timings
[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 #if 0
130 VG_STATIC void world_ents_allocate( world_instance *world )
131 {
132 vg_info( "Allocating entities\n" );
133
134 /* --count entites to allocate buffers for them.--
135 * --maybe in the future we just store these numbers in the model file...--
136 *
137 * ... 16.03.23: I HOPE YOUR FUCKING HAPPY
138 * ... 22.03.23: incomprehensible pain
139 *
140 * -- use this in world_routes too --
141 *
142 */
143
144 struct countable
145 {
146 enum classtype ct, ct1;
147 void **to_allocate;
148 u32 item_size;
149 int count;
150 }
151 entity_counts[] =
152 {
153 {
154 k_classtype_spawn,
155 k_classtype_none,
156 (void*)&world->spawns,
157 sizeof(struct respawn_point)
158 },
159 {
160 k_classtype_audio,
161 k_classtype_none,
162 (void*)&world->audio_things,
163 sizeof(struct world_audio_thing)
164 },
165 {
166 k_classtype_world_light,
167 k_classtype_none,
168 (void*)&world->lights,
169 sizeof(struct world_light)
170 },
171 {
172 k_classtype_nonlocal_gate,
173 k_classtype_none,
174 (void*)&world->nonlocal_gates,
175 sizeof(struct nonlocal_gate)
176 },
177 };
178
179 for( int i=0; i<vg_list_size(entity_counts); i++ )
180 entity_counts[i].count = 0;
181
182 for( int i=0; i<world->meta->info.node_count; i++ )
183 {
184 mdl_node *pnode = mdl_node_from_id( world->meta, i );
185
186 for( int j=0; j<vg_list_size(entity_counts); j ++ )
187 {
188 if( (pnode->classtype == entity_counts[j].ct) ||
189 (pnode->classtype == entity_counts[j].ct1) )
190 {
191 pnode->sub_uid = entity_counts[j].count;
192 entity_counts[j].count ++;
193 break;
194 }
195 }
196 }
197
198 for( int i=0; i<vg_list_size(entity_counts); i++ )
199 {
200 struct countable *counter = &entity_counts[i];
201
202 u32 bufsize = counter->item_size*counter->count;
203 *counter->to_allocate = vg_linear_alloc( world_global.generic_heap,
204 bufsize );
205 memset( *counter->to_allocate, 0, bufsize );
206 }
207
208 world->volume_bh = bh_create( world_global.generic_heap,
209 &bh_system_volumes,
210 world,
211 world->volume_count,
212 1 );
213 }
214 #endif
215
216 #if 0
217 VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
218 {
219 struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ];
220
221 v3_copy( pnode->co, rp->co );
222 v4_copy( pnode->q, rp->q );
223 rp->name = mdl_pstr( world->meta, pnode->pstr_name );
224 }
225
226 VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode )
227 {
228 if( world->water.enabled )
229 {
230 vg_warn( "Multiple water surfaces in level! ('%s')\n",
231 mdl_pstr( world->meta, pnode->pstr_name ));
232 return;
233 }
234
235 world->water.enabled = 1;
236 water_set_surface( world, pnode->co[1] );
237 }
238
239 VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
240 {
241 struct world_audio_thing *thing = &world->audio_things[
242 world->audio_things_count ];
243
244 memset( thing, 0, sizeof(struct world_audio_thing) );
245 struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
246
247 v3_copy( pnode->co, thing->pos );
248
249 thing->volume = aud->volume;
250 thing->range = pnode->s[0];
251
252 thing->flags = aud->flags;
253 thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
254 thing->temp_embedded_clip.flags = aud->flags;
255
256 audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
257
258 pnode->sub_uid = world->audio_things_count;
259 world->audio_things_count ++;
260 }
261
262 VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
263 {
264 struct world_light *light = &world->lights[ world->light_count ++ ];
265 light->node = pnode;
266 light->inf = mdl_get_entdata( world->meta, pnode );
267
268 q_m3x3( pnode->q, light->inverse_world );
269 v3_copy( pnode->co, light->inverse_world[3] );
270 m4x3_invert_affine( light->inverse_world, light->inverse_world );
271
272 light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
273 light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
274 }
275
276 VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
277 {
278 struct nonlocal_gate *gate = &world->nonlocal_gates[
279 world->nonlocalgate_count ++ ];
280 struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
281
282 gate->working = 0;
283 gate->node = pnode;
284 gate->target_map_index = 0;
285 v2_copy( inf->dims, gate->gate.dims );
286 }
287
288 VG_STATIC void world_entities_process( world_instance *world )
289 {
290 struct entity_instruction
291 {
292 enum classtype ct;
