well yeah i guess
[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( const char *mdl_file );
12
13
14
15 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
16 mdl_context *mdl, u32 id )
17 {
18 for( int i=0; i<mdl->info.node_count; i++ )
19 {
20 mdl_node *pnode = mdl_node_from_id( mdl, i );
21
22 for( int j=0; j<pnode->submesh_count; j++ )
23 {
24 mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
25 if( sm->material_id == id )
26 {
27 m4x3f transform2;
28 mdl_node_transform( pnode, transform2 );
29 m4x3_mul( transform, transform2, transform2 );
30
31 scene_add_submesh( pscene, mdl, sm, transform2 );
32 }
33 }
34
35 #if 0
36 if( pnode->classtype == k_classtype_instance )
37 {
38 if( pnode->sub_uid )
39 {
40 u32 instance_id = pnode->sub_uid -1;
41 struct instance_cache *cache = &world.instance_cache[instance_id];
42 mdl_context *mdl2 = cache->mdl;
43
44 m4x3f transform2;
45 mdl_node_transform( pnode, transform2 );
46 m4x3_mul( transform, transform2, transform2 );
47
48 world_add_all_if_material( transform2, pscene, mdl2, id );
49 }
50 }
51 #endif
52 }
53 }
54
55 /* Sprinkle foliage models over the map on terrain material */
56 VG_STATIC void world_apply_procedural_foliage(void)
57 {
58 vg_linear_clear( vg_mem.scratch );
59
60 mdl_context *mfoliage =
61 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
62
63 v3f volume;
64 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
65 volume[1] = 1.0f;
66
67 m4x3f transform;
68 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
69 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
70
71 for( int i=0;i<100000;i++ )
72 {
73 v3f pos;
74 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
75 pos[1] = 1000.0f;
76 v3_add( pos, world.scene_geo->bbx[0], pos );
77
78 ray_hit hit;
79 hit.dist = INFINITY;
80
81 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
82 {
83 if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
84 (hit.pos[1] > 0.0f+10.0f) )
85 {
86 v4f qsurface, qrandom;
87 v3f axis;
88
89 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
90
91 float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
92 q_axis_angle( qsurface, axis, angle );
93 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
94 q_mul( qsurface, qrandom, qsurface );
95 q_m3x3( qsurface, transform );
96
97 v3_copy( hit.pos, transform[3] );
98 scene_add_submesh( world.scene_no_collide, mfoliage,
99 sm_blob, transform);
100 }
101 }
102 }
103 }
104
105 VG_STATIC void world_ents_allocate(void)
106 {
107 vg_info( "Allocating entities\n" );
108
109 /* count entites to allocate buffers for them.
110 * maybe in the future we just store these numbers in the model file...
111 *
112 * TODO: use this in world_routes too */
113
114 struct countable
115 {
116 enum classtype ct;
117 void **to_allocate;
118 u32 item_size;
119 int count;
120 }
121 entity_counts[] =
122 {
123 {
124 k_classtype_spawn,
125 (void*)&world.spawns,
126 sizeof(struct respawn_point)
127 },
128 {
129 k_classtype_audio,
130 (void*)&world.audio_things,
131 sizeof(struct world_audio_thing)
132 },
133 {
134 k_classtype_trigger,
135 (void*)&world.triggers,
136 sizeof(struct trigger_zone)
137 }
138 };
139
140 for( int i=0; i<vg_list_size(entity_counts); i++ )
141 entity_counts[i].count = 0;
142
143 for( int i=0; i<world.meta->info.node_count; i++ )
144 {
145 mdl_node *pnode = mdl_node_from_id( world.meta, i );
146
147 for( int j=0; j<vg_list_size(entity_counts); j ++ )
148 {
149 if( pnode->classtype == entity_counts[j].ct )
150 {
151 entity_counts[j].count ++;
152 break;
153 }
154 }
155 }
156
157 for( int i=0; i<vg_list_size(entity_counts); i++ )
158 {
159 struct countable *counter = &entity_counts[i];
160
161 u32 bufsize = counter->item_size*counter->count;
162 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
163 }
164 }
165
166 VG_STATIC void world_pct_spawn( mdl_node *pnode )
167 {
168 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
169
170 v3_copy( pnode->co, rp->co );
171 v4_copy( pnode->q, rp->q );
172 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
173 }
174
175 VG_STATIC void world_pct_water( mdl_node *pnode )
176 {
177 if( world.water.enabled )
178 {
179 vg_warn( "Multiple water surfaces in level! ('%s')\n",
