fixe
[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
130 #if 0
131 VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
132 {
133 struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ];
134
135 v3_copy( pnode->co, rp->co );
136 v4_copy( pnode->q, rp->q );
137 rp->name = mdl_pstr( world->meta, pnode->pstr_name );
138 }
139
140 VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
141 {
142 struct world_audio_thing *thing = &world->audio_things[
143 world->audio_things_count ];
144
145 memset( thing, 0, sizeof(struct world_audio_thing) );
146 struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
147
148 v3_copy( pnode->co, thing->pos );
149
150 thing->volume = aud->volume;
151 thing->range = pnode->s[0];
152
153 thing->flags = aud->flags;
154 thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
155 thing->temp_embedded_clip.flags = aud->flags;
156
157 audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
158
159 pnode->sub_uid = world->audio_things_count;
160 world->audio_things_count ++;
161 }
162
163 VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
164 {
165 struct world_light *light = &world->lights[ world->light_count ++ ];
166 light->node = pnode;
167 light->inf = mdl_get_entdata( world->meta, pnode );
168
169 q_m3x3( pnode->q, light->inverse_world );
170 v3_copy( pnode->co, light->inverse_world[3] );
171 m4x3_invert_affine( light->inverse_world, light->inverse_world );
172
173 light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
174 light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
175 }
176
177 VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
178 {
179 struct nonlocal_gate *gate = &world->nonlocal_gates[
180 world->nonlocalgate_count ++ ];
181 struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
182
183 gate->working = 0;
184 gate->node = pnode;
185 gate->target_map_index = 0;
186 v2_copy( inf->dims, gate->gate.dims );
187 }
188
189 VG_STATIC void world_entities_process( world_instance *world )
190 {
191 struct entity_instruction
192 {
193 enum classtype ct;
194 void (*process)( world_instance *world, mdl_node *pnode );
195 }
196 entity_instructions[] =
197 {
198 { k_classtype_spawn, world_pct_spawn },
199 { k_classtype_water, world_pct_water },
200 { k_classtype_audio, world_pct_audio },
201 { k_classtype_world_light, world_pct_world_light },
202 { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
203 };
204
205 for( int i=0; i<world->meta->info.node_count; i++ )
206 {
207 mdl_node *pnode = mdl_node_from_id( world->meta, i );
208
209 for( int j=0; j<vg_list_size(entity_instructions); j++ )
210 {
211 struct entity_instruction *instr = &entity_instructions[j];
212
213 if( pnode->classtype == instr->ct )
214 {
215 instr->process( world, pnode );
216 break;
217 }
218 }
219 }
220 }
221 VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
222 {
223 vg_info( "Linking non-local gates\n" );
224 world_instance *a = &world_global.worlds[ index_a ],
225 *b = &world_global.worlds[ index_b ];
226
227 for( int i=0; i<a->nonlocalgate_count; i++ )
228 {
229 struct nonlocal_gate *ga = &a->nonlocal_gates[i];
230 struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
231 const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
232
233 for( int j=0; j<b->nonlocalgate_count; j++ )
234 {
235 struct nonlocal_gate *gb = &b->nonlocal_gates[j];
236 struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
237 const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
238
239 if( !strcmp( ga_name, gb_name ) )
240 {
241 vg_success( "Created longjump for ID '%s'\n", ga_name );
242
243 v4f qYflip;
244 q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
245
246 /* TODO: Gates are created very wonkily. refactor. */
247 ga->target_map_index = index_b;
248 gb->target_map_index = index_a;
249 ga->working = 1;
250 gb->working = 1;
251
252 v4_copy( ga->node->q, ga->gate.q[0] );