293 void (*process)( world_instance *world, mdl_node *pnode );
294 }
295 entity_instructions[] =
296 {
297 { k_classtype_spawn, world_pct_spawn },
298 { k_classtype_water, world_pct_water },
299 { k_classtype_audio, world_pct_audio },
300 { k_classtype_world_light, world_pct_world_light },
301 { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
302 };
303
304 for( int i=0; i<world->meta->info.node_count; i++ )
305 {
306 mdl_node *pnode = mdl_node_from_id( world->meta, i );
307
308 for( int j=0; j<vg_list_size(entity_instructions); j++ )
309 {
310 struct entity_instruction *instr = &entity_instructions[j];
311
312 if( pnode->classtype == instr->ct )
313 {
314 instr->process( world, pnode );
315 break;
316 }
317 }
318 }
319 }
320 VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
321 {
322 vg_info( "Linking non-local gates\n" );
323 world_instance *a = &world_global.worlds[ index_a ],
324 *b = &world_global.worlds[ index_b ];
325
326 for( int i=0; i<a->nonlocalgate_count; i++ )
327 {
328 struct nonlocal_gate *ga = &a->nonlocal_gates[i];
329 struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
330 const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
331
332 for( int j=0; j<b->nonlocalgate_count; j++ )
333 {
334 struct nonlocal_gate *gb = &b->nonlocal_gates[j];
335 struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
336 const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
337
338 if( !strcmp( ga_name, gb_name ) )
339 {
340 vg_success( "Created longjump for ID '%s'\n", ga_name );
341
342 v4f qYflip;
343 q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
344
345 /* TODO: Gates are created very wonkily. refactor. */
346 ga->target_map_index = index_b;
347 gb->target_map_index = index_a;
348 ga->working = 1;
349 gb->working = 1;
350
351 v4_copy( ga->node->q, ga->gate.q[0] );
352 v4_copy( gb->node->q, ga->gate.q[1] );
353 v3_copy( ga->node->co, ga->gate.co[0] );
354 v3_copy( gb->node->co, ga->gate.co[1] );
355
356 v4_copy( gb->node->q, gb->gate.q[0] );
357 v4_copy( ga->node->q, gb->gate.q[1] );
358 v3_copy( gb->node->co, gb->gate.co[0] );
359 v3_copy( ga->node->co, gb->gate.co[1] );
360
361 /* reverse B's direction */
362 q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
363 q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
364 q_normalize( gb->gate.q[0] );
365 q_normalize( gb->gate.q[1] );
366
367 gate_transform_update( &ga->gate );
368 gate_transform_update( &gb->gate );
369 }
370 }
371 }
372 }
373 #endif
374
375 #if 0
376 VG_STATIC float colour_luminance( v3f v )
377 {
378 return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
379 }
380
381 VG_STATIC float calc_light_influence( world_instance *world, v3f position,
382 int light )
383 {
384 struct world_light *world_light = &world->lights[ light ];
385 struct classtype_world_light *inf = world_light->inf;
386
387 v3f light_delta;
388 v3_sub( world_light->node->co, position, light_delta );
389 v3_muls( light_delta, 10.0f, light_delta );
390
391 float quadratic = v3_dot( light_delta, light_delta ),
392 attenuation = 1.0f/( 1.0f + quadratic );
393
394 float quadratic_light = attenuation * colour_luminance( inf->colour );
395
396 if( (inf->type == k_light_type_point) ||
397 (inf->type == k_light_type_point_nighttime_only) )
398 {
399 return quadratic_light;
400 }
401 else if( (inf->type == k_light_type_spot) ||
402 (inf->type == k_light_type_spot_nighttime_only) )
403 {
404 v3f dir;
405 q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir );
406
407 float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
408 falloff = spot_theta >= 0.0f? 1.0f: 0.0f;
409
410 return quadratic_light * falloff;
411 }
412 else
413 return 0.0f;
414 }
415 #endif
416
417 VG_STATIC void world_generate( world_instance *world )
418 {
419 /*
420 * Compile meshes into the world scenes
421 */
422 world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
423
424 m4x3f midentity;
425 m4x3_identity( midentity );
426
427 /*
428 * Generate scene: collidable geometry
429 * ----------------------------------------------------------------
430 */
431
432 vg_info( "Generating collidable geometry\n" );
433
434 for( u32 i=0; i<world->surface_count; i++ ){
435 struct world_surface *surf = &world->surfaces[ i ];
436
437 if( surf->info.flags & k_material_flag_collision )
438 world_add_all_if_material( midentity, world->scene_geo,
439 &world->meta, i );
440
441 scene_copy_slice( world->scene_geo, &surf->sm_geo );
