scraped a small amount of crap
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_GEN_H
6 #define WORLD_GEN_H
7
8 #include "world.h"
9
10 VG_STATIC void world_load( world_instance *world, const char *path );
11
12 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
13 mdl_context *mdl, u32 id )
14 {
15 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
16 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
17
18 for( u32 j=0; j<mesh->submesh_count; j++ ){
19 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
20 if( sm->material_id == id ){
21 m4x3f transform2;
22 mdl_transform_m4x3( &mesh->transform, transform2 );
23 m4x3_mul( transform, transform2, transform2 );
24
25 scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
26 }
27 }
28 }
29 }
30
31 VG_STATIC void world_add_blob( world_instance *world,
32 scene *pscene, ray_hit *hit )
33 {
34 m4x3f transform;
35 v4f qsurface, qrandom;
36 v3f axis;
37
38 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
39
40 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
41 q_axis_angle( qsurface, axis, angle );
42 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
43 q_mul( qsurface, qrandom, qsurface );
44 q_m3x3( qsurface, transform );
45 v3_copy( hit->pos, transform[3] );
46
47 scene_vert verts[] =
48 {
49 { .co = { -1.00f, 0.0f, 0.0f } },
50 { .co = { 1.00f, 0.0f, 0.0f } },
51 { .co = { -1.00f, 1.2f, 0.0f } },
52 { .co = { 1.00f, 1.2f, 0.0f } },
53 { .co = { -0.25f, 2.0f, 0.0f } },
54 { .co = { 0.25f, 2.0f, 0.0f } }
55 };
56
57 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
58
59 if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
60 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
61
62 if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
63 vg_fatal_exit_loop( "Scene index buffer overflow" );
64
65 scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
66 u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
67
68 scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ];
69
70 for( u32 i=0; i<vg_list_size(verts); i++ )
71 {
72 scene_vert *pvert = &dst_verts[ i ],
73 *src = &verts[ i ];
74
75 m4x3_mulv( transform, src->co, pvert->co );
76 scene_vert_pack_norm( pvert, transform[1] );
77
78 v2_copy( ref->uv, pvert->uv );
79 }
80
81 for( u32 i=0; i<vg_list_size(indices); i++ )
82 dst_indices[i] = indices[i] + pscene->vertex_count;
83
84 pscene->vertex_count += vg_list_size(verts);
85 pscene->indice_count += vg_list_size(indices);
86 }
87
88 /* Sprinkle foliage models over the map on terrain material */
89 VG_STATIC void world_apply_procedural_foliage( world_instance *world,
90 struct world_surface *mat )
91 {
92 if( vg.quality_profile == k_quality_profile_low )
93 return;
94
95 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
96
97 v3f volume;
98 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
99 volume[1] = 1.0f;
100
101 int count = 0;
102
103 float area = volume[0]*volume[2];
104 u32 particles = 0.08f * area;
105
106 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
107
108 for( u32 i=0; i<particles; i++ ){
109 v3f pos;
110 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
111 pos[1] = 1000.0f;
112 v3_add( pos, world->scene_geo->bbx[0], pos );
113
114 ray_hit hit;
115 hit.dist = INFINITY;
116
117 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
118 struct world_surface *m1 = ray_hit_surface( world, &hit );
119 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
120 world_add_blob( world, world->scene_no_collide, &hit );
121 count ++;
122 }
123 }
124 }
125
126 vg_info( "%d foliage models added\n", count );
127 }
128
129 VG_STATIC void world_generate( world_instance *world )
130 {
131 /*
132 * Compile meshes into the world scenes
133 */
134 world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
135
136 m4x3f midentity;
137 m4x3_identity( midentity );
138
139 /*
140 * Generate scene: collidable geometry
141 * ----------------------------------------------------------------
142 */
143
144 vg_info( "Generating collidable geometry\n" );
145
146 for( u32 i=0; i<world->surface_count; i++ ){
147 struct world_surface *surf = &world->surfaces[ i ];
148
149 if( surf->info.flags & k_material_flag_collision )
150 world_add_all_if_material( midentity, world->scene_geo,
151 &world->meta, i );
152
153 scene_copy_slice( world->scene_geo, &surf->sm_geo );
154 }
155
156 /* compress that bad boy */
157 world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
158
159 vg_acquire_thread_sync();
160 {
161 scene_upload( world->scene_geo, &world->mesh_geo );
162 }
163 vg_release_thread_sync();
164
165 /* setup spacial mapping and rigidbody */
166 world->geo_bh = scene_bh_create( world_global.generic_heap,