253 v4_copy( gb->node->q, ga->gate.q[1] );
254 v3_copy( ga->node->co, ga->gate.co[0] );
255 v3_copy( gb->node->co, ga->gate.co[1] );
256
257 v4_copy( gb->node->q, gb->gate.q[0] );
258 v4_copy( ga->node->q, gb->gate.q[1] );
259 v3_copy( gb->node->co, gb->gate.co[0] );
260 v3_copy( ga->node->co, gb->gate.co[1] );
261
262 /* reverse B's direction */
263 q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
264 q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
265 q_normalize( gb->gate.q[0] );
266 q_normalize( gb->gate.q[1] );
267
268 gate_transform_update( &ga->gate );
269 gate_transform_update( &gb->gate );
270 }
271 }
272 }
273 }
274 #endif
275
276 #if 0
277 VG_STATIC float colour_luminance( v3f v )
278 {
279 return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
280 }
281
282 VG_STATIC float calc_light_influence( world_instance *world, v3f position,
283 int light )
284 {
285 struct world_light *world_light = &world->lights[ light ];
286 struct classtype_world_light *inf = world_light->inf;
287
288 v3f light_delta;
289 v3_sub( world_light->node->co, position, light_delta );
290 v3_muls( light_delta, 10.0f, light_delta );
291
292 float quadratic = v3_dot( light_delta, light_delta ),
293 attenuation = 1.0f/( 1.0f + quadratic );
294
295 float quadratic_light = attenuation * colour_luminance( inf->colour );
296
297 if( (inf->type == k_light_type_point) ||
298 (inf->type == k_light_type_point_nighttime_only) )
299 {
300 return quadratic_light;
301 }
302 else if( (inf->type == k_light_type_spot) ||
303 (inf->type == k_light_type_spot_nighttime_only) )
304 {
305 v3f dir;
306 q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir );
307
308 float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
309 falloff = spot_theta >= 0.0f? 1.0f: 0.0f;
310
311 return quadratic_light * falloff;
312 }
313 else
314 return 0.0f;
315 }
316 #endif
317
318 VG_STATIC void world_generate( world_instance *world )
319 {
320 /*
321 * Compile meshes into the world scenes
322 */
323 world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
324
325 m4x3f midentity;
326 m4x3_identity( midentity );
327
328 /*
329 * Generate scene: collidable geometry
330 * ----------------------------------------------------------------
331 */
332
333 vg_info( "Generating collidable geometry\n" );
334
335 for( u32 i=0; i<world->surface_count; i++ ){
336 struct world_surface *surf = &world->surfaces[ i ];
337
338 if( surf->info.flags & k_material_flag_collision )
339 world_add_all_if_material( midentity, world->scene_geo,
340 &world->meta, i );
341
342 scene_copy_slice( world->scene_geo, &surf->sm_geo );
343 }
344
345 /* compress that bad boy */
346 world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
347
348 vg_acquire_thread_sync();
349 {
350 scene_upload( world->scene_geo, &world->mesh_geo );
351 }
352 vg_release_thread_sync();
353
354 /* setup spacial mapping and rigidbody */
355 world->geo_bh = scene_bh_create( world_global.generic_heap,
356 world->scene_geo );
357
358 v3_zero( world->rb_geo.co );
359 q_identity( world->rb_geo.q );
360
361 world->rb_geo.type = k_rb_shape_scene;
362 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
363 world->rb_geo.is_world = 1;
364 rb_init( &world->rb_geo );
365
366 /*
367 * Generate scene: non-collidable geometry
368 * ----------------------------------------------------------------
369 */
370 vg_info( "Generating non-collidable geometry\n" );
371
372 world->scene_no_collide = scene_init( world_global.generic_heap,
373 200000, 500000 );
374
375 for( u32 i=0; i<world->surface_count; i++ ){
376 struct world_surface *mat = &world->surfaces[ i ];
377
378 if( !(mat->info.flags & k_material_flag_collision) ){
379 world_add_all_if_material( midentity, world->scene_no_collide,
380 &world->meta, i );
381 }
382
383 if( mat->info.flags & k_material_flag_grow_grass )
384 world_apply_procedural_foliage( world, mat );
385