442 }
443
444 /* compress that bad boy */
445 world->scene_geo = scene_fix( world_global.generic_heap, 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_global.generic_heap,
455 world->scene_geo );
456
457 v3_zero( world->rb_geo.co );
458 q_identity( world->rb_geo.q );
459
460 world->rb_geo.type = k_rb_shape_scene;
461 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
462 world->rb_geo.is_world = 1;
463 rb_init( &world->rb_geo );
464
465 /*
466 * Generate scene: non-collidable geometry
467 * ----------------------------------------------------------------
468 */
469 vg_info( "Generating non-collidable geometry\n" );
470
471 world->scene_no_collide = scene_init( world_global.generic_heap,
472 200000, 500000 );
473
474 for( u32 i=0; i<world->surface_count; i++ ){
475 struct world_surface *mat = &world->surfaces[ i ];
476
477 if( !(mat->info.flags & k_material_flag_collision) ){
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( world, 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_global.generic_heap, world->scene_no_collide );
496 world->scene_no_collide = NULL;
497 }
498
499 float fsd_cone_infinite( v3f p, v2f c )
500 {
501 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
502 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
503
504 v2f v0;
505 v2_muls( c, s, v0 );
506 v2_sub( q, v0, v0 );
507
508 float d = v2_length( v0 );
509 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
510 }
511
512 VG_STATIC void world_compute_light_indices( world_instance *world )
513 {
514 /* light cubes */
515 v3f cubes_min, cubes_max;
516 v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
517 v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
518
519 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
520 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
521
522 v3_floor( cubes_min, cubes_min );
523 v3_floor( cubes_max, cubes_max );
524
525 v3i icubes_min, icubes_max;
526
527 for( int i=0; i<3; i++ ){
528 icubes_min[i] = cubes_min[i];
529 icubes_max[i] = cubes_max[i];
530 }
531
532 v3i icubes_count;
533 v3i_sub( icubes_max, icubes_min, icubes_count );
534
535 for( int i=0; i<3; i++ ){
536 icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
537 cubes_max[i] = icubes_min[i] + icubes_count[i];
538 }
539
540 v3_muls( cubes_min, k_light_cube_size, cubes_min );
541 v3_muls( cubes_max, k_light_cube_size, cubes_max );
542
543 for( int i=0; i<3; i++ ){
544 float range = cubes_max[i]-cubes_min[i];
545 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
546 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
547
548 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
549 }
550
551 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
552
553 u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
554 total_cubes * sizeof(u32) * 2.0f );
555
556 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
557 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
558 cubes_max[0], -cubes_max[2], cubes_max[1] );
559
560 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
561
562 v3f cube_size;
563 v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range,
564 cube_size );
565 float bound_radius = v3_length( cube_size );
566
567 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
568 for( int iy = 0; iy<icubes_count[1]; iy++ ){
569 for( int ix = 0; ix<icubes_count[0]; ix++ ){
570 boxf bbx;
571 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
572 bbx[0] );
573 v3_div( (v3f){ ix+1, iy+1, iz+1 },
574 world->ub_lighting.g_cube_inv_range,
575 bbx[1] );
576
577 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
578 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
579
580 v3f center;
581 v3_add( bbx[0], bbx[1], center );
582 v3_muls( center, 0.5f, center );
583
584 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
585 u32 count = 0;
586
587 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
588 const int N = vg_list_size( influences );
589
590 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
591 ent_light *light = mdl_arritm( &world->ent_light, j );
592 v3f closest;
593 closest_point_aabb( light->transform.co, bbx, closest );
594
595 float dist = v3_dist( closest, light->transform.co ),
596 influence = 1.0f/(dist+1.0f);
597
598 if( dist > light->range )
599 continue;
600
601 if( light->type == k_light_type_spot){
602 v3f local;
603 m4x3_mulv( light->inverse_world, center, local );
