baby lock the door and turn the lights down low
[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( int i=0; i<mdl->info.node_count; i++ )
16 {
17 mdl_node *pnode = mdl_node_from_id( mdl, i );
18
19 for( int j=0; j<pnode->submesh_count; j++ )
20 {
21 mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
22 if( sm->material_id == id )
23 {
24 m4x3f transform2;
25 mdl_node_transform( pnode, transform2 );
26 m4x3_mul( transform, transform2, transform2 );
27
28 scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
29 }
30 }
31 }
32 }
33
34 VG_STATIC void world_add_blob( world_instance *world,
35 scene *pscene, ray_hit *hit )
36 {
37 m4x3f transform;
38 v4f qsurface, qrandom;
39 v3f axis;
40
41 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
42
43 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
44 q_axis_angle( qsurface, axis, angle );
45 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
46 q_mul( qsurface, qrandom, qsurface );
47 q_m3x3( qsurface, transform );
48 v3_copy( hit->pos, transform[3] );
49
50 scene_vert verts[] =
51 {
52 { .co = { -1.00f, 0.0f, 0.0f } },
53 { .co = { 1.00f, 0.0f, 0.0f } },
54 { .co = { -1.00f, 1.2f, 0.0f } },
55 { .co = { 1.00f, 1.2f, 0.0f } },
56 { .co = { -0.25f, 2.0f, 0.0f } },
57 { .co = { 0.25f, 2.0f, 0.0f } }
58 };
59
60 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
61
62 if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
63 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
64
65 if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
66 vg_fatal_exit_loop( "Scene index buffer overflow" );
67
68 scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
69 u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
70
71 scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ];
72
73 for( u32 i=0; i<vg_list_size(verts); i++ )
74 {
75 scene_vert *pvert = &dst_verts[ i ],
76 *src = &verts[ i ];
77
78 m4x3_mulv( transform, src->co, pvert->co );
79 scene_vert_pack_norm( pvert, transform[1] );
80
81 v2_copy( ref->uv, pvert->uv );
82 }
83
84 for( u32 i=0; i<vg_list_size(indices); i++ )
85 dst_indices[i] = indices[i] + pscene->vertex_count;
86
87 pscene->vertex_count += vg_list_size(verts);
88 pscene->indice_count += vg_list_size(indices);
89 }
90
91 /* Sprinkle foliage models over the map on terrain material */
92 VG_STATIC void world_apply_procedural_foliage( world_instance *world,
93 struct world_material *mat )
94 {
95 if( vg.quality_profile == k_quality_profile_low )
96 return;
97
98 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
99
100 vg_linear_clear( vg_mem.scratch );
101
102 mdl_context *mfoliage =
103 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
104
105 v3f volume;
106 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
107 volume[1] = 1.0f;
108
109 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
110 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
111
112 int count = 0;
113
114 float area = volume[0]*volume[2];
115 u32 particles = 0.08f * area;
116
117 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
118
119 for( int i=0;i<particles;i++ )
120 {
121 v3f pos;
122 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
123 pos[1] = 1000.0f;
124 v3_add( pos, world->scene_geo->bbx[0], pos );
125
126 ray_hit hit;
127 hit.dist = INFINITY;
128
129 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
130 {
131 struct world_material *m1 = ray_hit_material( world, &hit );
132 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
133 {
134 world_add_blob( world, world->scene_no_collide, &hit );
135 count ++;
136 }
137 }
138 }
139
140 vg_info( "%d foliage models added\n", count );
141 }
142
143 VG_STATIC void world_ents_allocate( world_instance *world )
144 {
145 vg_info( "Allocating entities\n" );
146
147 /* count entites to allocate buffers for them.
148 * maybe in the future we just store these numbers in the model file...