180 mdl_pstr( world.meta, pnode->pstr_name ));
181 return;
182 }
183
184 mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 );
185
186 if( sm )
187 {
188 vg_acquire_thread_sync();
189 {
190 mdl_unpack_submesh( world.meta, &world.mesh_water, sm );
191 world.water.enabled = 1;
192 water_set_surface( pnode->co[1] );
193 }
194 vg_release_thread_sync();
195 }
196 else
197 {
198 vg_warn( "Water entity has no submeshes!\n" );
199 }
200 }
201
202 VG_STATIC void world_pct_instance( mdl_node *pnode )
203 {
204 struct classtype_instance *inst = mdl_get_entdata( world.meta, pnode );
205 pnode->sub_uid = 0;
206
207 int cache_entry = 0;
208 for( int i=0; i<world.instance_cache_count; i++ )
209 {
210 struct instance_cache *cache = &world.instance_cache[i];
211 if( inst->pstr_file == cache->pstr_file )
212 {
213 cache_entry = 1;
214 pnode->sub_uid = i+1;
215 break;
216 }
217 }
218
219 if( !cache_entry )
220 {
221 if( world.instance_cache_count == vg_list_size(world.instance_cache) )
222 vg_fatal_exit_loop( "Instance cache is full!" );
223
224 struct instance_cache *cache =
225 &world.instance_cache[world.instance_cache_count ++ ];
226
227 cache->pstr_file = inst->pstr_file;
228
229 #if 0
230 cache->mdl = mdl_load( filename );
231
232 if( cache->mdl )
233 {
234 world.instance_cache_count ++;
235 pnode->sub_uid = world.instance_cache_count;
236 mdl_link_materials( mworld, cache->mdl );
237 vg_success( "Cached %s\n", filename );
238 }
239 else
240 {
241 vg_warn( "Failed to cache %s\n", filename );
242 }
243 #endif
244 }
245 }
246
247 VG_STATIC void world_pct_audio( mdl_node *pnode )
248 {
249 struct world_audio_thing *thing = &world.audio_things[
250 world.audio_things_count ];
251
252 memset( thing, 0, sizeof(struct world_audio_thing) );
253 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
254
255 v3_copy( pnode->co, thing->pos );
256
257 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
258 thing->volume = aud->volume * pnode->s[0];
259 else
260 thing->volume = aud->volume;
261
262 thing->flags = aud->flags;
263 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
264 audio_clip_load( &thing->temp_embedded_clip );
265 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
266 thing->player.enqued = 0;
267
268 pnode->sub_uid = world.audio_things_count;
269 world.audio_things_count ++;
270 }
271
272 VG_STATIC void world_entities_process(void)
273 {
274 struct entity_instruction
275 {
276 enum classtype ct;
277 void (*process)( mdl_node *pnode );
278 }
279 entity_instructions[] =
280 {
281 { k_classtype_spawn, world_pct_spawn },
282 { k_classtype_water, world_pct_water },
283 { k_classtype_instance, world_pct_instance },
284 { k_classtype_audio, world_pct_audio },
285 };
286
287 for( int i=0; i<world.meta->info.node_count; i++ )
288 {
289 mdl_node *pnode = mdl_node_from_id( world.meta, i );
290
291 for( int j=0; j<vg_list_size(entity_instructions); j++ )
292 {
293 struct entity_instruction *instr = &entity_instructions[j];
294
295 if( pnode->classtype == instr->ct )
296 {
297 instr->process( pnode );
298 break;
299 }
300 }
301
302 #if 0
303 else if( pnode->classtype == k_classtype_achievement_box )
304 {
305 world.achievement_zones =
306 buffer_reserve( world.achievement_zones,
307 world.achievement_zones_count,
308 &world.achievement_zones_cap, 1,
309 sizeof(struct achievement_zone) );
310
311 struct achievement_zone *zone = &world.achievement_zones[
312 world.achievement_zones_count ++ ];
313
314
315 struct classtype_achievement_box *box = mdl_get_entdata(mworld,pnode);
316
317 mdl_node_transform( pnode, zone->transform );
318 m4x3_invert_full( zone->transform, zone->inv_transform );
319 vg_strncpy( mdl_pstr(mworld, box->pstr_name), zone->name, 31 );
320 zone->name[31] = 0x00;
321 zone->triggered = 0;
322
323 if( box->trigger )
324 zone->ptarget_delegated = mdl_node_from_id( mworld, box->trigger );
325 else
326 zone->ptarget_delegated = NULL;
327 }
328 #endif
329 }
330
331 #if 0
332 /* fixup links */
333 for( int i=0; i<world.achievement_zones_count; i ++ )
334 {
335 struct achievement_zone *ach = &world.achievement_zones[ i ];
336 if( ach->ptarget_delegated )
337 {
338 u32 id = ach->ptarget_delegated->sub_uid;
339 ach->ptarget = &world.audio_things[ id ];
340 }
341 else