604
605 float r = fsd_cone_infinite( local, light->angle_sin_cos );
606
607 if( r > bound_radius )
608 continue;
609 }
610
611 int best_pos = N;
612 for( int k=best_pos-1; k>=0; k -- )
613 if( influence > influences[k] )
614 best_pos = k;
615
616 if( best_pos < N ){
617 for( int k=N-1; k>best_pos; k -- ){
618 influences[k] = influences[k-1];
619 indices[k] = indices[k-1];
620 }
621
622 influences[best_pos] = influence;
623 indices[best_pos] = j;
624 }
625 }
626
627 for( int j=0; j<N; j++ )
628 if( influences[j] > 0.0f )
629 count ++;
630
631 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
632 iy * (icubes_count[0]) +
633 ix;
634
635 int lower_count = VG_MIN( 3, count );
636 u32 packed_index_lower = lower_count;
637 packed_index_lower |= indices[0]<<2;
638 packed_index_lower |= indices[1]<<12;
639 packed_index_lower |= indices[2]<<22;
640
641 int upper_count = VG_MAX( 0, count - lower_count );
642 u32 packed_index_upper = upper_count;
643 packed_index_upper |= indices[3]<<2;
644 packed_index_upper |= indices[4]<<12;
645 packed_index_upper |= indices[5]<<22;
646
647 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
648 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
649 }
650 }
651 }
652
653 vg_acquire_thread_sync();
654
655 glGenTextures( 1, &world->tex_light_cubes );
656 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
657 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
658 icubes_count[0], icubes_count[1], icubes_count[2],
659 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
660 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
661 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
662
663 vg_linear_del( world_global.generic_heap, cubes_index );
664
665 vg_release_thread_sync();
666 }
667
668 VG_STATIC int reset_player( int argc, char const *argv[] );
669 VG_STATIC void world_post_process( world_instance *world )
670 {
671 /* initialize audio if need be */
672 #if 0
673 audio_lock();
674 for( int i=0; i<world->audio_things_count; i++ )
675 {
676 struct world_audio_thing *thingy = &world->audio_things[ i ];
677
678 if( thingy->flags & AUDIO_FLAG_AUTO_START )
679 {
680 audio_channel *ch =
681 audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
682
683 audio_channel_edit_volume( ch, thingy->volume, 1 );
684 audio_channel_set_spacial( ch, thingy->pos, thingy->range );
685
686 if( !(ch->flags & AUDIO_FLAG_LOOP) )
687 ch = audio_relinquish_channel( ch );
688 }
689 }
690 audio_unlock();
691 #endif
692
693 world_compute_light_indices( world );
694
695 vg_acquire_thread_sync();
696 {
697 /* create scene lighting buffer */
698
699 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
700 vg_info( "Upload %ubytes (lighting)\n", size );
701
702 glGenBuffers( 1, &world->tbo_light_entities );
703 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
704 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
705
706 /* buffer layout
707 *
708 * colour position direction (spots)
709 * | . . . . | . . . . | . . . . |
710 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
711 *
712 */
713
714 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
715 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
716 ent_light *light = mdl_arritm( &world->ent_light, i );
717
718 /* colour + night */
719 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
720 light_dst[i*3+0][3] = -1.0f;
721
722 if( !light->daytime ){
723 u32 hash = (i * 29986577) & 0xff;
724 float switch_on = hash;
725 switch_on *= (1.0f/255.0f);
726
727 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
728 }
729
730 /* position + 1/range^2 */
731 v3_copy( light->transform.co, light_dst[i*3+1] );
732 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
733
734 /* direction + angle */
735 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
736 light_dst[i*3+2][3] = cosf( light->angle );
737 }
738
739 glUnmapBuffer( GL_TEXTURE_BUFFER );
740
741 glGenTextures( 1, &world->tex_light_entities );
742 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
743 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
744
745 /* Upload lighting uniform buffer */
746 if( world->water.enabled )
747 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
748
749 v4f info_vec;
750 v3f *bounds = world->scene_geo->bbx;
751
752 info_vec[0] = bounds[0][0];
753 info_vec[1] = bounds[0][2];
754 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