149 *
150 * TODO: use this in world_routes too */
151
152 struct countable
153 {
154 enum classtype ct;
155 void **to_allocate;
156 u32 item_size;
157 int count;
158 }
159 entity_counts[] =
160 {
161 {
162 k_classtype_spawn,
163 (void*)&world->spawns,
164 sizeof(struct respawn_point)
165 },
166 {
167 k_classtype_audio,
168 (void*)&world->audio_things,
169 sizeof(struct world_audio_thing)
170 },
171 {
172 k_classtype_trigger,
173 (void*)&world->triggers,
174 sizeof(struct trigger_zone)
175 },
176 {
177 k_classtype_logic_relay,
178 (void*)&world->logic_relays,
179 sizeof(struct logic_relay)
180 },
181 {
182 k_classtype_logic_achievement,
183 (void*)&world->logic_achievements,
184 sizeof(struct logic_achievement)
185 },
186 {
187 k_classtype_world_light,
188 (void*)&world->lights,
189 sizeof(struct world_light)
190 },
191 {
192 k_classtype_nonlocal_gate,
193 (void*)&world->nonlocal_gates,
194 sizeof(struct nonlocal_gate)
195 }
196 };
197
198 for( int i=0; i<vg_list_size(entity_counts); i++ )
199 entity_counts[i].count = 0;
200
201 for( int i=0; i<world->meta->info.node_count; i++ )
202 {
203 mdl_node *pnode = mdl_node_from_id( world->meta, i );
204
205 for( int j=0; j<vg_list_size(entity_counts); j ++ )
206 {
207 if( pnode->classtype == entity_counts[j].ct )
208 {
209 pnode->sub_uid = entity_counts[j].count;
210 entity_counts[j].count ++;
211 break;
212 }
213 }
214 }
215
216 for( int i=0; i<vg_list_size(entity_counts); i++ )
217 {
218 struct countable *counter = &entity_counts[i];
219
220 u32 bufsize = counter->item_size*counter->count;
221 *counter->to_allocate = vg_linear_alloc( world_global.generic_heap,
222 bufsize );
223 }
224 }
225
226 VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
227 {
228 struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ];
229
230 v3_copy( pnode->co, rp->co );
231 v4_copy( pnode->q, rp->q );
232 rp->name = mdl_pstr( world->meta, pnode->pstr_name );
233 }
234
235 VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode )
236 {
237 if( world->water.enabled )
238 {
239 vg_warn( "Multiple water surfaces in level! ('%s')\n",
240 mdl_pstr( world->meta, pnode->pstr_name ));
241 return;
242 }
243
244 world->water.enabled = 1;
245 water_set_surface( world, pnode->co[1] );
246 }
247
248 VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
249 {
250 struct world_audio_thing *thing = &world->audio_things[
251 world->audio_things_count ];
252
253 memset( thing, 0, sizeof(struct world_audio_thing) );
254 struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
255
256 v3_copy( pnode->co, thing->pos );
257
258 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
259 thing->volume = aud->volume * pnode->s[0];
260 else
261 thing->volume = aud->volume;
262
263 thing->flags = aud->flags;
264 thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
265 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
266
267 audio_clip_load( &thing->temp_embedded_clip, world_global.audio_heap );
268 thing->player.name = mdl_pstr( world->meta, pnode->pstr_name );
269 thing->player.enqued = 0;
270
271 pnode->sub_uid = world->audio_things_count;
272 world->audio_things_count ++;
273 }
274
275 VG_STATIC void world_pct_trigger( world_instance *world, mdl_node *pnode )
276 {
277 struct trigger_zone *trigger = &world->triggers[ world->trigger_count ];
278 struct classtype_trigger *inf = mdl_get_entdata( world->meta, pnode );
279
280 if( inf->target )
281 {
282 mdl_node *target_node = mdl_node_from_id( world->meta, inf->target );
283
284 trigger->target.sub_id = target_node->sub_uid;
285 trigger->target.classtype = target_node->classtype;
286 }
287 else
288 {
289 vg_warn( "Trigger with no target...\n" );
290 return;
291 }
292
293 mdl_node_transform( pnode, trigger->transform );
294 m4x3_invert_full( trigger->transform, trigger->inv_transform );
295
296 world->trigger_count ++;
297 }
298
299
300 VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode )
301 {
302 struct logic_relay *relay = &world->logic_relays[ world->relay_count ];
