framebuffer formalitites
[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( struct world_material *mat )
38 {
39 if( vg.quality_profile == k_quality_profile_low )
40 return;
41
42 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
43
44 vg_linear_clear( vg_mem.scratch );
45
46 mdl_context *mfoliage =
47 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
48
49 v3f volume;
50 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
51 volume[1] = 1.0f;
52
53 m4x3f transform;
54 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
55 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
56
57 for( int i=0;i<100000;i++ )
58 {
59 v3f pos;
60 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
61 pos[1] = 1000.0f;
62 v3_add( pos, world.scene_geo->bbx[0], pos );
63
64 ray_hit hit;
65 hit.dist = INFINITY;
66
67 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
68 {
69 struct world_material *m1 = ray_hit_material( &hit );
70 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
71 {
72 v4f qsurface, qrandom;
73 v3f axis;
74
75 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
76
77 float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
78 q_axis_angle( qsurface, axis, angle );
79 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
80 q_mul( qsurface, qrandom, qsurface );
81 q_m3x3( qsurface, transform );
82
83 v3_copy( hit.pos, transform[3] );
84 scene_add_submesh( world.scene_no_collide, mfoliage,
85 sm_blob, transform);
86 }
87 }
88 }
89 }
90
91 VG_STATIC void world_ents_allocate(void)
92 {
93 vg_info( "Allocating entities\n" );
94
95 /* count entites to allocate buffers for them.
96 * maybe in the future we just store these numbers in the model file...
97 *
98 * TODO: use this in world_routes too */
99
100 struct countable
101 {
102 enum classtype ct;
103 void **to_allocate;
104 u32 item_size;
105 int count;
106 }
107 entity_counts[] =
108 {
109 {
110 k_classtype_spawn,
111 (void*)&world.spawns,
112 sizeof(struct respawn_point)
113 },
114 {
115 k_classtype_audio,
116 (void*)&world.audio_things,
117 sizeof(struct world_audio_thing)
118 },
119 {
120 k_classtype_trigger,
121 (void*)&world.triggers,
122 sizeof(struct trigger_zone)
123 },
124 {
125 k_classtype_logic_relay,
126 (void*)&world.logic_relays,
127 sizeof(struct logic_relay)
128 },
129 {
130 k_classtype_logic_achievement,
131 (void*)&world.logic_achievements,
132 sizeof(struct logic_achievement)
133 }
134 };
135
136 for( int i=0; i<vg_list_size(entity_counts); i++ )
137 entity_counts[i].count = 0;
138
139 for( int i=0; i<world.meta->info.node_count; i++ )
140 {
141 mdl_node *pnode = mdl_node_from_id( world.meta, i );
142
143 for( int j=0; j<vg_list_size(entity_counts); j ++ )
144 {
145 if( pnode->classtype == entity_counts[j].ct )
146 {
147 pnode->sub_uid = entity_counts[j].count;
148 entity_counts[j].count ++;
149 break;
150 }
151 }
152 }
153
154 for( int i=0; i<vg_list_size(entity_counts); i++ )
155 {
156 struct countable *counter = &entity_counts[i];
157
158 u32 bufsize = counter->item_size*counter->count;
159 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
160 }
161 }
162
163 VG_STATIC void world_pct_spawn( mdl_node *pnode )
164 {
165 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
166
167 v3_copy( pnode->co, rp->co );
168 v4_copy( pnode->q, rp->q );
169 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
170 }
171
172 VG_STATIC void world_pct_water( mdl_node *pnode )
173 {
174 if( world.water.enabled )
175 {
176 vg_warn( "Multiple water surfaces in level! ('%s')\n",
177 mdl_pstr( world.meta, pnode->pstr_name ));
178 return;
179 }
180
181 world.water.enabled = 1;
182 water_set_surface( pnode->co[1] );
183 }
184
185 VG_STATIC void world_pct_audio( mdl_node *pnode )
186 {
