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[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(void)
38 {
39 vg_linear_clear( vg_mem.scratch );
40
41 mdl_context *mfoliage =
42 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
43
44 v3f volume;
45 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
46 volume[1] = 1.0f;
47
48 m4x3f transform;
49 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
50 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
51
52 for( int i=0;i<100000;i++ )
53 {
54 v3f pos;
55 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
56 pos[1] = 1000.0f;
57 v3_add( pos, world.scene_geo->bbx[0], pos );
58
59 ray_hit hit;
60 hit.dist = INFINITY;
61
62 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
63 {
64 if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
65 (hit.pos[1] > 0.0f+10.0f) )
66 {
67 v4f qsurface, qrandom;
68 v3f axis;
69
70 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
71
72 float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
73 q_axis_angle( qsurface, axis, angle );
74 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
75 q_mul( qsurface, qrandom, qsurface );
76 q_m3x3( qsurface, transform );
77
78 v3_copy( hit.pos, transform[3] );
79 scene_add_submesh( world.scene_no_collide, mfoliage,
80 sm_blob, transform);
81 }
82 }
83 }
84 }
85
86 VG_STATIC void world_ents_allocate(void)
87 {
88 vg_info( "Allocating entities\n" );
89
90 /* count entites to allocate buffers for them.
91 * maybe in the future we just store these numbers in the model file...
92 *
93 * TODO: use this in world_routes too */
94
95 struct countable
96 {
97 enum classtype ct;
98 void **to_allocate;
99 u32 item_size;
100 int count;
101 }
102 entity_counts[] =
103 {
104 {
105 k_classtype_spawn,
106 (void*)&world.spawns,
107 sizeof(struct respawn_point)
108 },
109 {
110 k_classtype_audio,
111 (void*)&world.audio_things,
112 sizeof(struct world_audio_thing)
113 },
114 {
115 k_classtype_trigger,
116 (void*)&world.triggers,
117 sizeof(struct trigger_zone)
118 },
119 {
120 k_classtype_logic_relay,
121 (void*)&world.logic_relays,
122 sizeof(struct logic_relay)
123 },
124 {
125 k_classtype_logic_achievement,
126 (void*)&world.logic_achievements,
127 sizeof(struct logic_achievement)
128 }
129 };
130
131 for( int i=0; i<vg_list_size(entity_counts); i++ )
132 entity_counts[i].count = 0;
133
134 for( int i=0; i<world.meta->info.node_count; i++ )
135 {
136 mdl_node *pnode = mdl_node_from_id( world.meta, i );
137
138 for( int j=0; j<vg_list_size(entity_counts); j ++ )
139 {
140 if( pnode->classtype == entity_counts[j].ct )
141 {
142 pnode->sub_uid = entity_counts[j].count;
143 entity_counts[j].count ++;
144 break;
145 }
146 }
147 }
148
149 for( int i=0; i<vg_list_size(entity_counts); i++ )
150 {
151 struct countable *counter = &entity_counts[i];
152
153 u32 bufsize = counter->item_size*counter->count;
154 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
155 }
156 }
157
158 VG_STATIC void world_pct_spawn( mdl_node *pnode )
159 {
160 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
161
162 v3_copy( pnode->co, rp->co );
163 v4_copy( pnode->q, rp->q );
164 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
165 }
166
167 VG_STATIC void world_pct_water( mdl_node *pnode )
168 {
169 if( world.water.enabled )
170 {
171 vg_warn( "Multiple water surfaces in level! ('%s')\n",
172 mdl_pstr( world.meta, pnode->pstr_name ));
173 return;
174 }
175
176 mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 );
177
178 if( sm )
179 {
180 vg_acquire_thread_sync();
181 {
182 mdl_unpack_submesh( world.meta, &world.mesh_water, sm );
183 world.water.enabled = 1;
184 water_set_surface( pnode->co[1] );
185 }
186 vg_release_thread_sync();
187 }
188 else
189 {
190 vg_warn( "Water entity has no submeshes!\n" );
191 }
192 }
193
194 VG_STATIC void world_pct_audio( mdl_node *pnode )
195 {
196 struct world_audio_thing *thing = &world.audio_things[
197 world.audio_things_count ];
198
199 memset( thing, 0, sizeof(struct world_audio_thing) );
