, GL_RG32UI
,
373 icubes_count
[0], icubes_count
[1], icubes_count
[2],
374 0, GL_RG_INTEGER
, GL_UNSIGNED_INT
, cubes_index
);
375 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
376 glTexParameteri( GL_TEXTURE_3D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
378 vg_linear_del( world_global
.generic_heap
, cubes_index
);
380 vg_release_thread_sync();
383 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
384 VG_STATIC
void world_post_process( world_instance
*world
)
386 /* initialize audio if need be */
389 for( int i
=0; i
<world
->audio_things_count
; i
++ )
391 struct world_audio_thing
*thingy
= &world
->audio_things
[ i
];
393 if( thingy
->flags
& AUDIO_FLAG_AUTO_START
)
396 audio_request_channel( &thingy
->temp_embedded_clip
, thingy
->flags
);
398 audio_channel_edit_volume( ch
, thingy
->volume
, 1 );
399 audio_channel_set_spacial( ch
, thingy
->pos
, thingy
->range
);
401 if( !(ch
->flags
& AUDIO_FLAG_LOOP
) )
402 ch
= audio_relinquish_channel( ch
);
408 world_compute_light_indices( world
);
410 vg_acquire_thread_sync();
412 /* create scene lighting buffer */
414 u32 size
= VG_MAX(mdl_arrcount(&world
->ent_light
),1) * sizeof(float)*12;
415 vg_info( "Upload %ubytes (lighting)\n", size
);
417 glGenBuffers( 1, &world
->tbo_light_entities
);
418 glBindBuffer( GL_TEXTURE_BUFFER
, world
->tbo_light_entities
);
419 glBufferData( GL_TEXTURE_BUFFER
, size
, NULL
, GL_DYNAMIC_DRAW
);
423 * colour position direction (spots)
424 * | . . . . | . . . . | . . . . |
425 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
429 v4f
*light_dst
= glMapBuffer( GL_TEXTURE_BUFFER
, GL_WRITE_ONLY
);
430 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_light
); i
++ ){
431 ent_light
*light
= mdl_arritm( &world
->ent_light
, i
);
434 v3_muls( light
->colour
, light
->colour
[3] * 2.0f
, light_dst
[i
*3+0] );
435 light_dst
[i
*3+0][3] = 2.0f
;
437 if( !light
->daytime
){
438 u32 hash
= (i
* 29986577u) & 0xffu
;
439 float switch_on
= hash
;
440 switch_on
*= (1.0f
/255.0f
);
442 light_dst
[i
*3+0][3] = 0.44f
+ switch_on
* 0.015f
;
445 /* position + 1/range^2 */
446 v3_copy( light
->transform
.co
, light_dst
[i
*3+1] );
447 light_dst
[i
*3+1][3] = 1.0f
/(light
->range
*light
->range
);
449 /* direction + angle */
450 q_mulv( light
->transform
.q
, (v3f
){0.0f
,-1.0f
,0.0f
}, light_dst
[i
*3+2]);
451 light_dst
[i
*3+2][3] = cosf( light
->angle
);
454 glUnmapBuffer( GL_TEXTURE_BUFFER
);
456 glGenTextures( 1, &world
->tex_light_entities
);
457 glBindTexture( GL_TEXTURE_BUFFER
, world
->tex_light_entities
);
458 glTexBuffer( GL_TEXTURE_BUFFER
, GL_RGBA32F
, world
->tbo_light_entities
);
460 /* Upload lighting uniform buffer */
461 if( world
->water
.enabled
)
462 v4_copy( world
->water
.plane
, world
->ub_lighting
.g_water_plane
);
465 v3f
*bounds
= world
->scene_geo
->bbx
;
467 info_vec
[0] = bounds
[0][0];
468 info_vec
[1] = bounds
[0][2];
469 info_vec
[2] = 1.0f
/ (bounds
[1][0]-bounds
[0][0]);
470 info_vec
[3] = 1.0f
/ (bounds
[1][2]-bounds
[0][2]);
471 v4_copy( info_vec
, world
->ub_lighting
.g_depth_bounds