187 struct world_audio_thing *thing = &world.audio_things[
188 world.audio_things_count ];
189
190 memset( thing, 0, sizeof(struct world_audio_thing) );
191 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
192
193 v3_copy( pnode->co, thing->pos );
194
195 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
196 thing->volume = aud->volume * pnode->s[0];
197 else
198 thing->volume = aud->volume;
199
200 thing->flags = aud->flags;
201 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
202 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
203
204 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
205 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
206 thing->player.enqued = 0;
207
208 pnode->sub_uid = world.audio_things_count;
209 world.audio_things_count ++;
210 }
211
212
213 VG_STATIC void world_pct_trigger( mdl_node *pnode )
214 {
215 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
216 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
217
218 if( inf->target )
219 {
220 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
221
222 trigger->target.sub_id = target_node->sub_uid;
223 trigger->target.classtype = target_node->classtype;
224 }
225 else
226 {
227 vg_warn( "Trigger with no target...\n" );
228 return;
229 }
230
231 mdl_node_transform( pnode, trigger->transform );
232 m4x3_invert_full( trigger->transform, trigger->inv_transform );
233
234 world.trigger_count ++;
235 }
236
237
238 VG_STATIC void world_pct_relay( mdl_node *pnode )
239 {
240 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
241 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
242
243 relay->target_count = 0;
244
245 for( int i=0; i<vg_list_size(relay->targets); i++ )
246 {
247 if( inf->targets[i] )
248 {
249 struct relay_target *target = &relay->targets[relay->target_count ++];
250 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
251
252 target->classtype = other->classtype;
253 target->sub_id = other->sub_uid;
254 }
255 }
256
257 v3_copy( pnode->co, relay->pos );
258 world.relay_count ++;
259 }
260
261
262 VG_STATIC void world_pct_achievement( mdl_node *pnode )
263 {
264 struct logic_achievement *ach =
265 &world.logic_achievements[ world.achievement_count ];
266 struct classtype_logic_achievement *inf =
267 mdl_get_entdata( world.meta, pnode );
268
269 v3_copy( pnode->co, ach->pos );
270 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
271 ach->achieved = 0;
272
273 world.achievement_count ++;
274 }
275
276
277 VG_STATIC void world_entities_process(void)
278 {
279 struct entity_instruction
280 {
281 enum classtype ct;
282 void (*process)( mdl_node *pnode );
283 }
284 entity_instructions[] =
285 {
286 { k_classtype_spawn, world_pct_spawn },
287 { k_classtype_water, world_pct_water },
288 { k_classtype_audio, world_pct_audio },
289 { k_classtype_trigger, world_pct_trigger },
290 { k_classtype_logic_relay, world_pct_relay },
291 { k_classtype_logic_achievement, world_pct_achievement }
292 };
293
294 for( int i=0; i<world.meta->info.node_count; i++ )
295 {
296 mdl_node *pnode = mdl_node_from_id( world.meta, i );
297
298 for( int j=0; j<vg_list_size(entity_instructions); j++ )
299 {
300 struct entity_instruction *instr = &entity_instructions[j];
301
302 if( pnode->classtype == instr->ct )
303 {
304 instr->process( pnode );
305 break;
306 }
307 }
308 }
309 }
310
311 VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index )
312 {
313 struct grind_edge *edge_array = user,
314 *edge = &edge_array[ item_index ];
315
316 box_addpt( bound, edge->p0 );
317 box_addpt( bound, edge->p1 );
318 }
319
320 VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis )
321 {
322 struct grind_edge *edge_array = user,
323 *edge = &edge_array[ item_index ];
324
325 return (edge->p0[axis] + edge->p1[axis]) * 0.5f;
326 }