303 struct classtype_logic_relay *inf = mdl_get_entdata( world->meta, pnode );
304
305 relay->target_count = 0;
306
307 for( int i=0; i<vg_list_size(relay->targets); i++ )
308 {
309 if( inf->targets[i] )
310 {
311 struct relay_target *target = &relay->targets[relay->target_count ++];
312 mdl_node *other = mdl_node_from_id( world->meta, inf->targets[i] );
313
314 target->classtype = other->classtype;
315 target->sub_id = other->sub_uid;
316 }
317 }
318
319 v3_copy( pnode->co, relay->pos );
320 world->relay_count ++;
321 }
322
323
324 VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode )
325 {
326 struct logic_achievement *ach =
327 &world->logic_achievements[ world->achievement_count ];
328 struct classtype_logic_achievement *inf =
329 mdl_get_entdata( world->meta, pnode );
330
331 v3_copy( pnode->co, ach->pos );
332 ach->achievement_id = mdl_pstr( world->meta, inf->pstr_name );
333 ach->achieved = 0;
334
335 world->achievement_count ++;
336 }
337
338 VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
339 {
340 struct world_light *light = &world->lights[ world->light_count ++ ];
341 light->node = pnode;
342 light->inf = mdl_get_entdata( world->meta, pnode );
343
344 q_m3x3( pnode->q, light->inverse_world );
345 v3_copy( pnode->co, light->inverse_world[3] );
346 m4x3_invert_affine( light->inverse_world, light->inverse_world );
347
348 light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
349 light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
350 }
351
352 VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
353 {
354 struct nonlocal_gate *gate = &world->nonlocal_gates[
355 world->nonlocalgate_count ++ ];
356 struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
357
358 gate->working = 0;
359 gate->node = pnode;
360 gate->target_map_index = 0;
361 v2_copy( inf->dims, gate->gate.dims );
362 }
363
364 VG_STATIC void world_entities_process( world_instance *world )
365 {
366 struct entity_instruction
367 {
368 enum classtype ct;
369 void (*process)( world_instance *world, mdl_node *pnode );
370 }
371 entity_instructions[] =
372 {
373 { k_classtype_spawn, world_pct_spawn },
374 { k_classtype_water, world_pct_water },
375 { k_classtype_audio, world_pct_audio },
376 { k_classtype_trigger, world_pct_trigger },
377 { k_classtype_logic_relay, world_pct_relay },
378 { k_classtype_logic_achievement, world_pct_achievement },
379 { k_classtype_world_light, world_pct_world_light },
380 { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
381 };
382
383 for( int i=0; i<world->meta->info.node_count; i++ )
384 {
385 mdl_node *pnode = mdl_node_from_id( world->meta, i );
386
387 for( int j=0; j<vg_list_size(entity_instructions); j++ )
388 {
389 struct entity_instruction *instr = &entity_instructions[j];
390
391 if( pnode->classtype == instr->ct )
392 {
393 instr->process( world, pnode );
394 break;
395 }
396 }
397 }
398 }
399
400 VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
401 {
402 vg_info( "Linking non-local gates\n" );
403 world_instance *a = &world_global.worlds[ index_a ],
404 *b = &world_global.worlds[ index_b ];
405
406 for( int i=0; i<a->nonlocalgate_count; i++ )
407 {
408 struct nonlocal_gate *ga = &a->nonlocal_gates[i];
409 struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
410 const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
411
412 for( int j=0; j<b->nonlocalgate_count; j++ )
413 {
414 struct nonlocal_gate *gb = &b->nonlocal_gates[j];
415 struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
416 const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
417
418 if( !strcmp( ga_name, gb_name ) )
419 {
420 vg_success( "Created longjump for ID '%s'\n", ga_name );
421
422 v4f qYflip;
423 q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
424
425 /* TODO: Gates are created very wonkily. refactor. */
426 ga->target_map_index = index_b;
427 gb->target_map_index = index_a;
428 ga->working = 1;
429 gb->working = 1;
430
431 v4_copy( ga->node->q, ga->gate.q[0] );