167 world->scene_geo );
168
169 v3_zero( world->rb_geo.co );
170 q_identity( world->rb_geo.q );
171
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 );
176
177 /*
178 * Generate scene: non-collidable geometry
179 * ----------------------------------------------------------------
180 */
181 vg_info( "Generating non-collidable geometry\n" );
182
183 world->scene_no_collide = scene_init( world_global.generic_heap,
184 200000, 500000 );
185
186 for( u32 i=0; i<world->surface_count; i++ ){
187 struct world_surface *mat = &world->surfaces[ i ];
188
189 if( !(mat->info.flags & k_material_flag_collision) ){
190 world_add_all_if_material( midentity, world->scene_no_collide,
191 &world->meta, i );
192 }
193
194 if( mat->info.flags & k_material_flag_grow_grass )
195 world_apply_procedural_foliage( world, mat );
196
197 scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
198 }
199
200 /* upload and free that */
201 vg_acquire_thread_sync();
202 {
203 scene_upload( world->scene_no_collide, &world->mesh_no_collide );
204 }
205 vg_release_thread_sync();
206
207 vg_linear_del( world_global.generic_heap, world->scene_no_collide );
208 world->scene_no_collide = NULL;
209 }
210
211 float fsd_cone_infinite( v3f p, v2f c )
212 {
213 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
214 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
215
216 v2f v0;
217 v2_muls( c, s, v0 );
218 v2_sub( q, v0, v0 );
219
220 float d = v2_length( v0 );
221 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
222 }
223
224 VG_STATIC void world_compute_light_indices( world_instance *world )
225 {
226 /* light cubes */
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 );
230
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 );
233
234 v3_floor( cubes_min, cubes_min );
235 v3_floor( cubes_max, cubes_max );
236
237 v3i icubes_min, icubes_max;
238
239 for( int i=0; i<3; i++ ){
240 icubes_min[i] = cubes_min[i];
241 icubes_max[i] = cubes_max[i];
242 }
243
244 v3f cube_size;
245
246 v3i icubes_count;
247 v3i_sub( icubes_max, icubes_min, icubes_count );
248
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;
253
254 icubes_count[i] = clamped_count;
255 cube_size[i] = (max / clamped_max) * k_light_cube_size;
256 cubes_max[i] = clamped_max;
257 }
258
259 v3_mul( cubes_min, cube_size, cubes_min );
260 v3_mul( cubes_max, cube_size, cubes_max );
261
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];
266
267 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
268 }
269
270 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
271
272 u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
273 vg_align8(total_cubes*sizeof(u32)*2) );
274
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 );
279
280 float bound_radius = v3_length( cube_size );
281
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++ ){
285 boxf bbx;
286 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
287 bbx[0] );
288 v3_div( (v3f){ ix+1, iy+1, iz+1 },
289 world->ub_lighting.g_cube_inv_range,
290 bbx[1] );
291
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] );
294
295 v3f center;
296 v3_add( bbx[0], bbx[1], center );
297 v3_muls( center, 0.5f, center );
298
299 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
300 u32 count = 0;
301
302 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
303 const int N = vg_list_size( influences );
304
305 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
306 ent_light *light = mdl_arritm( &world->ent_light, j );
307 v3f closest;
308 closest_point_aabb( light->transform.co, bbx, closest );
309
310 float dist = v3_dist( closest, light->transform.co ),
311 influence = 1.0f/(dist+1.0f);
312
313 if( dist > light->range )
314 continue;
315
316 if( light->type == k_light_type_spot){
317 v3f local;
318 m4x3_mulv( light->inverse_world, center, local );
319
320 float r = fsd_cone_infinite( local, light->angle_sin_cos );
321
322 if( r > bound_radius )
323 continue;
324 }
325
326 int best_pos = N;
327 for( int k=best_pos-1; k>=0; k -- )
328 if( influence > influences[k] )
329 best_pos = k;
330
331 if( best_pos < N ){
332 for( int k=N-1; k>best_pos; k -- ){
333 influences[k] = influences[k-1];
334 indices[k] = indices[k-1];
335 }
336
337 influences[best_pos] = influence;
338 indices[best_pos] = j;
339 }
340 }
341
342 for( int j=0; j<N; j++ )
343 if( influences[j] > 0.0f )
344 count ++;
345
346 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
347 iy * (icubes_count[0]) +
348 ix;
349
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;
355
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;
361
362 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