755 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
756 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
757
758 /*
759 * Rendering the depth map
760 */
761 camera ortho;
762
763 v3f extent;
764 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
765
766 float fl = world->scene_geo->bbx[0][0],
767 fr = world->scene_geo->bbx[1][0],
768 fb = world->scene_geo->bbx[0][2],
769 ft = world->scene_geo->bbx[1][2],
770 rl = 1.0f / (fr-fl),
771 tb = 1.0f / (ft-fb);
772
773 m4x4_zero( ortho.mtx.p );
774 ortho.mtx.p[0][0] = 2.0f * rl;
775 ortho.mtx.p[2][1] = 2.0f * tb;
776 ortho.mtx.p[3][0] = (fr + fl) * -rl;
777 ortho.mtx.p[3][1] = (ft + fb) * -tb;
778 ortho.mtx.p[3][3] = 1.0f;
779 m4x3_identity( ortho.transform );
780 camera_update_view( &ortho );
781 camera_finalize( &ortho );
782
783 glDisable(GL_DEPTH_TEST);
784 glDisable(GL_BLEND);
785 glDisable(GL_CULL_FACE);
786 render_fb_bind( &world->heightmap );
787 shader_blitcolour_use();
788 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
789 render_fsquad();
790
791 glEnable(GL_BLEND);
792 glBlendFunc(GL_ONE, GL_ONE);
793 glBlendEquation(GL_MAX);
794
795 render_world_position( world, &ortho );
796 glDisable(GL_BLEND);
797 glEnable(GL_DEPTH_TEST);
798 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
799
800 /* upload full buffer */
801 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
802 glBufferSubData( GL_UNIFORM_BUFFER, 0,
803 sizeof(struct ub_world_lighting), &world->ub_lighting );
804 }
805
806 vg_release_thread_sync();
807
808 #if 0
809 /*
810 * Setup scene collider
811 */
812 reset_player( 1, (const char *[]){"start"} );
813 #endif
814 }
815
816 VG_STATIC void world_process_resources( world_instance *world )
817 {
818 vg_info( "Loading textures\n" );
819
820 world->texture_count = 0;
821
822 world->texture_count = world->meta.textures.count+1;
823 world->textures = vg_linear_alloc( world_global.generic_heap,
824 sizeof(GLuint)*world->texture_count );
825
826 vg_acquire_thread_sync();
827 {
828 /* error texture */
829 world->textures[0] = vg_tex2d_new();
830 vg_tex2d_set_error();
831 vg_tex2d_nearest();
832 vg_tex2d_repeat();
833
834 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
835 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
836
837 if( !tex->file.pack_size ){
838 vg_release_thread_sync();
839 vg_fatal_exit_loop( "World models must have packed textures!" );
840 }
841
842 vg_linear_clear( vg_mem.scratch );
843 world->textures[i+1] = vg_tex2d_new();
844 vg_tex2d_set_error();
845 vg_tex2d_qoi( mdl_arritm( &world->meta.pack, tex->file.pack_offset ),
846 tex->file.pack_size,
847 mdl_pstr( &world->meta, tex->file.pstr_path ));
848 vg_tex2d_nearest();
849 vg_tex2d_repeat();
850 }
851 }
852 vg_release_thread_sync();
853
854 vg_info( "Loading materials\n" );
855
856 world->surface_count = world->meta.materials.count+1;
857 world->surfaces = vg_linear_alloc( world_global.generic_heap,
858 sizeof(struct world_surface)*world->surface_count );
859
860 /* error material */
861 struct world_surface *errmat = &world->surfaces[0];
862 memset( errmat, 0, sizeof(struct world_surface) );
863
864 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
865 world->surfaces[i+1].info =
866 *(mdl_material *)mdl_arritm( &world->meta.materials, i );
867 }
868 }
869
870 VG_STATIC void world_unload( world_instance *world )
871 {
872 vg_acquire_thread_sync();
873
874 /* free meshes */
875 mesh_free( &world->mesh_route_lines );
876 mesh_free( &world->mesh_geo );
877 mesh_free( &world->mesh_no_collide );
878
879 glDeleteBuffers( 1, &world->tbo_light_entities );
880 glDeleteTextures( 1, &world->tex_light_entities );
881 glDeleteTextures( 1, &world->tex_light_cubes );
882
883 /* FIXME: CANT DO THIS HERE */
884 world_global.time = 0.0;
885 world_global.rewind_from = 0.0;
886 world_global.rewind_to = 0.0;
887 world_global.last_use = 0.0;
888 world_global.active_route_board = 0;
889
890 /* delete textures and meshes */
891 glDeleteTextures( world->texture_count, world->textures );
892
893 /* delete the entire block of memory */
894 /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
895 #if 0
896 vg_linear_clear( world->dynamic_vgl );
897 vg_linear_clear( world->audio_vgl );
898 #endif
899
900
901 vg_release_thread_sync();
902 }
903
904 VG_STATIC void world_clean( world_instance *world )
905 {
906 memset( &world->meta, 0, sizeof(mdl_context) );
907
908 /*
909 * TODO: Theres probably a better way to do this?
