fix motion vectors going through gate
[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 /* load world TODO: Put back vg back in loading state while this happens */
11 VG_STATIC void world_load(void);
12
13
14 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
15 mdl_context *mdl, u32 id )
16 {
17 for( int i=0; i<mdl->info.node_count; i++ )
18 {
19 mdl_node *pnode = mdl_node_from_id( mdl, i );
20
21 for( int j=0; j<pnode->submesh_count; j++ )
22 {
23 mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
24 if( sm->material_id == id )
25 {
26 m4x3f transform2;
27 mdl_node_transform( pnode, transform2 );
28 m4x3_mul( transform, transform2, transform2 );
29
30 scene_add_submesh( pscene, mdl, sm, transform2 );
31 }
32 }
33 }
34 }
35
36 /* Sprinkle foliage models over the map on terrain material */
37 VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
38 {
39 if( vg.quality_profile == k_quality_profile_low )
40 return;
41
42 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
43
44 vg_linear_clear( vg_mem.scratch );
45
46 mdl_context *mfoliage =
47 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
48
49 v3f volume;
50 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
51 volume[1] = 1.0f;
52
53 m4x3f transform;
54 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
55 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
56
57 int count = 0;
58
59 for( int i=0;i<100000;i++ )
60 {
61 v3f pos;
62 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
63 pos[1] = 1000.0f;
64 v3_add( pos, world.scene_geo->bbx[0], pos );
65
66 ray_hit hit;
67 hit.dist = INFINITY;
68
69 if( ray_world( pos, (v3f){0.0001f,-1.0f,0.0001f}, &hit ))
70 {
71 struct world_material *m1 = ray_hit_material( &hit );
72 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
73 {
74 v4f qsurface, qrandom;
75 v3f axis;
76
77 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
78
79 float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
80 q_axis_angle( qsurface, axis, angle );
81 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
82 q_mul( qsurface, qrandom, qsurface );
83 q_m3x3( qsurface, transform );
84
85 v3_copy( hit.pos, transform[3] );
86 scene_add_submesh( world.scene_no_collide, mfoliage,
87 sm_blob, transform);
88
89 count ++;
90 }
91 }
92 }
93
94 vg_info( "%d foliage models added\n", count );
95 }
96
97 VG_STATIC void world_ents_allocate(void)
98 {
99 vg_info( "Allocating entities\n" );
100
101 /* count entites to allocate buffers for them.
102 * maybe in the future we just store these numbers in the model file...
103 *
104 * TODO: use this in world_routes too */
105
106 struct countable
107 {
108 enum classtype ct;
109 void **to_allocate;
110 u32 item_size;
111 int count;
112 }
113 entity_counts[] =
114 {
115 {
116 k_classtype_spawn,
117 (void*)&world.spawns,
118 sizeof(struct respawn_point)
119 },
120 {
121 k_classtype_audio,
122 (void*)&world.audio_things,
123 sizeof(struct world_audio_thing)
124 },
125 {
126 k_classtype_trigger,
127 (void*)&world.triggers,
128 sizeof(struct trigger_zone)
129 },
130 {
131 k_classtype_logic_relay,
132 (void*)&world.logic_relays,
133 sizeof(struct logic_relay)
134 },
135 {
136 k_classtype_logic_achievement,
137 (void*)&world.logic_achievements,
138 sizeof(struct logic_achievement)
139 }
140 };
141
142 for( int i=0; i<vg_list_size(entity_counts); i++ )
143 entity_counts[i].count = 0;
144
145 for( int i=0; i<world.meta->info.node_count; i++ )
146 {
147 mdl_node *pnode = mdl_node_from_id( world.meta, i );
148
149 for( int j=0; j<vg_list_size(entity_counts); j ++ )
150 {
151 if( pnode->classtype == entity_counts[j].ct )
152 {
153 pnode->sub_uid = entity_counts[j].count;
154 entity_counts[j].count ++;
155 break;
156 }
157 }
158 }
159
160 for( int i=0; i<vg_list_size(entity_counts); i++ )
161 {
162 struct countable *counter = &entity_counts[i];
163
164 u32 bufsize = counter->item_size*counter->count;
165 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
166 }
167 }
168