386 scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
387 }
388
389 /* upload and free that */
390 vg_acquire_thread_sync();
391 {
392 scene_upload( world->scene_no_collide, &world->mesh_no_collide );
393 }
394 vg_release_thread_sync();
395
396 vg_linear_del( world_global.generic_heap, world->scene_no_collide );
397 world->scene_no_collide = NULL;
398 }
399
400 float fsd_cone_infinite( v3f p, v2f c )
401 {
402 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
403 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
404
405 v2f v0;
406 v2_muls( c, s, v0 );
407 v2_sub( q, v0, v0 );
408
409 float d = v2_length( v0 );
410 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
411 }
412
413 VG_STATIC void world_compute_light_indices( world_instance *world )
414 {
415 /* light cubes */
416 v3f cubes_min, cubes_max;
417 v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
418 v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
419
420 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
421 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
422
423 v3_floor( cubes_min, cubes_min );
424 v3_floor( cubes_max, cubes_max );
425
426 v3i icubes_min, icubes_max;
427
428 for( int i=0; i<3; i++ ){
429 icubes_min[i] = cubes_min[i];
430 icubes_max[i] = cubes_max[i];
431 }
432
433 v3i icubes_count;
434 v3i_sub( icubes_max, icubes_min, icubes_count );
435
436 for( int i=0; i<3; i++ ){
437 icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
438 cubes_max[i] = icubes_min[i] + icubes_count[i];
439 }
440
441 v3_muls( cubes_min, k_light_cube_size, cubes_min );
442 v3_muls( cubes_max, k_light_cube_size, cubes_max );
443
444 for( int i=0; i<3; i++ ){
445 float range = cubes_max[i]-cubes_min[i];
446 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
447 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
448
449 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
450 }
451
452 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
453
454 u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
455 total_cubes * sizeof(u32) * 2.0f );
456
457 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
458 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
459 cubes_max[0], -cubes_max[2], cubes_max[1] );
460
461 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
462
463 v3f cube_size;
464 v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range,
465 cube_size );
466 float bound_radius = v3_length( cube_size );
467
468 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
469 for( int iy = 0; iy<icubes_count[1]; iy++ ){
470 for( int ix = 0; ix<icubes_count[0]; ix++ ){
471 boxf bbx;
472 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
473 bbx[0] );
474 v3_div( (v3f){ ix+1, iy+1, iz+1 },
475 world->ub_lighting.g_cube_inv_range,
476 bbx[1] );
477
478 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
479 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
480
481 v3f center;
482 v3_add( bbx[0], bbx[1], center );
483 v3_muls( center, 0.5f, center );
484
485 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
486 u32 count = 0;
487
488 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
489 const int N = vg_list_size( influences );
490
491 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
492 ent_light *light = mdl_arritm( &world->ent_light, j );
493 v3f closest;
494 closest_point_aabb( light->transform.co, bbx, closest );
495
496 float dist = v3_dist( closest, light->transform.co ),
497 influence = 1.0f/(dist+1.0f);
498
499 if( dist > light->range )
500 continue;
501
502 if( light->type == k_light_type_spot){
503 v3f local;
504 m4x3_mulv( light->inverse_world, center, local );
505
506 float r = fsd_cone_infinite( local, light->angle_sin_cos );
507
508 if( r > bound_radius )
509 continue;
510 }
511
512 int best_pos = N;
513 for( int k=best_pos-1; k>=0; k -- )
514 if( influence > influences[k] )
515 best_pos = k;