327
328 VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib )
329 {
330 struct grind_edge *edge_array = user,
331 *e0 = &edge_array[ ia ],
332 *e1 = &edge_array[ ib ],
333 et;
334 et = *e0;
335 *e0 = *e1;
336 *e1 = et;
337 }
338
339 VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest )
340 {
341 struct grind_edge *edge_array = user,
342 *edge = &edge_array[ index ];
343
344 closest_point_segment( edge->p0, edge->p1, point, closest );
345 }
346
347 VG_STATIC bh_system bh_system_edges =
348 {
349 .expand_bound = edge_bh_expand_bound,
350 .item_centroid = edge_bh_centroid,
351 .item_closest = edge_bh_closest,
352 .item_swap = edge_bh_swap,
353 .item_debug = NULL,
354 .cast_ray = NULL
355 };
356
357 VG_STATIC void world_generate_edges(void)
358 {
359 vg_info( "Generating edge array\n" );
360 world.grind_edges = vg_linear_alloc( world.dynamic_vgl,
361 5000*sizeof(struct grind_edge ) );
362 world.grind_edge_count = 0;
363
364 u32 fs_count = 0;
365 for( u32 i=0; i<world.scene_geo->vertex_count; i++ )
366 if( world.scene_geo->arrvertices[i].weights[0] )
367 fs_count ++;
368
369 vg_info( "Grind verts: %u\n", fs_count );
370
371 for( u32 i=0; i<world.scene_geo->indice_count/3; i++ )
372 {
373 u32 *ptri = &world.scene_geo->arrindices[ i*3 ];
374
375 for( int j=0; j<3; j++ )
376 {
377 u32 i0 = ptri[j],
378 i1 = ptri[(j+1)%3];
379
380 mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ],
381 *v1 = &world.scene_geo->arrvertices[ i1 ];
382
383 if( v0->weights[0] )
384 {
385 if( world.grind_edge_count == 5000 )
386 vg_fatal_exit_loop( "Edge capacity exceeded" );
387
388 struct grind_edge *ge =
389 &world.grind_edges[ world.grind_edge_count ++ ];
390
391 v3_copy( v0->co, ge->p0 );
392 v3_copy( v1->co, ge->p1 );
393 }
394 }
395 }
396
397 vg_info( "Grind edge count: %u\n", world.grind_edge_count );
398
399 world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges,
400 world.grind_edge_count*sizeof(struct grind_edge) );
401
402 world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges,
403 world.grind_edges, world.grind_edge_count,
404 2 );
405 }
406
407 VG_STATIC void world_generate(void)
408 {
409 /*
410 * Compile meshes into the world scenes
411 */
412 world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
413
414 m4x3f midentity;
415 m4x3_identity( midentity );
416
417 /*
418 * Generate scene: collidable geometry
419 * ----------------------------------------------------------------
420 */
421
422 vg_info( "Generating collidable geometry\n" );
423
424
425 for( int i=0; i<world.material_count; i++ )
426 {
427 struct world_material *mat = &world.materials[ i ];
428
429 if( mat->info.flags & k_material_flag_collision )
430 world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
431
432 scene_copy_slice( world.scene_geo, &mat->sm_geo );
433 }
434
435
436
437
438 /* compress that bad boy */
439 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
440
441 vg_acquire_thread_sync();
442 {
443 scene_upload( world.scene_geo, &world.mesh_geo );
444 }
445 vg_release_thread_sync();
446
447 /* setup spacial mapping and rigidbody */
448 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
449
450 v3_zero( world.rb_geo.co );
451 q_identity( world.rb_geo.q );
452
453 world.rb_geo.type = k_rb_shape_scene;
454 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
455 world.rb_geo.is_world = 1;
456 rb_init( &world.rb_geo );
457
458 /*
459 * Generate scene: non-collidable geometry
460 * ----------------------------------------------------------------
461 */
462 vg_info( "Generating non-collidable geometry\n" );
463
464 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
465
466 for( int i=0; i<world.material_count; i++ )
467 {
468 struct world_material *mat = &world.materials[ i ];
469