);
474 * Rendering the depth map
479 v3_sub( world
->scene_geo
->bbx
[1], world
->scene_geo
->bbx
[0], extent
);
481 float fl
= world
->scene_geo
->bbx
[0][0],
482 fr
= world
->scene_geo
->bbx
[1][0],
483 fb
= world
->scene_geo
->bbx
[0][2],
484 ft
= world
->scene_geo
->bbx
[1][2],
488 m4x4_zero( ortho
.mtx
.p
);
489 ortho
.mtx
.p
[0][0] = 2.0f
* rl
;
490 ortho
.mtx
.p
[2][1] = 2.0f
* tb
;
491 ortho
.mtx
.p
[3][0] = (fr
+ fl
) * -rl
;
492 ortho
.mtx
.p
[3][1] = (ft
+ fb
) * -tb
;
493 ortho
.mtx
.p
[3][3] = 1.0f
;
494 m4x3_identity( ortho
.transform
);
495 camera_update_view( &ortho
);
496 camera_finalize( &ortho
);
498 glDisable(GL_DEPTH_TEST
);
500 glDisable(GL_CULL_FACE
);
501 render_fb_bind( &world
->heightmap
);
502 shader_blitcolour_use();
503 shader_blitcolour_uColour( (v4f
){-9999.0f
,-9999.0f
,-9999.0f
,-9999.0f
} );
507 glBlendFunc(GL_ONE
, GL_ONE
);
508 glBlendEquation(GL_MAX
);
510 render_world_position( world
, &ortho
);
512 glEnable(GL_DEPTH_TEST
);
513 glBindFramebuffer( GL_FRAMEBUFFER
, 0 );
515 /* upload full buffer */
516 glBindBuffer( GL_UNIFORM_BUFFER
, world
->ubo_lighting
);
517 glBufferSubData( GL_UNIFORM_BUFFER
, 0,
518 sizeof(struct ub_world_lighting
), &world
->ub_lighting
);
521 vg_release_thread_sync();
524 VG_STATIC
void world_process_resources( world_instance
*world
)
526 vg_info( "Loading textures\n" );
528 world
->texture_count
= 0;
530 world
->texture_count
= world
->meta
.textures
.count
+1;
531 world
->textures
= vg_linear_alloc( world_global
.generic_heap
,
532 vg_align8(sizeof(GLuint
)*world
->texture_count
) );
534 vg_acquire_thread_sync();
537 world
->textures
[0] = vg_tex2d_new();
538 vg_tex2d_set_error();
542 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.textures
); i
++ ){
543 mdl_texture
*tex
= mdl_arritm( &world
->meta
.textures
, i
);
545 if( !tex
->file
.pack_size
){
546 vg_release_thread_sync();
547 vg_fatal_exit_loop( "World models must have packed textures!" );
550 vg_linear_clear( vg_mem
.scratch
);
551 world
->textures
[i
+1] = vg_tex2d_new();
552 vg_tex2d_set_error();
553 vg_tex2d_qoi( mdl_arritm( &world
->meta
.pack
, tex
->file
.pack_offset
),
555 mdl_pstr( &world
->meta
, tex
->file
.pstr_path
));
560 vg_release_thread_sync();
562 vg_info( "Loading materials\n" );
564 world
->surface_count
= world
->meta
.materials
.count
+1;
565 world
->surfaces
= vg_linear_alloc( world_global
.generic_heap
,
566 vg_align8(sizeof(struct world_surface
)*world
->surface_count
) );
569 struct world_surface
*errmat
= &world
->surfaces
[0];
570 memset( errmat
, 0, sizeof(struct world_surface
) );
572 for( u32 i
=0; i
<mdl_arrcount(&world
->meta
.materials
); i
++ ){
573 world
->surfaces
[i
+1].info
=
574 *(mdl_material
*)mdl_arritm( &world
->meta
.materials
, i
);
578 VG_STATIC
void world_unload( world_instance
*world
)
580 vg_acquire_thread_sync();
583 mesh_free( &world
->mesh_route_lines
);
584 mesh_free( &world
->mesh_geo
);
585 mesh_free( &world
->mesh_no_collide
);
587 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
588 * existing buffer objects.