169 VG_STATIC void world_pct_spawn( mdl_node *pnode )
170 {
171 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
172
173 v3_copy( pnode->co, rp->co );
174 v4_copy( pnode->q, rp->q );
175 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
176 }
177
178 VG_STATIC void world_pct_water( mdl_node *pnode )
179 {
180 if( world.water.enabled )
181 {
182 vg_warn( "Multiple water surfaces in level! ('%s')\n",
183 mdl_pstr( world.meta, pnode->pstr_name ));
184 return;
185 }
186
187 world.water.enabled = 1;
188 water_set_surface( pnode->co[1] );
189 }
190
191 VG_STATIC void world_pct_audio( mdl_node *pnode )
192 {
193 struct world_audio_thing *thing = &world.audio_things[
194 world.audio_things_count ];
195
196 memset( thing, 0, sizeof(struct world_audio_thing) );
197 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
198
199 v3_copy( pnode->co, thing->pos );
200
201 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
202 thing->volume = aud->volume * pnode->s[0];
203 else
204 thing->volume = aud->volume;
205
206 thing->flags = aud->flags;
207 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
208 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
209
210 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
211 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
212 thing->player.enqued = 0;
213
214 pnode->sub_uid = world.audio_things_count;
215 world.audio_things_count ++;
216 }
217
218
219 VG_STATIC void world_pct_trigger( mdl_node *pnode )
220 {
221 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
222 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
223
224 if( inf->target )
225 {
226 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
227
228 trigger->target.sub_id = target_node->sub_uid;
229 trigger->target.classtype = target_node->classtype;
230 }
231 else
232 {
233 vg_warn( "Trigger with no target...\n" );
234 return;
235 }
236
237 mdl_node_transform( pnode, trigger->transform );
238 m4x3_invert_full( trigger->transform, trigger->inv_transform );
239
240 world.trigger_count ++;
241 }
242
243
244 VG_STATIC void world_pct_relay( mdl_node *pnode )
245 {
246 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
247 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
248
249 relay->target_count = 0;
250
251 for( int i=0; i<vg_list_size(relay->targets); i++ )
252 {
253 if( inf->targets[i] )
254 {
255 struct relay_target *target = &relay->targets[relay->target_count ++];
256 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
257
258 target->classtype = other->classtype;
259 target->sub_id = other->sub_uid;
260 }
261 }
262
263 v3_copy( pnode->co, relay->pos );
264 world.relay_count ++;
265 }
266
267
268 VG_STATIC void world_pct_achievement( mdl_node *pnode )
269 {
270 struct logic_achievement *ach =
271 &world.logic_achievements[ world.achievement_count ];
272 struct classtype_logic_achievement *inf =
273 mdl_get_entdata( world.meta, pnode );
274
275 v3_copy( pnode->co, ach->pos );
276 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
277 ach->achieved = 0;
278
279 world.achievement_count ++;
280 }
281
282
283 VG_STATIC void world_entities_process(void)
284 {
285 struct entity_instruction
286 {
287 enum classtype ct;
288 void (*process)( mdl_node *pnode );
289 }
290 entity_instructions[] =
291 {
292 { k_classtype_spawn, world_pct_spawn },
293 { k_classtype_water, world_pct_water },
294 { k_classtype_audio, world_pct_audio },
295 { k_classtype_trigger, world_pct_trigger },
296 { k_classtype_logic_relay, world_pct_relay },
297 { k_classtype_logic_achievement, world_pct_achievement }
298 };
299
300 for( int i=0; i<world.meta->info.node_count; i++ )
301 {
302 mdl_node *pnode = mdl_node_from_id( world.meta, i );
303
304 for( int j=0; j<vg_list_size(entity_instructions); j++ )
305 {
306 struct entity_instruction *instr = &entity_instructions[j];
307
308 if( pnode->classtype == instr->ct )
309 {
310 instr->process( pnode );
311 break;
312 }
313 }
314 }
315 }
316