516
517 if( best_pos < N ){
518 for( int k=N-1; k>best_pos; k -- ){
519 influences[k] = influences[k-1];
520 indices[k] = indices[k-1];
521 }
522
523 influences[best_pos] = influence;
524 indices[best_pos] = j;
525 }
526 }
527
528 for( int j=0; j<N; j++ )
529 if( influences[j] > 0.0f )
530 count ++;
531
532 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
533 iy * (icubes_count[0]) +
534 ix;
535
536 int lower_count = VG_MIN( 3, count );
537 u32 packed_index_lower = lower_count;
538 packed_index_lower |= indices[0]<<2;
539 packed_index_lower |= indices[1]<<12;
540 packed_index_lower |= indices[2]<<22;
541
542 int upper_count = VG_MAX( 0, count - lower_count );
543 u32 packed_index_upper = upper_count;
544 packed_index_upper |= indices[3]<<2;
545 packed_index_upper |= indices[4]<<12;
546 packed_index_upper |= indices[5]<<22;
547
548 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
549 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
550 }
551 }
552 }
553
554 vg_acquire_thread_sync();
555
556 glGenTextures( 1, &world->tex_light_cubes );
557 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
558 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
559 icubes_count[0], icubes_count[1], icubes_count[2],
560 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
561 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
562 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
563
564 vg_linear_del( world_global.generic_heap, cubes_index );
565
566 vg_release_thread_sync();
567 }
568
569 VG_STATIC int reset_player( int argc, char const *argv[] );
570 VG_STATIC void world_post_process( world_instance *world )
571 {
572 /* initialize audio if need be */
573 #if 0
574 audio_lock();
575 for( int i=0; i<world->audio_things_count; i++ )
576 {
577 struct world_audio_thing *thingy = &world->audio_things[ i ];
578
579 if( thingy->flags & AUDIO_FLAG_AUTO_START )
580 {
581 audio_channel *ch =
582 audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
583
584 audio_channel_edit_volume( ch, thingy->volume, 1 );
585 audio_channel_set_spacial( ch, thingy->pos, thingy->range );
586
587 if( !(ch->flags & AUDIO_FLAG_LOOP) )
588 ch = audio_relinquish_channel( ch );
589 }
590 }
591 audio_unlock();
592 #endif
593
594 world_compute_light_indices( world );
595
596 vg_acquire_thread_sync();
597 {
598 /* create scene lighting buffer */
599
600 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
601 vg_info( "Upload %ubytes (lighting)\n", size );
602
603 glGenBuffers( 1, &world->tbo_light_entities );
604 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
605 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
606
607 /* buffer layout
608 *
609 * colour position direction (spots)
610 * | . . . . | . . . . | . . . . |
611 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
612 *
613 */
614
615 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
616 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
617 ent_light *light = mdl_arritm( &world->ent_light, i );
618
619 /* colour + night */
620 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
621 light_dst[i*3+0][3] = -1.0f;
622
623 if( !light->daytime ){
624 u32 hash = (i * 29986577) & 0xff;
625 float switch_on = hash;
626 switch_on *= (1.0f/255.0f);
627
628 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
629 }
630
631 /* position + 1/range^2 */
632 v3_copy( light->transform.co, light_dst[i*3+1] );
633 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
634
635 /* direction + angle */
636 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
637 light_dst[i*3+2][3] = cosf( light->angle );
638 }
639
640 glUnmapBuffer( GL_TEXTURE_BUFFER );
641
642 glGenTextures( 1, &world->tex_light_entities );
643 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
644 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
645
646 /* Upload lighting uniform buffer */