470 if( !(mat->info.flags & k_material_flag_collision) )
471 {
472 world_add_all_if_material( midentity, world.scene_no_collide,
473 world.meta, i );
474 }
475
476 if( mat->info.flags & k_material_flag_grow_grass )
477 world_apply_procedural_foliage( mat );
478
479 scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
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 world_generate_edges();
493 }
494
495 VG_STATIC int reset_player( int argc, char const *argv[] );
496 VG_STATIC void world_post_process(void)
497 {
498 /* initialize audio if need be */
499 audio_lock();
500 for( int i=0; i<world.audio_things_count; i++ )
501 {
502 struct world_audio_thing *thingy = &world.audio_things[ i ];
503
504 audio_player_init( &thingy->player );
505 audio_player_set_flags( &thingy->player, thingy->flags );
506 audio_player_set_vol( &thingy->player, thingy->volume );
507 audio_player_set_pan( &thingy->player, 0.0f );
508
509 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
510 audio_player_set_position( &thingy->player, thingy->pos );
511
512 if( thingy->flags & AUDIO_FLAG_AUTO_START )
513 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
514 }
515 audio_unlock();
516
517 vg_acquire_thread_sync();
518 {
519 /*
520 * Rendering the depth map
521 */
522 camera ortho;
523
524 v3f extent;
525 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
526
527 float fl = world.scene_geo->bbx[0][0],
528 fr = world.scene_geo->bbx[1][0],
529 fb = world.scene_geo->bbx[0][2],
530 ft = world.scene_geo->bbx[1][2],
531 rl = 1.0f / (fr-fl),
532 tb = 1.0f / (ft-fb);
533
534 m4x4_zero( ortho.mtx.p );
535 ortho.mtx.p[0][0] = 2.0f * rl;
536 ortho.mtx.p[2][1] = 2.0f * tb;
537 ortho.mtx.p[3][0] = (fr + fl) * -rl;
538 ortho.mtx.p[3][1] = (ft + fb) * -tb;
539 ortho.mtx.p[3][3] = 1.0f;
540 m4x3_identity( ortho.transform );
541 camera_update_view( &ortho );
542 camera_finalize( &ortho );
543
544 glDisable(GL_DEPTH_TEST);
545 glDisable(GL_BLEND);
546 glDisable(GL_CULL_FACE);
547 render_fb_bind( gpipeline.fb_heightmap );
548 shader_blitcolour_use();
549 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
550 render_fsquad();
551
552 /* todo: hmm?? */
553 glEnable(GL_BLEND);
554 glBlendFunc(GL_ONE, GL_ONE);
555 glBlendEquation(GL_MAX);
556
557 render_world_depth( &ortho );
558 glDisable(GL_BLEND);
559 glEnable(GL_DEPTH_TEST);
560 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
561
562 /*
563 * TODO: World settings entity
564 */
565 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
566
567 if( world.water.enabled )
568 v4_copy( world.water.plane, winfo->g_water_plane );
569
570 v4f info_vec;
571 v3f *bounds = world.scene_geo->bbx;
572
573 info_vec[0] = bounds[0][0];
574 info_vec[1] = bounds[0][2];
575 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
576 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
577 v4_copy( info_vec, winfo->g_depth_bounds );
578
579 winfo->g_water_fog = 0.04f;
580 render_update_lighting_ub();
581 }
582
583 vg_release_thread_sync();
584
585 /*
586 * Setup scene collider
587 */
588
589 reset_player( 1, (const char *[]){"start"} );
590 }
591
592 VG_STATIC void world_process_resources(void)
593 {
594 vg_info( "Loading textures\n" );
595 world.texture_count = world.meta->info.texture_count;
596 world.textures =
597 vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
598
599 vg_acquire_thread_sync();
600 {
601 /* error texture */
602 world.textures[0] = vg_tex2d_new();
603 vg_tex2d_set_error();
604 vg_tex2d_nearest();
605 vg_tex2d_repeat();
606
607 for( int i=1; i<world.texture_count; i++ )
608 {
609 mdl_texture *tex = &world.meta->texture_buffer[i];
610
611 if( !tex->pack_offset )
612 {
613 vg_release_thread_sync();
614 vg_fatal_exit_loop( "World models must have packed textures!" );