342 ach->ptarget = NULL;
343 }
344 #endif
345 }
346
347 VG_STATIC void world_load_instance_cache(void)
348 {
349 vg_linear_clear( vg_mem.scratch );
350
351 for( int i=0; i<world.instance_cache_count; i++ )
352 {
353 struct instance_cache *inst = &world.instance_cache[i];
354
355 const char *filename = mdl_pstr( world.meta, inst->pstr_file );
356 inst->mdl = mdl_load_full( vg_mem.scratch, filename );
357 }
358 }
359
360 VG_STATIC void world_generate(void)
361 {
362 /*
363 * Compile meshes into the world scenes
364 */
365 world.scene_geo = scene_init( world.dynamic_vgl, 500000, 1200000 );
366
367 /*
368 * TODO: System to dynamically allocate these
369 */
370 u32 mat_surf = 0,
371 mat_surf_oob = 0,
372 mat_vertex_blend = 0,
373 mat_alphatest = 0,
374 mat_graffiti = 0,
375 mat_subworld = 0,
376 mat_terrain = 0;
377
378 for( int i=1; i<world.meta->info.material_count; i++ )
379 {
380 mdl_material *mat = &world.meta->material_buffer[ i ];
381 const char *mat_name = mdl_pstr( world.meta, mat->pstr_name );
382
383 if( !strcmp( "surf", mat_name ))
384 mat_surf = i;
385 else if( !strcmp( "surf_oob", mat_name ))
386 mat_surf_oob = i;
387 else if( !strcmp( "vertex_blend", mat_name ))
388 mat_vertex_blend = i;
389 else if( !strcmp( "alphatest", mat_name ))
390 mat_alphatest = i;
391 else if( !strcmp( "graffitibox", mat_name ))
392 mat_graffiti = i;
393 else if( !strcmp( "terrain", mat_name ) )
394 mat_terrain = i;
395 }
396
397 m4x3f midentity;
398 m4x3_identity( midentity );
399
400 world_load_instance_cache();
401
402 /*
403 * Generate scene: collidable geometry
404 * ----------------------------------------------------------------
405 */
406
407 vg_info( "Generating collidable geometry\n" );
408 vg_info( "terrain...\n" );
409 /* terrain */
410 if( mat_terrain )
411 world_add_all_if_material( midentity, world.scene_geo,
412 world.meta, mat_terrain );
413 scene_copy_slice( world.scene_geo, &world.sm_terrain );
414
415 /* oob */
416 vg_info( "oob...\n" );
417 if( mat_surf_oob )
418 world_add_all_if_material( midentity, world.scene_geo,
419 world.meta, mat_surf_oob );
420 else
421 vg_warn( "No OOB surface\n" );
422 scene_copy_slice( world.scene_geo, &world.sm_geo_std_oob );
423
424
425 /* surface */
426 vg_info( "surface...\n" );
427 if( mat_surf )
428 world_add_all_if_material( midentity, world.scene_geo,
429 world.meta, mat_surf );
430 scene_copy_slice( world.scene_geo, &world.sm_geo_std );
431
432 /* vertex_blend */
433 vg_info( "vertex blend...\n" );
434 if( mat_vertex_blend )
435 world_add_all_if_material( midentity, world.scene_geo,
436 world.meta, mat_vertex_blend);
437 scene_copy_slice( world.scene_geo, &world.sm_geo_vb );
438
439 /* compress that bad boy */
440 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
441
442 vg_acquire_thread_sync();
443 {
444 scene_upload( world.scene_geo, &world.mesh_geo );
445 }
446 vg_release_thread_sync();
447
448 /* setup spacial mapping and rigidbody */
449 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
450
451 v3_zero( world.rb_geo.co );
452 q_identity( world.rb_geo.q );
453
454 world.rb_geo.type = k_rb_shape_scene;
455 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
456 world.rb_geo.is_world = 1;
457 rb_init( &world.rb_geo );
458
459 /*
460 * Generate scene: non-collidable geometry
461 * ----------------------------------------------------------------
462 */
463 vg_info( "Generating non-collidable geometry\n" );
464
465 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
466
467 vg_info( "Applying foliage\n" );
468 world_apply_procedural_foliage();
469 scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
470
471 vg_info( "alphatest...\n" );
472 world_add_all_if_material( midentity, world.scene_no_collide,
473 world.meta, mat_alphatest );
474 scene_copy_slice( world.scene_no_collide, &world.sm_foliage_alphatest );
475
476 vg_info( "graffiti...\n" );
477 world_add_all_if_material( midentity, world.scene_no_collide,
478 world.meta, mat_graffiti );
479 scene_copy_slice( world.scene_no_collide, &world.sm_graffiti );
480
481
482 /* upload and free that */
483 vg_acquire_thread_sync();
484 {
485 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
486 }
487 vg_release_thread_sync();
488
489 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