590 glDeleteBuffers( 1, &world
->tbo_light_entities
);
591 glDeleteTextures( 1, &world
->tex_light_entities
);
592 glDeleteTextures( 1, &world
->tex_light_cubes
);
594 /* FIXME: CANT DO THIS HERE */
596 /* oh this should be moved to a global function */
597 world_global
.time
= 0.0;
598 world_global
.rewind_from
= 0.0;
599 world_global
.rewind_to
= 0.0;
600 world_global
.last_use
= 0.0;
601 world_global
.sfd
.active_route_board
= 0;
603 /* delete textures and meshes */
604 glDeleteTextures( world
->texture_count
, world
->textures
);
606 /* delete the entire block of memory */
607 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
609 vg_linear_clear( world
->dynamic_vgl
);
610 vg_linear_clear( world
->audio_vgl
);
613 vg_release_thread_sync();
616 VG_STATIC
void world_init_blank( world_instance
*world
)
618 memset( &world
->meta
, 0, sizeof(mdl_context
) );
620 world
->textures
= NULL
;
621 world
->texture_count
= 0;
622 world
->surfaces
= NULL
;
623 world
->surface_count
= 0;
625 world
->scene_geo
= NULL
;
626 world
->scene_no_collide
= NULL
;
627 world
->scene_lines
= NULL
;
629 world
->geo_bh
= NULL
;
630 world
->volume_bh
= NULL
;
631 world
->audio_bh
= NULL
;
632 world
->rendering_gate
= NULL
;
634 world
->water
.enabled
= 0;
636 /* default lighting conditions
637 * -------------------------------------------------------------*/
638 struct ub_world_lighting
*state
= &world
->ub_lighting
;
640 state
->g_light_preview
= 0;
641 state
->g_shadow_samples
= 8;
642 state
->g_water_fog
= 0.04f
;
644 v4_zero( state
->g_water_plane
);
645 v4_zero( state
->g_depth_bounds
);
647 state
->g_shadow_length
= 9.50f
;
648 state
->g_shadow_spread
= 0.65f
;
650 v3_copy( (v3f
){0.37f
, 0.54f
, 0.97f
}, state
->g_daysky_colour
);
651 v3_copy( (v3f
){0.03f
, 0.05f
, 0.20f
}, state
->g_nightsky_colour
);
652 v3_copy( (v3f
){1.00f
, 0.32f
, 0.01f
}, state
->g_sunset_colour
);
653 v3_copy( (v3f
){0.13f
, 0.17f
, 0.35f
}, state
->g_ambient_colour
);
654 v3_copy( (v3f
){0.25f
, 0.17f
, 0.51f
}, state
->g_sunset_ambient
);
655 v3_copy( (v3f
){1.10f
, 0.89f
, 0.35f
}, state
->g_sun_colour
);
658 VG_STATIC
void world_entities_init( world_instance
*world
)
661 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_light
); j
++ ){
662 ent_light
*light
= mdl_arritm( &world
->ent_light
, j
);
665 q_m3x3( light
->transform
.q
, to_world
);
666 v3_copy( light
->transform
.co
, to_world
[3] );
667 m4x3_invert_affine( to_world
, light
->inverse_world
);
669 light
->angle_sin_cos
[0] = sinf( light
->angle
* 0.5f
);
670 light
->angle_sin_cos
[1] = cosf( light
->angle
* 0.5f
);
674 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_gate
); j
++ ){
675 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, j
);
676 gate_transform_update( gate
);
680 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_water
); j
++ ){
681 ent_water
*water
= mdl_arritm( &world
->ent_water
, j
);
682 if( world
->water
.enabled
){
683 vg_warn( "Multiple water surfaces in level!\n" );
687 world
->water
.enabled
= 1;
688 water_set_surface( world
, water
->transform
.co
[1] );
692 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_volume
); j
++ ){
693 ent_volume
*volume
= mdl_arritm( &world
->ent_volume
, j
);
694 mdl_transform_m4x3( &volume