647 if( world->water.enabled )
648 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
649
650 v4f info_vec;
651 v3f *bounds = world->scene_geo->bbx;
652
653 info_vec[0] = bounds[0][0];
654 info_vec[1] = bounds[0][2];
655 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
656 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
657 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
658
659 /*
660 * Rendering the depth map
661 */
662 camera ortho;
663
664 v3f extent;
665 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
666
667 float fl = world->scene_geo->bbx[0][0],
668 fr = world->scene_geo->bbx[1][0],
669 fb = world->scene_geo->bbx[0][2],
670 ft = world->scene_geo->bbx[1][2],
671 rl = 1.0f / (fr-fl),
672 tb = 1.0f / (ft-fb);
673
674 m4x4_zero( ortho.mtx.p );
675 ortho.mtx.p[0][0] = 2.0f * rl;
676 ortho.mtx.p[2][1] = 2.0f * tb;
677 ortho.mtx.p[3][0] = (fr + fl) * -rl;
678 ortho.mtx.p[3][1] = (ft + fb) * -tb;
679 ortho.mtx.p[3][3] = 1.0f;
680 m4x3_identity( ortho.transform );
681 camera_update_view( &ortho );
682 camera_finalize( &ortho );
683
684 glDisable(GL_DEPTH_TEST);
685 glDisable(GL_BLEND);
686 glDisable(GL_CULL_FACE);
687 render_fb_bind( &world->heightmap );
688 shader_blitcolour_use();
689 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
690 render_fsquad();
691
692 glEnable(GL_BLEND);
693 glBlendFunc(GL_ONE, GL_ONE);
694 glBlendEquation(GL_MAX);
695
696 render_world_position( world, &ortho );
697 glDisable(GL_BLEND);
698 glEnable(GL_DEPTH_TEST);
699 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
700
701 /* upload full buffer */
702 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
703 glBufferSubData( GL_UNIFORM_BUFFER, 0,
704 sizeof(struct ub_world_lighting), &world->ub_lighting );
705 }
706
707 vg_release_thread_sync();
708
709 #if 0
710 /*
711 * Setup scene collider
712 */
713 reset_player( 1, (const char *[]){"start"} );
714 #endif
715 }
716
717 VG_STATIC void world_process_resources( world_instance *world )
718 {
719 vg_info( "Loading textures\n" );
720
721 world->texture_count = 0;
722
723 world->texture_count = world->meta.textures.count+1;
724 world->textures = vg_linear_alloc( world_global.generic_heap,
725 sizeof(GLuint)*world->texture_count );
726
727 vg_acquire_thread_sync();
728 {
729 /* error texture */
730 world->textures[0] = vg_tex2d_new();
731 vg_tex2d_set_error();
732 vg_tex2d_nearest();
733 vg_tex2d_repeat();
734
735 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
736 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
737
738 if( !tex->file.pack_size ){
739 vg_release_thread_sync();
740 vg_fatal_exit_loop( "World models must have packed textures!" );
741 }
742
743 vg_linear_clear( vg_mem.scratch );
744 world->textures[i+1] = vg_tex2d_new();
745 vg_tex2d_set_error();
746 vg_tex2d_qoi( mdl_arritm( &world->meta.pack, tex->file.pack_offset ),
747 tex->file.pack_size,
748 mdl_pstr( &world->meta, tex->file.pstr_path ));
749 vg_tex2d_nearest();
750 vg_tex2d_repeat();
751 }
752 }
753 vg_release_thread_sync();
754
755 vg_info( "Loading materials\n" );
756
757 world->surface_count = world->meta.materials.count+1;
758 world->surfaces = vg_linear_alloc( world_global.generic_heap,
759 sizeof(struct world_surface)*world->surface_count );
760
761 /* error material */
762 struct world_surface *errmat = &world->surfaces[0];
763 memset( errmat, 0, sizeof(struct world_surface) );
764
765 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
766 world->surfaces[i+1].info =
767 *(mdl_material *)mdl_arritm( &world->meta.materials, i );
768 }
769 }
770
771 VG_STATIC void world_unload( world_instance *world )
772 {
773 vg_acquire_thread_sync();
774
775 /* free meshes */
776 mesh_free( &world->mesh_route_lines );
777 mesh_free( &world->mesh_geo );
778 mesh_free( &world->mesh_no_collide );
779
780 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
781 * existing buffer objects.