317 VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index )
318 {
319 struct grind_edge *edge_array = user,
320 *edge = &edge_array[ item_index ];
321
322 box_addpt( bound, edge->p0 );
323 box_addpt( bound, edge->p1 );
324 }
325
326 VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis )
327 {
328 struct grind_edge *edge_array = user,
329 *edge = &edge_array[ item_index ];
330
331 return (edge->p0[axis] + edge->p1[axis]) * 0.5f;
332 }
333
334 VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib )
335 {
336 struct grind_edge *edge_array = user,
337 *e0 = &edge_array[ ia ],
338 *e1 = &edge_array[ ib ],
339 et;
340 et = *e0;
341 *e0 = *e1;
342 *e1 = et;
343 }
344
345 VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest )
346 {
347 struct grind_edge *edge_array = user,
348 *edge = &edge_array[ index ];
349
350 closest_point_segment( edge->p0, edge->p1, point, closest );
351 }
352
353 VG_STATIC bh_system bh_system_edges =
354 {
355 .expand_bound = edge_bh_expand_bound,
356 .item_centroid = edge_bh_centroid,
357 .item_closest = edge_bh_closest,
358 .item_swap = edge_bh_swap,
359 .item_debug = NULL,
360 .cast_ray = NULL
361 };
362
363 VG_STATIC void world_generate_edges(void)
364 {
365 vg_info( "Generating edge array\n" );
366 world.grind_edges = vg_linear_alloc( world.dynamic_vgl,
367 5000*sizeof(struct grind_edge ) );
368 world.grind_edge_count = 0;
369
370 u32 fs_count = 0;
371 for( u32 i=0; i<world.scene_geo->vertex_count; i++ )
372 if( world.scene_geo->arrvertices[i].weights[0] )
373 fs_count ++;
374
375 vg_info( "Grind verts: %u\n", fs_count );
376
377 for( u32 i=0; i<world.scene_geo->indice_count/3; i++ )
378 {
379 u32 *ptri = &world.scene_geo->arrindices[ i*3 ];
380
381 for( int j=0; j<3; j++ )
382 {
383 u32 i0 = ptri[j],
384 i1 = ptri[(j+1)%3];
385
386 mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ],
387 *v1 = &world.scene_geo->arrvertices[ i1 ];
388
389 if( v0->weights[0] )
390 {
391 if( world.grind_edge_count == 5000 )
392 vg_fatal_exit_loop( "Edge capacity exceeded" );
393
394 struct grind_edge *ge =
395 &world.grind_edges[ world.grind_edge_count ++ ];
396
397 v3_copy( v0->co, ge->p0 );
398 v3_copy( v1->co, ge->p1 );
399 }
400 }
401 }
402
403 vg_info( "Grind edge count: %u\n", world.grind_edge_count );
404
405 world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges,
406 world.grind_edge_count*sizeof(struct grind_edge) );
407
408 world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges,
409 world.grind_edges, world.grind_edge_count,
410 2 );
411 }
412
413 VG_STATIC void world_generate(void)
414 {
415 /*
416 * Compile meshes into the world scenes
417 */
418 world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
419
420 m4x3f midentity;
421 m4x3_identity( midentity );
422
423 /*
424 * Generate scene: collidable geometry
425 * ----------------------------------------------------------------
426 */
427
428 vg_info( "Generating collidable geometry\n" );
429
430
431 for( int i=0; i<world.material_count; i++ )
432 {
433 struct world_material *mat = &world.materials[ i ];
434
435 if( mat->info.flags & k_material_flag_collision )
436 world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
437
438 scene_copy_slice( world.scene_geo, &mat->sm_geo );
439 }
440
441
442
443
444 /* compress that bad boy */
445 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
446
447 vg_acquire_thread_sync();
448 {
449 scene_upload( world.scene_geo, &world.mesh_geo );
450 }
451 vg_release_thread_sync();
452
453 /* setup spacial mapping and rigidbody */
454 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
455
456 v3_zero( world.rb_geo.co );
457 q_identity( world.rb_geo.q );
458
459 world.rb_geo.type = k_rb_shape_scene;
460 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
461 world.rb_geo.is_world = 1;
462 rb_init( &world.rb_geo );
463
464 /*
465 * Generate scene: non-collidable geometry
466 * ----------------------------------------------------------------
467 */
468 vg_info( "Generating non-collidable geometry\n" );