615 }
616
617 vg_linear_clear( vg_mem.scratch );
618 world.textures[i] = vg_tex2d_new();
619 vg_tex2d_set_error();
620 vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
621 mdl_pstr( world.meta, tex->pstr_name ));
622 vg_tex2d_nearest();
623 vg_tex2d_repeat();
624 }
625 }
626 vg_release_thread_sync();
627
628 vg_info( "Loading materials\n" );
629
630 u32 size = sizeof(struct world_material) * world.meta->info.material_count;
631 world.materials = vg_linear_alloc( world.dynamic_vgl, size );
632
633 world.material_count = world.meta->info.material_count;
634 memset( world.materials, 0, size );
635
636 for( int i=1; i<world.material_count; i++ )
637 world.materials[i].info = world.meta->material_buffer[i];
638
639 /* error material */
640 struct world_material *errmat = &world.materials[0];
641 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
642 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
643 errmat->info.flags = 0x00;
644 errmat->info.pstr_name = 0; /* useless? */
645 errmat->info.shader = -1;
646 errmat->info.tex_decal = 0;
647 errmat->info.tex_diffuse = 0;
648 errmat->info.tex_normal = 0;
649 }
650
651 VG_STATIC void world_unload(void)
652 {
653 vg_acquire_thread_sync();
654
655 /* free meshes */
656 mesh_free( &world.mesh_route_lines );
657 mesh_free( &world.mesh_geo );
658 mesh_free( &world.mesh_no_collide );
659
660 world.time = 0.0;
661 world.rewind_from = 0.0;
662 world.rewind_to = 0.0;
663 world.last_use = 0.0;
664 world.active_gate = 0;
665 world.current_run_version = 2;
666 world.active_route_board = 0;
667 v3_zero( world.render_gate_pos );
668
669 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
670 {
671 struct route_ui_bar *uib = &world.ui_bars[i];
672 uib->segment_start = 0;
673 uib->segment_count = 0;
674 uib->fade_start = 0;
675 uib->fade_count = 0;
676 uib->fade_timer_start = 0.0;
677 uib->xpos = 0.0f;
678 }
679
680 /* delete textures and meshes */
681 glDeleteTextures( world.texture_count, world.textures );
682
683 /* delete the entire block of memory */
684 vg_linear_clear( world.dynamic_vgl );
685 vg_linear_clear( world.audio_vgl );
686
687 /* clean dangling pointers */
688 world.meta = NULL;
689
690 world.textures = NULL;
691 world.texture_count = 0;
692 world.materials = NULL;
693 world.material_count = 0;
694
695 world.scene_geo = NULL;
696 world.scene_no_collide = NULL;
697 world.scene_lines = NULL;
698 world.grind_edges = NULL;
699 world.grind_edge_count = 0;
700
701 world.grind_bh = NULL;
702 world.geo_bh = NULL;
703 world.trigger_bh = NULL;
704 world.audio_bh = NULL;
705
706 world.spawns = NULL;
707 world.spawn_count = 0;
708
709 world.audio_things = NULL;
710 world.audio_things_count = 0;
711
712 world.triggers = NULL;
713 world.trigger_count = 0;
714
715 world.logic_relays = NULL;
716 world.relay_count = 0;
717
718 world.logic_achievements = NULL;
719 world.achievement_count = 0;
720
721 world.nodes = NULL;
722 world.node_count = 0;
723
724 world.routes = NULL;
725 world.route_count = 0;
726
727 world.gates = NULL;
728 world.gate_count = 0;
729
730 world.collectors = NULL;
731 world.collector_count = 0;
732
733 world.water.enabled = 0;
734
735 vg_release_thread_sync();
736 }
737
738 VG_STATIC void world_load(void)
739 {
740 world_unload();
741
742 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
743 vg_info( "Loading world: %s\n", world.world_name );
744
745 /* process resources from pack */
746 world_process_resources();
747
748 /* dynamic allocations */
749 world_ents_allocate();
750 world_routes_allocate();
751
752 /* meta processing */
753 world_routes_process();
754 world_entities_process();
755
756 /* main bulk */
757 world_generate();
758 world_routes_generate();
759 world_post_process();
760 }
761
762 #endif /* WORLD_GEN_H */