432 v4_copy( gb->node->q, ga->gate.q[1] );
433 v3_copy( ga->node->co, ga->gate.co[0] );
434 v3_copy( gb->node->co, ga->gate.co[1] );
435
436 v4_copy( gb->node->q, gb->gate.q[0] );
437 v4_copy( ga->node->q, gb->gate.q[1] );
438 v3_copy( gb->node->co, gb->gate.co[0] );
439 v3_copy( ga->node->co, gb->gate.co[1] );
440
441 /* reverse B's direction */
442 q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
443 q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
444 q_normalize( gb->gate.q[0] );
445 q_normalize( gb->gate.q[1] );
446
447 gate_transform_update( &ga->gate );
448 gate_transform_update( &gb->gate );
449 }
450 }
451 }
452 }
453
454 VG_STATIC float colour_luminance( v3f v )
455 {
456 return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
457 }
458
459 VG_STATIC float calc_light_influence( world_instance *world, v3f position,
460 int light )
461 {
462 struct world_light *world_light = &world->lights[ light ];
463 struct classtype_world_light *inf = world_light->inf;
464
465 v3f light_delta;
466 v3_sub( world_light->node->co, position, light_delta );
467 v3_muls( light_delta, 10.0f, light_delta );
468
469 float quadratic = v3_dot( light_delta, light_delta ),
470 attenuation = 1.0f/( 1.0f + quadratic );
471
472 float quadratic_light = attenuation * colour_luminance( inf->colour );
473
474 if( (inf->type == k_light_type_point) ||
475 (inf->type == k_light_type_point_nighttime_only) )
476 {
477 return quadratic_light;
478 }
479 else if( (inf->type == k_light_type_spot) ||
480 (inf->type == k_light_type_spot_nighttime_only) )
481 {
482 v3f dir;
483 q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir );
484
485 float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
486 falloff = spot_theta >= 0.0f? 1.0f: 0.0f;
487
488 return quadratic_light * falloff;
489 }
490 else
491 return 0.0f;
492 }
493
494 VG_STATIC void world_generate( world_instance *world )
495 {
496 /*
497 * Compile meshes into the world scenes
498 */
499 world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
500
501 m4x3f midentity;
502 m4x3_identity( midentity );
503
504 /*
505 * Generate scene: collidable geometry
506 * ----------------------------------------------------------------
507 */
508
509 vg_info( "Generating collidable geometry\n" );
510
511
512 for( int i=0; i<world->material_count; i++ )
513 {
514 struct world_material *mat = &world->materials[ i ];
515
516 if( mat->info.flags & k_material_flag_collision )
517 world_add_all_if_material( midentity, world->scene_geo, world->meta, i );
518
519 scene_copy_slice( world->scene_geo, &mat->sm_geo );
520 }
521
522 /* compress that bad boy */
523 world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
524
525 vg_acquire_thread_sync();
526 {
527 scene_upload( world->scene_geo, &world->mesh_geo );
528 }
529 vg_release_thread_sync();
530
531 /* setup spacial mapping and rigidbody */
532 world->geo_bh = scene_bh_create( world_global.generic_heap,
533 world->scene_geo );
534
535 v3_zero( world->rb_geo.co );
536 q_identity( world->rb_geo.q );
537
538 world->rb_geo.type = k_rb_shape_scene;
539 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
540 world->rb_geo.is_world = 1;
541 rb_init( &world->rb_geo );
542
543 /*
544 * Generate scene: non-collidable geometry
545 * ----------------------------------------------------------------
546 */
547 vg_info( "Generating non-collidable geometry\n" );
548
549 world->scene_no_collide = scene_init( world_global.generic_heap,
550 200000, 500000 );
551
552 for( int i=0; i<world->material_count; i++ )
553 {
554 struct world_material *mat = &world->materials[ i ];
555
556 if( !(mat->info.flags & k_material_flag_collision) )
557 {
558 world_add_all_if_material( midentity, world->scene_no_collide,
559 world->meta, i );
560 }
561
562 if( mat->info.flags & k_material_flag_grow_grass )
563 world_apply_procedural_foliage( world, mat );
564
565 scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
566 }
567
568 /* upload and free that */