->transform
, volume
->to_world
);
695 m4x3_invert_full( volume
->to_world
, volume
->to_local
);
699 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_audio
); j
++ ){
700 ent_audio
*audio
= mdl_arritm( &world
->ent_audio
, j
);
702 for( u32 k
=0; k
<audio
->clip_count
; k
++ ){
703 ent_audio_clip
*clip
= mdl_arritm( &world
->ent_audio_clip
,
704 audio
->clip_start
+k
);
706 if( clip
->file
.pack_size
){
707 u32 size
= clip
->file
.pack_size
,
708 offset
= clip
->file
.pack_offset
;
710 /* FIXME: Ditchable asset! */
711 void *data
= mdl_arritm(&world
->meta
.pack
, clip
->file
.pack_offset
);
713 clip
->clip
.path
= NULL
;
714 clip
->clip
.flags
= audio
->flags
;
715 clip
->clip
.data
= data
;
716 clip
->clip
.size
= size
;
719 clip
->clip
.path
= mdl_pstr( &world
->meta
, clip
->file
.pstr_path
);
720 clip
->clip
.flags
= audio
->flags
;
721 clip
->clip
.data
= NULL
;
725 audio_clip_load( &clip
->clip
, world_global
.generic_heap
);
730 VG_STATIC
void world_load( world_instance
*world
, const char *path
)
732 world_unload( world
);
733 world_init_blank( world
);
735 vg_info( "Loading world: %s\n", path
);
737 mdl_open( &world
->meta
, path
, world_global
.generic_heap
);
738 mdl_load_metadata_block( &world
->meta
, world_global
.generic_heap
);
739 mdl_load_animation_block( &world
->meta
, world_global
.generic_heap
);
740 mdl_load_mesh_block( &world
->meta
, world_global
.generic_heap
);
742 /* TODO: This should get a seperate memory area */
743 mdl_load_pack_block( &world
->meta
, world_global
.generic_heap
);
745 mdl_load_array( &world
->meta
, &world
->ent_gate
,
746 "ent_gate", world_global
.generic_heap
);
747 mdl_load_array( &world
->meta
, &world
->ent_spawn
,
748 "ent_spawn", world_global
.generic_heap
);
749 mdl_load_array( &world
->meta
, &world
->ent_light
,
750 "ent_light", world_global
.generic_heap
);
752 mdl_load_array( &world
->meta
, &world
->ent_route_node
,
753 "ent_route_node", world_global
.generic_heap
);
754 mdl_load_array( &world
->meta
, &world
->ent_path_index
,
755 "ent_path_index", world_global
.generic_heap
);
756 mdl_load_array( &world
->meta
, &world
->ent_checkpoint
,
757 "ent_checkpoint", world_global
.generic_heap
);
758 mdl_load_array( &world
->meta
, &world
->ent_route
,
759 "ent_route", world_global
.generic_heap
);
760 mdl_load_array( &world
->meta
, &world
->ent_water
,
761 "ent_water", world_global
.generic_heap
);
762 mdl_load_array( &world
->meta
, &world
->ent_audio_clip
,
763 "ent_audio_clip", world_global
.generic_heap
);
764 mdl_load_array( &world
->meta
, &world
->ent_audio
,
765 "ent_audio", world_global
.generic_heap
);
766 mdl_load_array( &world
->meta
, &world
->ent_volume
,
767 "ent_volume", world_global
.generic_heap
);
769 mdl_close( &world
->meta
);
771 /* process resources from pack */
772 world_process_resources( world
);
775 /* dynamic allocations */
776 world_ents_allocate( world
);
777 world_routes_allocate( world
);
779 /* meta processing */
781 world_routes_ent_init( world
);
782 world_entities_init( world
);
783 world
->volume_bh
= bh_create( world_global
.generic_heap
,
786 mdl_arrcount( &world
->ent_volume
),
790 world_generate( world
);
791 world_routes_generate( world
);
792 world_post_process( world
);
795 #endif /* WORLD_GEN_H */