363 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
364 }
365 }
366 }
367
368 vg_acquire_thread_sync();
369
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 );
377
378 vg_linear_del( world_global.generic_heap, cubes_index );
379
380 vg_release_thread_sync();
381 }
382
383 VG_STATIC int reset_player( int argc, char const *argv[] );
384 VG_STATIC void world_post_process( world_instance *world )
385 {
386 /* initialize audio if need be */
387 #if 0
388 audio_lock();
389 for( int i=0; i<world->audio_things_count; i++ )
390 {
391 struct world_audio_thing *thingy = &world->audio_things[ i ];
392
393 if( thingy->flags & AUDIO_FLAG_AUTO_START )
394 {
395 audio_channel *ch =
396 audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
397
398 audio_channel_edit_volume( ch, thingy->volume, 1 );
399 audio_channel_set_spacial( ch, thingy->pos, thingy->range );
400
401 if( !(ch->flags & AUDIO_FLAG_LOOP) )
402 ch = audio_relinquish_channel( ch );
403 }
404 }
405 audio_unlock();
406 #endif
407
408 world_compute_light_indices( world );
409
410 vg_acquire_thread_sync();
411 {
412 /* create scene lighting buffer */
413
414 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
415 vg_info( "Upload %ubytes (lighting)\n", size );
416
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 );
420
421 /* buffer layout
422 *
423 * colour position direction (spots)
424 * | . . . . | . . . . | . . . . |
425 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
426 *
427 */
428
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 );
432
433 /* colour + night */
434 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
435 light_dst[i*3+0][3] = 2.0f;
436
437 if( !light->daytime ){
438 u32 hash = (i * 29986577u) & 0xffu;
439 float switch_on = hash;
440 switch_on *= (1.0f/255.0f);
441
442 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
443 }
444
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);
448
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 );
452 }
453
454 glUnmapBuffer( GL_TEXTURE_BUFFER );
455
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 );
459
460 /* Upload lighting uniform buffer */
461 if( world->water.enabled )
462 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
463
464 v4f info_vec;
465 v3f *bounds = world->scene_geo->bbx;
466
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 );
472
473 /*
474 * Rendering the depth map
475 */
476 camera ortho;
477
478 v3f extent;
479 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
480
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],
485 rl = 1.0f / (fr-fl),
486 tb = 1.0f / (ft-fb);
487
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 );
497
498 glDisable(GL_DEPTH_TEST);
499 glDisable(GL_BLEND);
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} );
504 render_fsquad();
505
506 glEnable(GL_BLEND);
507 glBlendFunc(GL_ONE, GL_ONE);
508 glBlendEquation(GL_MAX);
509
510 render_world_position( world, &ortho );
511 glDisable(GL_BLEND);
512 glEnable(GL_DEPTH_TEST);
513 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
514
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 );
519 }
520
521 vg_release_thread_sync();
522 }
523
524 VG_STATIC void world_process_resources( world_instance *world )
525 {
526 vg_info( "Loading textures\n" );
527
528 world->texture_count = 0;
529
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) );
533
534 vg_acquire_thread_sync();
535 {
536 /* error texture */
537 world->textures[0] = vg_tex2d_new();
538 vg_tex2d_set_error();
539 vg_tex2d_nearest();
540 vg_tex2d_repeat();
541
542 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
543 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
544
545 if( !tex->file.pack_size ){
546 vg_release_thread_sync();
547 vg_fatal_exit_loop( "World models must have packed textures!" );
548 }
549
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 ),
554 tex->file.pack_size,
555 mdl_pstr( &world->meta, tex->file.pstr_path ));
556 vg_tex2d_nearest();
557 vg_tex2d_repeat();
558 }
559 }
560 vg_release_thread_sync();
561
562 vg_info( "Loading materials\n" );
563
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) );
567
568 /* error material */
569 struct world_surface *errmat = &world->surfaces[0];
570 memset( errmat, 0, sizeof(struct world_surface) );
571
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 );
575 }
576 }
577
578 VG_STATIC void world_unload( world_instance *world )
579 {
580 vg_acquire_thread_sync();
581
582 /* free meshes */
583 mesh_free( &world->mesh_route_lines );
584 mesh_free( &world->mesh_geo );
585 mesh_free( &world->mesh_no_collide );
586
587 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
588 * existing buffer objects.