469
470 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
471
472 for( int i=0; i<world.material_count; i++ )
473 {
474 struct world_material *mat = &world.materials[ i ];
475
476 if( !(mat->info.flags & k_material_flag_collision) )
477 {
478 world_add_all_if_material( midentity, world.scene_no_collide,
479 world.meta, i );
480 }
481
482 if( mat->info.flags & k_material_flag_grow_grass )
483 world_apply_procedural_foliage( mat );
484
485 scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
486 }
487
488 /* upload and free that */
489 vg_acquire_thread_sync();
490 {
491 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
492 }
493 vg_release_thread_sync();
494
495 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
496 world.scene_no_collide = NULL;
497
498 world_generate_edges();
499 }
500
501 VG_STATIC int reset_player( int argc, char const *argv[] );
502 VG_STATIC void world_post_process(void)
503 {
504 /* initialize audio if need be */
505 audio_lock();
506 for( int i=0; i<world.audio_things_count; i++ )
507 {
508 struct world_audio_thing *thingy = &world.audio_things[ i ];
509
510 audio_player_init( &thingy->player );
511 audio_player_set_flags( &thingy->player, thingy->flags );
512 audio_player_set_vol( &thingy->player, thingy->volume );
513 audio_player_set_pan( &thingy->player, 0.0f );
514
515 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
516 audio_player_set_position( &thingy->player, thingy->pos );
517
518 if( thingy->flags & AUDIO_FLAG_AUTO_START )
519 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
520 }
521 audio_unlock();
522
523 vg_acquire_thread_sync();
524 {
525 /*
526 * Rendering the depth map
527 */
528 camera ortho;
529
530 v3f extent;
531 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
532
533 float fl = world.scene_geo->bbx[0][0],
534 fr = world.scene_geo->bbx[1][0],
535 fb = world.scene_geo->bbx[0][2],
536 ft = world.scene_geo->bbx[1][2],
537 rl = 1.0f / (fr-fl),
538 tb = 1.0f / (ft-fb);
539
540 m4x4_zero( ortho.mtx.p );
541 ortho.mtx.p[0][0] = 2.0f * rl;
542 ortho.mtx.p[2][1] = 2.0f * tb;
543 ortho.mtx.p[3][0] = (fr + fl) * -rl;
544 ortho.mtx.p[3][1] = (ft + fb) * -tb;
545 ortho.mtx.p[3][3] = 1.0f;
546 m4x3_identity( ortho.transform );
547 camera_update_view( &ortho );
548 camera_finalize( &ortho );
549
550 glDisable(GL_DEPTH_TEST);
551 glDisable(GL_BLEND);
552 glDisable(GL_CULL_FACE);
553 render_fb_bind( gpipeline.fb_heightmap );
554 shader_blitcolour_use();
555 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
556 render_fsquad();
557
558 /* todo: hmm?? */
559 glEnable(GL_BLEND);
560 glBlendFunc(GL_ONE, GL_ONE);
561 glBlendEquation(GL_MAX);
562
563 render_world_depth( &ortho );
564 glDisable(GL_BLEND);
565 glEnable(GL_DEPTH_TEST);
566 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
567
568 /*
569 * TODO: World settings entity
570 */
571 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
572
573 if( world.water.enabled )
574 v4_copy( world.water.plane, winfo->g_water_plane );
575
576 v4f info_vec;
577 v3f *bounds = world.scene_geo->bbx;
578
579 info_vec[0] = bounds[0][0];
580 info_vec[1] = bounds[0][2];
581 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
582 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
583 v4_copy( info_vec, winfo->g_depth_bounds );
584
585 winfo->g_water_fog = 0.04f;
586 render_update_lighting_ub();
587 }
588
589 vg_release_thread_sync();
590
591 /*
592 * Setup scene collider
593 */
594
595 reset_player( 1, (const char *[]){"start"} );
596 }
597
598 VG_STATIC void world_process_resources(void)
599 {
600 vg_info( "Loading textures\n" );
601 world.texture_count = world.meta->info.texture_count;
602 world.textures =
603 vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
604
605 vg_acquire_thread_sync();
606 {
607 /* error texture */
608 world.textures[0] = vg_tex2d_new();
609 vg_tex2d_set_error();
610 vg_tex2d_nearest();
611 vg_tex2d_repeat();
612
613 for( int i=1; i<world.texture_count; i++ )