782 * */
783 glDeleteBuffers( 1, &world->tbo_light_entities );
784 glDeleteTextures( 1, &world->tex_light_entities );
785 glDeleteTextures( 1, &world->tex_light_cubes );
786
787 /* FIXME: CANT DO THIS HERE */
788 /* whynot? */
789 /* oh this should be moved to a global function */
790 world_global.time = 0.0;
791 world_global.rewind_from = 0.0;
792 world_global.rewind_to = 0.0;
793 world_global.last_use = 0.0;
794 world_global.sfd.active_route_board = 0;
795
796 /* delete textures and meshes */
797 glDeleteTextures( world->texture_count, world->textures );
798
799 /* delete the entire block of memory */
800 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
801 #if 0
802 vg_linear_clear( world->dynamic_vgl );
803 vg_linear_clear( world->audio_vgl );
804 #endif
805
806 vg_release_thread_sync();
807 }
808
809 VG_STATIC void world_clean( world_instance *world )
810 {
811 memset( &world->meta, 0, sizeof(mdl_context) );
812
813 /*
814 * TODO: Theres probably a better way to do this? */
815 /* yep, find all members that can be memsetted to 0. this is probably
816 * every member anyway, given the below is just setting to 0
817 *
818 * also: rename clean to init? */
819
820 world->textures = NULL;
821 world->texture_count = 0;
822 world->surfaces = NULL;
823 world->surface_count = 0;
824
825 world->scene_geo = NULL;
826 world->scene_no_collide = NULL;
827 world->scene_lines = NULL;
828
829 world->geo_bh = NULL;
830 world->volume_bh = NULL;
831 world->audio_bh = NULL;
832 world->rendering_gate = NULL;
833
834 world->water.enabled = 0;
835
836 /* default lighting conditions
837 * -------------------------------------------------------------*/
838 struct ub_world_lighting *state = &world->ub_lighting;
839
840 state->g_light_preview = 0;
841 state->g_shadow_samples = 8;
842 state->g_water_fog = 0.04f;
843
844 v4_zero( state->g_water_plane );
845 v4_zero( state->g_depth_bounds );
846
847 state->g_shadow_length = 9.50f;
848 state->g_shadow_spread = 0.65f;
849
850 v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
851 v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
852 v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
853 v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
854 v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
855 v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
856 }
857
858 VG_STATIC void world_entities_init( world_instance *world )
859 {
860 /* lights */
861 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
862 ent_light *light = mdl_arritm( &world->ent_light, j );
863
864 m4x3f to_world;
865 q_m3x3( light->transform.q, to_world );
866 v3_copy( light->transform.co, to_world[3] );
867 m4x3_invert_affine( to_world, light->inverse_world );
868
869 light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
870 light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
871 }
872
873 /* gates */
874 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
875 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
876 gate_transform_update( gate );
877 }
878
879 /* water */
880 for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
881 ent_water *water = mdl_arritm( &world->ent_water, j );
882 if( world->water.enabled ){
883 vg_warn( "Multiple water surfaces in level!\n" );
884 break;
885 }
886
887 world->water.enabled = 1;
888 water_set_surface( world, water->transform.co[1] );
889 }
890 }
891
892 VG_STATIC void world_load( world_instance *world, const char *path )
893 {
894 world_unload( world );
895 world_clean( world );
896
897 vg_info( "Loading world: %s\n", path );
898
899 mdl_open( &world->meta, path, world_global.generic_heap );
900 mdl_load_metadata_block( &world->meta, world_global.generic_heap );
901 mdl_load_animation_block( &world->meta, world_global.generic_heap );
902 mdl_load_mesh_block( &world->meta, world_global.generic_heap );
903 mdl_load_pack_block( &world->meta, world_global.generic_heap );
904
905 mdl_load_array( &world->meta, &world->ent_gate,
906 "ent_gate", world_global.generic_heap );
907 mdl_load_array( &world->meta, &world->ent_spawn,
908 "ent_spawn", world_global.generic_heap );
909 mdl_load_array( &world->meta, &world->ent_light,
910 "ent_light", world_global.generic_heap );
911
912 mdl_load_array( &world->meta, &world->ent_route_node,
913 "ent_route_node", world_global.generic_heap );
914 mdl_load_array( &world->meta, &world->ent_path_index,
915 "ent_path_index", world_global.generic_heap );
916 mdl_load_array( &world->meta, &world->ent_checkpoint,
917 "ent_checkpoint", world_global.generic_heap );
918 mdl_load_array( &world->meta, &world->ent_route,
919 "ent_route", world_global.generic_heap );
920 mdl_load_array( &world->meta, &world->ent_water,
921 "ent_water", world_global.generic_heap );
922
923 mdl_close( &world->meta );
924
925 /* process resources from pack */
926 world_process_resources( world );
927
928 #if 0
929 /* dynamic allocations */
930 world_ents_allocate( world );
931 world_routes_allocate( world );
932
933 /* meta processing */
934 #endif
935 world_routes_ent_init( world );
936 world_entities_init( world );
937
938 /* main bulk */
939 world_generate( world );
940 world_routes_generate( world );
941 world_post_process( world );
942 }
943
944 #endif /* WORLD_GEN_H */