569 vg_acquire_thread_sync();
570 {
571 scene_upload( world->scene_no_collide, &world->mesh_no_collide );
572 }
573 vg_release_thread_sync();
574
575 vg_linear_del( world_global.generic_heap, world->scene_no_collide );
576 world->scene_no_collide = NULL;
577 }
578
579 float fsd_cone_infinite( v3f p, v2f c )
580 {
581 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
582 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
583
584 v2f v0;
585 v2_muls( c, s, v0 );
586 v2_sub( q, v0, v0 );
587
588 float d = v2_length( v0 );
589 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
590 }
591
592 VG_STATIC void world_compute_light_indices( world_instance *world )
593 {
594 /* light cubes */
595 v3f cubes_min, cubes_max;
596 v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
597 v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
598
599 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
600 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
601
602 v3_floor( cubes_min, cubes_min );
603 v3_floor( cubes_max, cubes_max );
604
605 v3i icubes_min, icubes_max;
606
607 for( int i=0; i<3; i++ )
608 {
609 icubes_min[i] = cubes_min[i];
610 icubes_max[i] = cubes_max[i];
611 }
612
613 v3i icubes_count;
614 v3i_sub( icubes_max, icubes_min, icubes_count );
615
616 for( int i=0; i<3; i++ )
617 {
618 icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
619 cubes_max[i] = icubes_min[i] + icubes_count[i];
620 }
621
622 v3_muls( cubes_min, k_light_cube_size, cubes_min );
623 v3_muls( cubes_max, k_light_cube_size, cubes_max );
624
625 for( int i=0; i<3; i++ )
626 {
627 float range = cubes_max[i]-cubes_min[i];
628 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
629 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
630
631 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
632 }
633
634 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
635
636 u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
637 total_cubes * sizeof(u32) * 2.0f );
638
639 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
640 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
641 cubes_max[0], -cubes_max[2], cubes_max[1] );
642
643 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
644
645 v3f cube_size;
646 v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range,
647 cube_size );
648 float bound_radius = v3_length( cube_size );
649
650 for( int iz = 0; iz<icubes_count[2]; iz ++ )
651 {
652 for( int iy = 0; iy<icubes_count[1]; iy++ )
653 {
654 for( int ix = 0; ix<icubes_count[0]; ix++ )
655 {
656 boxf bbx;
657 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
658 bbx[0] );
659 v3_div( (v3f){ ix+1, iy+1, iz+1 },
660 world->ub_lighting.g_cube_inv_range,
661 bbx[1] );
662
663 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
664 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
665
666 v3f center;
667 v3_add( bbx[0], bbx[1], center );
668 v3_muls( center, 0.5f, center );
669
670 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
671 u32 count = 0;
672
673 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
674 const int N = vg_list_size( influences );
675
676 for( int j=0; j<world->light_count; j ++ )
677 {
678 struct world_light *light = &world->lights[j];
679 v3f closest;
680 closest_point_aabb( light->node->co, bbx, closest );
681
682 float dist = v3_dist( closest, light->node->co ),
683 influence = 1.0f/(dist+1.0f);
684
685 if( dist > light->inf->range )
686 continue;
687
688 if( (light->inf->type == k_light_type_spot) ||
689 (light->inf->type == k_light_type_spot_nighttime_only) )
690 {
691 v3f local;
692 m4x3_mulv( light->inverse_world, center, local );
693
694 float r = fsd_cone_infinite( local, light->angle_sin_cos );
695
696 if( r > bound_radius )
697 continue;
698 }
699
700 int best_pos = N;
701 for( int k=best_pos-1; k>=0; k -- )
702 if( influence > influences[k] )
703 best_pos = k;
704
705 if( best_pos < N )
706 {
707 for( int k=N-1; k>best_pos; k -- )
708 {
709 influences[k] = influences[k-1];