200 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
201
202 v3_copy( pnode->co, thing->pos );
203
204 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
205 thing->volume = aud->volume * pnode->s[0];
206 else
207 thing->volume = aud->volume;
208
209 thing->flags = aud->flags;
210 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
211 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
212
213 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
214 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
215 thing->player.enqued = 0;
216
217 pnode->sub_uid = world.audio_things_count;
218 world.audio_things_count ++;
219 }
220
221
222 VG_STATIC void world_pct_trigger( mdl_node *pnode )
223 {
224 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
225 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
226
227 if( inf->target )
228 {
229 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
230
231 trigger->target.sub_id = target_node->sub_uid;
232 trigger->target.classtype = target_node->classtype;
233 }
234 else
235 {
236 vg_warn( "Trigger with no target...\n" );
237 return;
238 }
239
240 mdl_node_transform( pnode, trigger->transform );
241 m4x3_invert_full( trigger->transform, trigger->inv_transform );
242
243 world.trigger_count ++;
244 }
245
246
247 VG_STATIC void world_pct_relay( mdl_node *pnode )
248 {
249 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
250 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
251
252 relay->target_count = 0;
253
254 for( int i=0; i<vg_list_size(relay->targets); i++ )
255 {
256 if( inf->targets[i] )
257 {
258 struct relay_target *target = &relay->targets[relay->target_count ++];
259 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
260
261 target->classtype = other->classtype;
262 target->sub_id = other->sub_uid;
263 }
264 }
265
266 v3_copy( pnode->co, relay->pos );
267 world.relay_count ++;
268 }
269
270
271 VG_STATIC void world_pct_achievement( mdl_node *pnode )
272 {
273 struct logic_achievement *ach =
274 &world.logic_achievements[ world.achievement_count ];
275 struct classtype_logic_achievement *inf =
276 mdl_get_entdata( world.meta, pnode );
277
278 v3_copy( pnode->co, ach->pos );
279 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
280 ach->achieved = 0;
281
282 world.achievement_count ++;
283 }
284
285
286 VG_STATIC void world_entities_process(void)
287 {
288 struct entity_instruction
289 {
290 enum classtype ct;
291 void (*process)( mdl_node *pnode );
292 }
293 entity_instructions[] =
294 {
295 { k_classtype_spawn, world_pct_spawn },
296 { k_classtype_water, world_pct_water },
297 { k_classtype_audio, world_pct_audio },
298 { k_classtype_trigger, world_pct_trigger },
299 { k_classtype_logic_relay, world_pct_relay },
300 { k_classtype_logic_achievement, world_pct_achievement }
301 };
302
303 for( int i=0; i<world.meta->info.node_count; i++ )
304 {
305 mdl_node *pnode = mdl_node_from_id( world.meta, i );
306
307 for( int j=0; j<vg_list_size(entity_instructions); j++ )
308 {
309 struct entity_instruction *instr = &entity_instructions[j];
310
311 if( pnode->classtype == instr->ct )
312 {
313 instr->process( pnode );
314 break;
315 }
316 }
317 }
318 }
319
320 VG_STATIC void world_generate(void)
321 {
322 /*
323 * Compile meshes into the world scenes
324 */
325 world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 );
326
327 m4x3f midentity;
328 m4x3_identity( midentity );
329
330 /*
331 * Generate scene: collidable geometry
332 * ----------------------------------------------------------------
333 */
334
335 vg_info( "Generating collidable geometry\n" );
336
337
338 for( int i=0; i<world.material_count; i++ )
339 {
340 struct world_material *mat = &world.materials[ i ];
341
342 if( mat->info.flags & k_material_flag_collision )
343 {
344 world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
345 scene_copy_slice( world.scene_geo, &mat->sm_geo );
346 }
347 }
348
349
350
351
352
353
354 /* compress that bad boy */
355 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
356
357 vg_acquire_thread_sync();
358 {