589 * */
590 glDeleteBuffers( 1, &world->tbo_light_entities );
591 glDeleteTextures( 1, &world->tex_light_entities );
592 glDeleteTextures( 1, &world->tex_light_cubes );
593
594 /* FIXME: CANT DO THIS HERE */
595 /* whynot? */
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;
602
603 /* delete textures and meshes */
604 glDeleteTextures( world->texture_count, world->textures );
605
606 /* delete the entire block of memory */
607 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
608 #if 0
609 vg_linear_clear( world->dynamic_vgl );
610 vg_linear_clear( world->audio_vgl );
611 #endif
612
613 vg_release_thread_sync();
614 }
615
616 VG_STATIC void world_init_blank( world_instance *world )
617 {
618 memset( &world->meta, 0, sizeof(mdl_context) );
619
620 world->textures = NULL;
621 world->texture_count = 0;
622 world->surfaces = NULL;
623 world->surface_count = 0;
624
625 world->scene_geo = NULL;
626 world->scene_no_collide = NULL;
627 world->scene_lines = NULL;
628
629 world->geo_bh = NULL;
630 world->volume_bh = NULL;
631 world->audio_bh = NULL;
632 world->rendering_gate = NULL;
633
634 world->water.enabled = 0;
635
636 /* default lighting conditions
637 * -------------------------------------------------------------*/
638 struct ub_world_lighting *state = &world->ub_lighting;
639
640 state->g_light_preview = 0;
641 state->g_shadow_samples = 8;
642 state->g_water_fog = 0.04f;
643
644 v4_zero( state->g_water_plane );
645 v4_zero( state->g_depth_bounds );
646
647 state->g_shadow_length = 9.50f;
648 state->g_shadow_spread = 0.65f;
649
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 );
656 }
657
658 VG_STATIC void world_entities_init( world_instance *world )
659 {
660 /* lights */
661 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
662 ent_light *light = mdl_arritm( &world->ent_light, j );
663
664 m4x3f to_world;
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 );
668
669 light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
670 light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
671 }
672
673 /* gates */
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 );
677 }
678
679 /* water */
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" );
684 break;
685 }
686
687 world->water.enabled = 1;
688 water_set_surface( world, water->transform.co[1] );
689 }
690
691 /* volumes */
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 );
696 }
697
698 /* audio packs */
699 for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
700 ent_audio *audio = mdl_arritm( &world->ent_audio, j );
701
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 );
705
706 if( clip->file.pack_size ){
707 u32 size = clip->file.pack_size,
708 offset = clip->file.pack_offset;
709
710 /* FIXME: Ditchable asset! */
711 void *data = mdl_arritm(&world->meta.pack, clip->file.pack_offset);
712
713 clip->clip.path = NULL;
714 clip->clip.flags = audio->flags;
715 clip->clip.data = data;
716 clip->clip.size = size;
717 }
718 else{
719 clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
720 clip->clip.flags = audio->flags;
721 clip->clip.data = NULL;
722 clip->clip.size = 0;
723 }
724
725 audio_clip_load( &clip->clip, world_global.generic_heap );
726 }
727 }
728 }
729
730 VG_STATIC void world_load( world_instance *world, const char *path )
731 {
732 world_unload( world );
733 world_init_blank( world );
734
735 vg_info( "Loading world: %s\n", path );
736
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 );
741
742 /* TODO: This should get a seperate memory area */
743 mdl_load_pack_block( &world->meta, world_global.generic_heap );
744
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 );
751
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 );
768
769 mdl_close( &world->meta );
770
771 /* process resources from pack */
772 world_process_resources( world );
773
774 #if 0
775 /* dynamic allocations */
776 world_ents_allocate( world );
777 world_routes_allocate( world );
778
779 /* meta processing */
780 #endif
781 world_routes_ent_init( world );
782 world_entities_init( world );
783 world->volume_bh = bh_create( world_global.generic_heap,
784 &bh_system_volumes,
785 world,
786 mdl_arrcount( &world->ent_volume ),
787 1 );
788
789 /* main bulk */
790 world_generate( world );
791 world_routes_generate( world );
792 world_post_process( world );
793 }
794
795 #endif /* WORLD_GEN_H */