710 indices[k] = indices[k-1];
711 }
712
713 influences[best_pos] = influence;
714 indices[best_pos] = j;
715 }
716 }
717
718 for( int j=0; j<N; j++ )
719 if( influences[j] > 0.0f )
720 count ++;
721
722 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
723 iy * (icubes_count[0]) +
724 ix;
725
726 int lower_count = VG_MIN( 3, count );
727 u32 packed_index_lower = lower_count;
728 packed_index_lower |= indices[0]<<2;
729 packed_index_lower |= indices[1]<<12;
730 packed_index_lower |= indices[2]<<22;
731
732 int upper_count = VG_MAX( 0, count - lower_count );
733 u32 packed_index_upper = upper_count;
734 packed_index_upper |= indices[3]<<2;
735 packed_index_upper |= indices[4]<<12;
736 packed_index_upper |= indices[5]<<22;
737
738 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
739 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
740 }
741 }
742 }
743
744 vg_acquire_thread_sync();
745
746 glGenTextures( 1, &world->tex_light_cubes );
747 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
748 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
749 icubes_count[0], icubes_count[1], icubes_count[2],
750 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
751 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
752 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
753
754 vg_linear_del( world_global.generic_heap, cubes_index );
755
756 vg_release_thread_sync();
757 }
758
759 VG_STATIC int reset_player( int argc, char const *argv[] );
760 VG_STATIC void world_post_process( world_instance *world )
761 {
762 /* initialize audio if need be */
763 audio_lock();
764 for( int i=0; i<world->audio_things_count; i++ )
765 {
766 struct world_audio_thing *thingy = &world->audio_things[ i ];
767
768 audio_player_init( &thingy->player );
769 audio_player_set_flags( &thingy->player, thingy->flags );
770 audio_player_set_vol( &thingy->player, thingy->volume );
771 audio_player_set_pan( &thingy->player, 0.0f );
772
773 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
774 audio_player_set_position( &thingy->player, thingy->pos );
775
776 if( thingy->flags & AUDIO_FLAG_AUTO_START )
777 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
778 }
779 audio_unlock();
780
781 world_compute_light_indices( world );
782
783 vg_acquire_thread_sync();
784 {
785 /* create scene lighting buffer */
786
787 u32 size = VG_MAX(world->light_count,1) * sizeof(float)*12;
788
789 vg_info( "Upload %ubytes (lighting)\n", size );
790
791 glGenBuffers( 1, &world->tbo_light_entities );
792 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
793 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
794
795 /* buffer layout
796 *
797 * colour position direction (spots)
798 * | . . . . | . . . . | . . . . |
799 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
800 *
801 */
802
803 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
804
805 for( int i=0; i<world->light_count; i++ )
806 {
807 struct world_light *light = &world->lights[i];
808 struct classtype_world_light *inf = light->inf;
809
810 /* colour + night */
811 v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] );
812 light_dst[i*3+0][3] = -1.0f;
813
814 if( (inf->type == k_light_type_spot_nighttime_only) ||
815 (inf->type == k_light_type_point_nighttime_only ) )
816 {
817 u32 hash = (i * 29986577) & 0xff;
818 float switch_on = hash;
819 switch_on *= (1.0f/255.0f);
820
821 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
822 }
823
824 /* position + 1/range^2 */
825 v3_copy( light->node->co, light_dst[i*3+1] );
826 light_dst[i*3+1][3] = 1.0f/(inf->range*inf->range);
827
828 /* direction + angle */
829 q_mulv( light->node->q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
830 light_dst[i*3+2][3] = cosf( inf->angle );
831 }
832
833 glUnmapBuffer( GL_TEXTURE_BUFFER );
834
835 glGenTextures( 1, &world->tex_light_entities );
836 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
837 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