359 scene_upload( world.scene_geo, &world.mesh_geo );
360 }
361 vg_release_thread_sync();
362
363 /* setup spacial mapping and rigidbody */
364 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
365
366 v3_zero( world.rb_geo.co );
367 q_identity( world.rb_geo.q );
368
369 world.rb_geo.type = k_rb_shape_scene;
370 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
371 world.rb_geo.is_world = 1;
372 rb_init( &world.rb_geo );
373
374 /*
375 * Generate scene: non-collidable geometry
376 * ----------------------------------------------------------------
377 */
378 vg_info( "Generating non-collidable geometry\n" );
379
380 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
381
382 #if 0
383 vg_info( "Applying foliage\n" );
384 srand(0);
385 world_apply_procedural_foliage();
386 scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
387 #endif
388
389
390
391 /* upload and free that */
392 vg_acquire_thread_sync();
393 {
394 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
395 }
396 vg_release_thread_sync();
397
398 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
399 world.scene_no_collide = NULL;
400 }
401
402 VG_STATIC int reset_player( int argc, char const *argv[] );
403 VG_STATIC void world_post_process(void)
404 {
405 /* initialize audio if need be */
406 audio_lock();
407 for( int i=0; i<world.audio_things_count; i++ )
408 {
409 struct world_audio_thing *thingy = &world.audio_things[ i ];
410
411 audio_player_init( &thingy->player );
412 audio_player_set_flags( &thingy->player, thingy->flags );
413 audio_player_set_vol( &thingy->player, thingy->volume );
414 audio_player_set_pan( &thingy->player, 0.0f );
415
416 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
417 audio_player_set_position( &thingy->player, thingy->pos );
418
419 if( thingy->flags & AUDIO_FLAG_AUTO_START )
420 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
421 }
422 audio_unlock();
423
424 vg_acquire_thread_sync();
425 {
426 /*
427 * Rendering the depth map
428 */
429 m4x4f ortho;
430 m4x3f camera;
431
432 v3f extent;
433 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
434
435 float fl = world.scene_geo->bbx[0][0],
436 fr = world.scene_geo->bbx[1][0],
437 fb = world.scene_geo->bbx[0][2],
438 ft = world.scene_geo->bbx[1][2],
439 rl = 1.0f / (fr-fl),
440 tb = 1.0f / (ft-fb);
441
442 m4x4_zero( ortho );
443 ortho[0][0] = 2.0f * rl;
444 ortho[2][1] = 2.0f * tb;
445 ortho[3][0] = (fr + fl) * -rl;
446 ortho[3][1] = (ft + fb) * -tb;
447 ortho[3][3] = 1.0f;
448 m4x3_identity( camera );
449
450 glDisable(GL_DEPTH_TEST);
451 glDisable(GL_BLEND);
452 glDisable(GL_CULL_FACE);
453 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
454 glViewport( 0, 0, 1024, 1024 );
455 shader_fscolour_use();
456 shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
457 render_fsquad();
458
459 /* todo: hmm?? */
460 glEnable(GL_BLEND);
461 glBlendFunc(GL_ONE, GL_ONE);
462 glBlendEquation(GL_MAX);
463 render_world_depth( ortho, camera );
464 glDisable(GL_BLEND);
465 glEnable(GL_DEPTH_TEST);
466 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
467
468
469 /*
470 * TODO: World settings entity
471 */
472 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
473
474 if( world.water.enabled )
475 v4_copy( world.water.plane, winfo->g_water_plane );
476
477 v4f info_vec;
478 v3f *bounds = world.scene_geo->bbx;
479
480 info_vec[0] = bounds[0][0];
481 info_vec[1] = bounds[0][2];
482 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
483 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
484 v4_copy( info_vec, winfo->g_depth_bounds );
485
486 winfo->g_water_fog = 0.04f;
487 render_update_lighting_ub();
488 }
489
490 vg_release_thread_sync();
491
492 /*
493 * Setup scene collider
494 */
495
496 reset_player( 1, (const char *[]){"start"} );
497 }
498
499 VG_STATIC void world_process_resources(void)
500 {
501 vg_info( "Loading textures\n" );
502 world.texture_count = world.meta->info.texture_count;
503 world.textures =
504 vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
505