490 world.scene_no_collide = NULL;
491 }
492
493 VG_STATIC void world_post_process(void)
494 {
495 /* initialize audio if need be */
496 audio_lock();
497 for( int i=0; i<world.audio_things_count; i++ )
498 {
499 struct world_audio_thing *thingy = &world.audio_things[ i ];
500
501 audio_player_init( &thingy->player );
502 audio_player_set_flags( &thingy->player, thingy->flags );
503 audio_player_set_vol( &thingy->player, thingy->volume );
504 audio_player_set_pan( &thingy->player, 0.0f );
505
506 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
507 audio_player_set_position( &thingy->player, thingy->pos );
508
509 if( thingy->flags & AUDIO_FLAG_AUTO_START )
510 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
511 }
512 audio_unlock();
513
514 vg_acquire_thread_sync();
515 {
516 /*
517 * Rendering the depth map
518 */
519 m4x4f ortho;
520 m4x3f camera;
521
522 v3f extent;
523 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
524
525 float fl = world.scene_geo->bbx[0][0],
526 fr = world.scene_geo->bbx[1][0],
527 fb = world.scene_geo->bbx[0][2],
528 ft = world.scene_geo->bbx[1][2],
529 rl = 1.0f / (fr-fl),
530 tb = 1.0f / (ft-fb);
531
532 m4x4_zero( ortho );
533 ortho[0][0] = 2.0f * rl;
534 ortho[2][1] = 2.0f * tb;
535 ortho[3][0] = (fr + fl) * -rl;
536 ortho[3][1] = (ft + fb) * -tb;
537 ortho[3][3] = 1.0f;
538 m4x3_identity( camera );
539
540 glViewport( 0, 0, 1024, 1024 );
541 glDisable(GL_DEPTH_TEST);
542 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
543 shader_fscolour_use();
544 shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
545 render_fsquad();
546
547 glEnable(GL_BLEND);
548 glBlendFunc(GL_ONE, GL_ONE);
549 glBlendEquation(GL_MAX);
550 render_world_depth( ortho, camera );
551 glDisable(GL_BLEND);
552 glEnable(GL_DEPTH_TEST);
553 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
554
555
556 /*
557 * TODO: World settings entity
558 */
559 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
560
561 if( world.water.enabled )
562 v4_copy( world.water.plane, winfo->g_water_plane );
563
564 v4f info_vec;
565 v3f *bounds = world.scene_geo->bbx;
566
567 info_vec[0] = bounds[0][0];
568 info_vec[1] = bounds[0][2];
569 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
570 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
571 v4_copy( info_vec, winfo->g_depth_bounds );
572
573 winfo->g_water_fog = 0.04f;
574 render_update_lighting_ub();
575 }
576
577 vg_release_thread_sync();
578
579 /*
580 * Setup scene collider
581 */
582 }
583
584
585 VG_STATIC void world_unload(void)
586 {
587 /* free meshes */
588 mesh_free( &world.mesh_geo );
589 mesh_free( &world.mesh_no_collide );
590 mesh_free( &world.mesh_route_lines );
591 mesh_free( &world.mesh_water );
592
593 /* delete the entire block of memory */
594 vg_linear_clear( world.dynamic_vgl );
595
596 /* clean dangling pointers */
597 world.meta = NULL;
598
599 world.scene_geo = NULL;
600 world.scene_lines = NULL;
601 world.scene_no_collide = NULL;
602
603 world.geo_bh = NULL;
604 world.trigger_bh = NULL;
605 world.audio_bh = NULL;
606
607 world.spawns = NULL;
608 world.spawn_count = 0;
609
610 world.audio_things = NULL;
611 world.audio_things_count = 0;
612
613 world.logic_entities = NULL;
614 world.logic_entity_count = 0;
615
616 world.logic_actions = NULL;
617 world.logic_action_count = 0;
618
619 world.triggers = NULL;
620 world.trigger_count = 0;
621
622 world.nodes = NULL;
623 world.node_count = 0;
624
625 world.routes = NULL;
626 world.route_count = 0;
627
628 world.gates = NULL;
629 world.gate_count = 0;
630
631 world.collectors = NULL;
632 world.collector_count = 0;
633
634 world.instance_cache_count = 0;
635 world.water.enabled = 0;
636 }
637
638 VG_STATIC void world_load( const char *mdl_file )
639 {
640 world_unload();
641
642 world.meta = mdl_load_full( world.dynamic_vgl, mdl_file );
643 vg_info( "Loading world: %s\n", mdl_file );
644
645 /* dynamic allocations */
646 world_ents_allocate();
647 world_routes_allocate();
648
649 /* meta processing */
650 world_routes_process();
651 world_entities_process();
652
653 /* main bulk */
654 world_generate();
655 world_routes_generate();
656 world_post_process();
657 }
658
659 #endif /* WORLD_GEN_H */