614 {
615 mdl_texture *tex = &world.meta->texture_buffer[i];
616
617 if( !tex->pack_offset )
618 {
619 vg_release_thread_sync();
620 vg_fatal_exit_loop( "World models must have packed textures!" );
621 }
622
623 vg_linear_clear( vg_mem.scratch );
624 world.textures[i] = vg_tex2d_new();
625 vg_tex2d_set_error();
626 vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
627 mdl_pstr( world.meta, tex->pstr_name ));
628 vg_tex2d_nearest();
629 vg_tex2d_repeat();
630 }
631 }
632 vg_release_thread_sync();
633
634 vg_info( "Loading materials\n" );
635
636 u32 size = sizeof(struct world_material) * world.meta->info.material_count;
637 world.materials = vg_linear_alloc( world.dynamic_vgl, size );
638
639 world.material_count = world.meta->info.material_count;
640 memset( world.materials, 0, size );
641
642 for( int i=1; i<world.material_count; i++ )
643 world.materials[i].info = world.meta->material_buffer[i];
644
645 /* error material */
646 struct world_material *errmat = &world.materials[0];
647 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
648 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
649 errmat->info.flags = 0x00;
650 errmat->info.pstr_name = 0; /* useless? */
651 errmat->info.shader = -1;
652 errmat->info.tex_decal = 0;
653 errmat->info.tex_diffuse = 0;
654 errmat->info.tex_normal = 0;
655 }
656
657 VG_STATIC void world_unload(void)
658 {
659 vg_acquire_thread_sync();
660
661 /* free meshes */
662 mesh_free( &world.mesh_route_lines );
663 mesh_free( &world.mesh_geo );
664 mesh_free( &world.mesh_no_collide );
665
666 world.time = 0.0;
667 world.rewind_from = 0.0;
668 world.rewind_to = 0.0;
669 world.last_use = 0.0;
670 world.active_gate = 0;
671 world.current_run_version = 2;
672 world.active_route_board = 0;
673 v3_zero( world.render_gate_pos );
674
675 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
676 {
677 struct route_ui_bar *uib = &world.ui_bars[i];
678 uib->segment_start = 0;
679 uib->segment_count = 0;
680 uib->fade_start = 0;
681 uib->fade_count = 0;
682 uib->fade_timer_start = 0.0;
683 uib->xpos = 0.0f;
684 }
685
686 /* delete textures and meshes */
687 glDeleteTextures( world.texture_count, world.textures );
688
689 /* delete the entire block of memory */
690 vg_linear_clear( world.dynamic_vgl );
691 vg_linear_clear( world.audio_vgl );
692
693 /* clean dangling pointers */
694 world.meta = NULL;
695
696 world.textures = NULL;
697 world.texture_count = 0;
698 world.materials = NULL;
699 world.material_count = 0;
700
701 world.scene_geo = NULL;
702 world.scene_no_collide = NULL;
703 world.scene_lines = NULL;
704 world.grind_edges = NULL;
705 world.grind_edge_count = 0;
706
707 world.grind_bh = NULL;
708 world.geo_bh = NULL;
709 world.trigger_bh = NULL;
710 world.audio_bh = NULL;
711
712 world.spawns = NULL;
713 world.spawn_count = 0;
714
715 world.audio_things = NULL;
716 world.audio_things_count = 0;
717
718 world.triggers = NULL;
719 world.trigger_count = 0;
720
721 world.logic_relays = NULL;
722 world.relay_count = 0;
723
724 world.logic_achievements = NULL;
725 world.achievement_count = 0;
726
727 world.nodes = NULL;
728 world.node_count = 0;
729
730 world.routes = NULL;
731 world.route_count = 0;
732
733 world.gates = NULL;
734 world.gate_count = 0;
735
736 world.collectors = NULL;
737 world.collector_count = 0;
738
739 world.water.enabled = 0;
740
741 vg_release_thread_sync();
742 }
743
744 VG_STATIC void world_load(void)
745 {
746 world_unload();
747
748 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
749 vg_info( "Loading world: %s\n", world.world_name );
750
751 /* process resources from pack */
752 world_process_resources();
753
754 /* dynamic allocations */
755 world_ents_allocate();
756 world_routes_allocate();
757
758 /* meta processing */
759 world_routes_process();
760 world_entities_process();
761
762 /* main bulk */
763 world_generate();
764 world_routes_generate();
765 world_post_process();
766 }
767
768 #endif /* WORLD_GEN_H */