506 vg_acquire_thread_sync();
507 {
508 /* error texture */
509 world.textures[0] = vg_tex2d_new();
510 vg_tex2d_set_error();
511 vg_tex2d_nearest();
512 vg_tex2d_repeat();
513
514 for( int i=1; i<world.texture_count; i++ )
515 {
516 mdl_texture *tex = &world.meta->texture_buffer[i];
517
518 if( !tex->pack_offset )
519 {
520 vg_release_thread_sync();
521 vg_fatal_exit_loop( "World models must have packed textures!" );
522 }
523
524 vg_linear_clear( vg_mem.scratch );
525 world.textures[i] = vg_tex2d_new();
526 vg_tex2d_set_error();
527 vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
528 mdl_pstr( world.meta, tex->pstr_name ));
529 vg_tex2d_nearest();
530 vg_tex2d_repeat();
531 }
532 }
533 vg_release_thread_sync();
534
535 vg_info( "Loading materials\n" );
536
537 u32 size = sizeof(struct world_material) * world.meta->info.material_count;
538 world.materials = vg_linear_alloc( world.dynamic_vgl, size );
539
540 world.material_count = world.meta->info.material_count;
541 memset( world.materials, 0, size );
542
543 for( int i=1; i<world.material_count; i++ )
544 world.materials[i].info = world.meta->material_buffer[i];
545
546 /* error material */
547 struct world_material *errmat = &world.materials[0];
548 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
549 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
550 errmat->info.flags = 0x00;
551 errmat->info.pstr_name = 0; /* useless? */
552 errmat->info.shader = -1;
553 errmat->info.tex_decal = 0;
554 errmat->info.tex_diffuse = 0;
555 errmat->info.tex_normal = 0;
556 }
557
558 VG_STATIC void world_unload(void)
559 {
560 /* free meshes */
561 mesh_free( &world.mesh_route_lines );
562 mesh_free( &world.mesh_geo );
563 mesh_free( &world.mesh_no_collide );
564 mesh_free( &world.mesh_water );
565
566 world.time = 0.0;
567 world.rewind_from = 0.0;
568 world.rewind_to = 0.0;
569 world.last_use = 0.0;
570 world.active_gate = 0;
571 world.current_run_version = 2;
572 world.active_route_board = 0;
573 v3_zero( world.render_gate_pos );
574
575 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
576 {
577 struct route_ui_bar *uib = &world.ui_bars[i];
578 uib->segment_start = 0;
579 uib->segment_count = 0;
580 uib->fade_start = 0;
581 uib->fade_count = 0;
582 uib->fade_timer_start = 0.0;
583 uib->xpos = 0.0f;
584 }
585
586 /* delete textures and meshes */
587 glDeleteTextures( world.texture_count, world.textures );
588
589 /* delete the entire block of memory */
590 vg_linear_clear( world.dynamic_vgl );
591 vg_linear_clear( world.audio_vgl );
592
593 /* clean dangling pointers */
594 world.meta = NULL;
595
596 world.textures = NULL;
597 world.texture_count = 0;
598 world.materials = NULL;
599 world.material_count = 0;
600
601 world.scene_geo = NULL;
602 world.scene_no_collide = NULL;
603 world.scene_lines = NULL;
604
605 world.geo_bh = NULL;
606 world.trigger_bh = NULL;
607 world.audio_bh = NULL;
608
609 world.spawns = NULL;
610 world.spawn_count = 0;
611
612 world.audio_things = NULL;
613 world.audio_things_count = 0;
614
615 world.triggers = NULL;
616 world.trigger_count = 0;
617
618 world.logic_relays = NULL;
619 world.relay_count = 0;
620
621 world.logic_achievements = NULL;
622 world.achievement_count = 0;
623
624 world.nodes = NULL;
625 world.node_count = 0;
626
627 world.routes = NULL;
628 world.route_count = 0;
629
630 world.gates = NULL;
631 world.gate_count = 0;
632
633 world.collectors = NULL;
634 world.collector_count = 0;
635
636 world.water.enabled = 0;
637 }
638
639 VG_STATIC void world_load(void)
640 {
641 world_unload();
642
643 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
644 vg_info( "Loading world: %s\n", world.world_name );
645
646 /* process resources from pack */
647 world_process_resources();
648
649 /* dynamic allocations */
650 world_ents_allocate();
651 world_routes_allocate();
652
653 /* meta processing */
654 world_routes_process();
655 world_entities_process();
656
657 /* main bulk */
658 world_generate();
659 world_routes_generate();
660 world_post_process();
661 }
662
663 #endif /* WORLD_GEN_H */