838
839
840 /* Upload lighting uniform buffer */
841 if( world->water.enabled )
842 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
843
844 v4f info_vec;
845 v3f *bounds = world->scene_geo->bbx;
846
847 info_vec[0] = bounds[0][0];
848 info_vec[1] = bounds[0][2];
849 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
850 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
851 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
852
853
854 /*
855 * Rendering the depth map
856 */
857 camera ortho;
858
859 v3f extent;
860 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
861
862 float fl = world->scene_geo->bbx[0][0],
863 fr = world->scene_geo->bbx[1][0],
864 fb = world->scene_geo->bbx[0][2],
865 ft = world->scene_geo->bbx[1][2],
866 rl = 1.0f / (fr-fl),
867 tb = 1.0f / (ft-fb);
868
869 m4x4_zero( ortho.mtx.p );
870 ortho.mtx.p[0][0] = 2.0f * rl;
871 ortho.mtx.p[2][1] = 2.0f * tb;
872 ortho.mtx.p[3][0] = (fr + fl) * -rl;
873 ortho.mtx.p[3][1] = (ft + fb) * -tb;
874 ortho.mtx.p[3][3] = 1.0f;
875 m4x3_identity( ortho.transform );
876 camera_update_view( &ortho );
877 camera_finalize( &ortho );
878
879 glDisable(GL_DEPTH_TEST);
880 glDisable(GL_BLEND);
881 glDisable(GL_CULL_FACE);
882 render_fb_bind( &world->heightmap );
883 shader_blitcolour_use();
884 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
885 render_fsquad();
886
887 glEnable(GL_BLEND);
888 glBlendFunc(GL_ONE, GL_ONE);
889 glBlendEquation(GL_MAX);
890
891 render_world_position( world, &ortho );
892 glDisable(GL_BLEND);
893 glEnable(GL_DEPTH_TEST);
894 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
895
896 /* upload full buffer */
897 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
898 glBufferSubData( GL_UNIFORM_BUFFER, 0,
899 sizeof(struct ub_world_lighting), &world->ub_lighting );
900 }
901
902 vg_release_thread_sync();
903
904 #if 0
905 /*
906 * Setup scene collider
907 */
908 reset_player( 1, (const char *[]){"start"} );
909 #endif
910 }
911
912 VG_STATIC void world_process_resources( world_instance *world )
913 {
914 vg_info( "Loading textures\n" );
915 world->texture_count = world->meta->info.texture_count;
916 world->textures = vg_linear_alloc( world_global.generic_heap,
917 sizeof(GLuint)*world->texture_count );
918
919 vg_acquire_thread_sync();
920 {
921 /* error texture */
922 world->textures[0] = vg_tex2d_new();
923 vg_tex2d_set_error();
924 vg_tex2d_nearest();
925 vg_tex2d_repeat();
926
927 for( int i=1; i<world->texture_count; i++ )
928 {
929 mdl_texture *tex = &world->meta->texture_buffer[i];
930
931 if( !tex->pack_offset )
932 {
933 vg_release_thread_sync();
934 vg_fatal_exit_loop( "World models must have packed textures!" );
935 }
936
937 vg_linear_clear( vg_mem.scratch );
938 world->textures[i] = vg_tex2d_new();
939 vg_tex2d_set_error();
940 vg_tex2d_qoi( world->meta->pack + tex->pack_offset, tex->pack_length,
941 mdl_pstr( world->meta, tex->pstr_name ));
942 vg_tex2d_nearest();
943 vg_tex2d_repeat();
944 }
945 }
946 vg_release_thread_sync();
947
948 vg_info( "Loading materials\n" );
949
950 u32 size = sizeof(struct world_material) * world->meta->info.material_count;
951 world->materials = vg_linear_alloc( world_global.generic_heap, size );
952
953 world->material_count = world->meta->info.material_count;
954 memset( world->materials, 0, size );
955
956 for( int i=1; i<world->material_count; i++ )
957 world->materials[i].info = world->meta->material_buffer[i];
958
959 /* error material */
960 struct world_material *errmat = &world->materials[0];
961 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
962 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
963 errmat->info.flags = 0x00;
964 errmat->info.pstr_name = 0; /* useless? */
965 errmat->info.shader = -1;
966 errmat->info.tex_decal = 0;
967 errmat->info.tex_diffuse = 0;
968 errmat->info.tex_normal = 0;
969 }
970
971 VG_STATIC void world_unload( world_instance *world )
972 {
973 vg_acquire_thread_sync();
974
975 /* free meshes */