910 */
911
912 world->textures = NULL;
913 world->texture_count = 0;
914 world->surfaces = NULL;
915 world->surface_count = 0;
916
917 world->scene_geo = NULL;
918 world->scene_no_collide = NULL;
919 world->scene_lines = NULL;
920
921 world->geo_bh = NULL;
922 world->volume_bh = NULL;
923 world->audio_bh = NULL;
924
925 world->water.enabled = 0;
926
927 /* default lighting conditions
928 * -------------------------------------------------------------*/
929 struct ub_world_lighting *state = &world->ub_lighting;
930
931 state->g_light_preview = 0;
932 state->g_shadow_samples = 8;
933 state->g_water_fog = 0.04f;
934
935 v4_zero( state->g_water_plane );
936 v4_zero( state->g_depth_bounds );
937
938 state->g_shadow_length = 9.50f;
939 state->g_shadow_spread = 0.65f;
940
941 v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
942 v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
943 v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
944 v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
945 v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
946 v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
947 }
948
949 VG_STATIC void world_entities_init( world_instance *world )
950 {
951 /* lights */
952 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
953 ent_light *light = mdl_arritm( &world->ent_light, j );
954
955 m4x3f to_world;
956 q_m3x3( light->transform.q, to_world );
957 v3_copy( light->transform.co, to_world[3] );
958 m4x3_invert_affine( to_world, light->inverse_world );
959
960 light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
961 light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
962 }
963
964 /* gates */
965 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
966 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
967 gate_transform_update( gate );
968 }
969 }
970
971 VG_STATIC void world_load( world_instance *world, const char *path )
972 {
973 world_unload( world );
974 world_clean( world );
975
976 vg_info( "Loading world: %s\n", path );
977
978 mdl_open( &world->meta, path, world_global.generic_heap );
979 mdl_load_metadata_block( &world->meta, world_global.generic_heap );
980 mdl_load_animation_block( &world->meta, world_global.generic_heap );
981 mdl_load_mesh_block( &world->meta, world_global.generic_heap );
982 mdl_load_pack_block( &world->meta, world_global.generic_heap );
983
984 mdl_load_array( &world->meta, &world->ent_gate,
985 "ent_gate", world_global.generic_heap );
986 mdl_load_array( &world->meta, &world->ent_spawn,
987 "ent_spawn", world_global.generic_heap );
988 mdl_load_array( &world->meta, &world->ent_light,
989 "ent_light", world_global.generic_heap );
990
991 mdl_load_array( &world->meta, &world->ent_route_node,
992 "ent_route_node", world_global.generic_heap );
993 mdl_load_array( &world->meta, &world->ent_path_index,
994 "ent_path_index", world_global.generic_heap );
995 mdl_load_array( &world->meta, &world->ent_checkpoint,
996 "ent_checkpoint", world_global.generic_heap );
997 mdl_load_array( &world->meta, &world->ent_route,
998 "ent_route", world_global.generic_heap );
999
1000 mdl_close( &world->meta );
1001
1002 /* process resources from pack */
1003 world_process_resources( world );
1004
1005 #if 0
1006 /* dynamic allocations */
1007 world_ents_allocate( world );
1008 world_routes_allocate( world );
1009
1010 /* meta processing */
1011 #endif
1012 world_routes_ent_init( world );
1013 world_entities_init( world );
1014
1015 /* main bulk */
1016 world_generate( world );
1017 world_routes_generate( world );
1018 world_post_process( world );
1019 }
1020
1021 #endif /* WORLD_GEN_H */