976 mesh_free( &world->mesh_route_lines );
977 mesh_free( &world->mesh_geo );
978 mesh_free( &world->mesh_no_collide );
979
980 glDeleteBuffers( 1, &world->tbo_light_entities );
981 glDeleteTextures( 1, &world->tex_light_entities );
982 glDeleteTextures( 1, &world->tex_light_cubes );
983
984 /* FIXME: CANT DO THIS HERE */
985 world_global.time = 0.0;
986 world_global.rewind_from = 0.0;
987 world_global.rewind_to = 0.0;
988 world_global.last_use = 0.0;
989 world_global.active_gate = 0;
990 world_global.current_run_version = 2;
991 world_global.active_route_board = 0;
992
993 for( int i=0; i<vg_list_size(world_global.ui_bars); i++ )
994 {
995 struct route_ui_bar *uib = &world_global.ui_bars[i];
996 uib->segment_start = 0;
997 uib->segment_count = 0;
998 uib->fade_start = 0;
999 uib->fade_count = 0;
1000 uib->fade_timer_start = 0.0;
1001 uib->xpos = 0.0f;
1002 }
1003
1004 /* delete textures and meshes */
1005 glDeleteTextures( world->texture_count, world->textures );
1006
1007 /* delete the entire block of memory */
1008 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
1009 #if 0
1010 vg_linear_clear( world->dynamic_vgl );
1011 vg_linear_clear( world->audio_vgl );
1012 #endif
1013
1014
1015 vg_release_thread_sync();
1016 }
1017
1018 VG_STATIC void world_clean( world_instance *world )
1019 {
1020 /* clean dangling pointers */
1021 world->meta = NULL;
1022
1023 world->textures = NULL;
1024 world->texture_count = 0;
1025 world->materials = NULL;
1026 world->material_count = 0;
1027
1028 world->scene_geo = NULL;
1029 world->scene_no_collide = NULL;
1030 world->scene_lines = NULL;
1031
1032 world->geo_bh = NULL;
1033 world->trigger_bh = NULL;
1034 world->audio_bh = NULL;
1035
1036 world->spawns = NULL;
1037 world->spawn_count = 0;
1038
1039 world->audio_things = NULL;
1040 world->audio_things_count = 0;
1041
1042 world->triggers = NULL;
1043 world->trigger_count = 0;
1044
1045 world->lights = NULL;
1046 world->light_count = 0;
1047
1048 world->logic_relays = NULL;
1049 world->relay_count = 0;
1050
1051 world->logic_achievements = NULL;
1052 world->achievement_count = 0;
1053
1054 world->nodes = NULL;
1055 world->node_count = 0;
1056
1057 world->routes = NULL;
1058 world->route_count = 0;
1059
1060 world->gates = NULL;
1061 world->gate_count = 0;
1062
1063 world->collectors = NULL;
1064 world->collector_count = 0;
1065
1066 world->nonlocal_gates = NULL;
1067 world->nonlocalgate_count = 0;
1068
1069 world->water.enabled = 0;
1070
1071
1072 /* default lighting conditions
1073 * -------------------------------------------------------------*/
1074 struct ub_world_lighting *state = &world->ub_lighting;
1075
1076 state->g_light_preview = 0;
1077 state->g_shadow_samples = 8;
1078 state->g_water_fog = 0.04f;
1079
1080 v4_zero( state->g_water_plane );
1081 v4_zero( state->g_depth_bounds );
1082
1083 state->g_shadow_length = 9.50f;
1084 state->g_shadow_spread = 0.65f;
1085
1086 v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
1087 v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
1088 v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
1089 v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
1090 v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
1091 v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
1092 }
1093
1094 VG_STATIC void world_load( world_instance *world, const char *path )
1095 {
1096 world_unload( world );
1097 world_clean( world );
1098
1099 world->meta = mdl_load_full( world_global.generic_heap, path );
1100 vg_info( "Loading world: %s\n", path );
1101
1102 /* process resources from pack */
1103 world_process_resources( world );
1104
1105 /* dynamic allocations */
1106 world_ents_allocate( world );
1107 world_routes_allocate( world );
1108
1109 /* meta processing */
1110 world_routes_process( world );
1111 world_entities_process( world );
1112
1113 /* main bulk */
1114 world_generate( world );
1115 world_routes_generate( world );
1116 world_post_process( world );
1117 }
1118
1119 #endif /* WORLD_GEN_H */