make grass sprites a function of map area
[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 int count = 0;
58
59 float area = volume[0]*volume[2];
60 u32 particles = 0.08f * area;
61
62 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
63
64 for( int i=0;i<particles;i++ )
65 {
66 v3f pos;
67 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
68 pos[1] = 1000.0f;
69 v3_add( pos, world.scene_geo->bbx[0], pos );
70
71 ray_hit hit;
72 hit.dist = INFINITY;
73
74 if( ray_world( pos, (v3f){0.0001f,-1.0f,0.0001f}, &hit ))
75 {
76 struct world_material *m1 = ray_hit_material( &hit );
77 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
78 {
79 v4f qsurface, qrandom;
80 v3f axis;
81
82 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
83
84 float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
85 q_axis_angle( qsurface, axis, angle );
86 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
87 q_mul( qsurface, qrandom, qsurface );
88 q_m3x3( qsurface, transform );
89
90 v3_copy( hit.pos, transform[3] );
91 scene_add_submesh( world.scene_no_collide, mfoliage,
92 sm_blob, transform);
93
94 count ++;
95 }
96 }
97 }
98
99 vg_info( "%d foliage models added\n", count );
100 }
101
102 VG_STATIC void world_ents_allocate(void)
103 {
104 vg_info( "Allocating entities\n" );
105
106 /* count entites to allocate buffers for them.
107 * maybe in the future we just store these numbers in the model file...
108 *
109 * TODO: use this in world_routes too */
110
111 struct countable
112 {
113 enum classtype ct;
114 void **to_allocate;
115 u32 item_size;
116 int count;
117 }
118 entity_counts[] =
119 {
120 {
121 k_classtype_spawn,
122 (void*)&world.spawns,
123 sizeof(struct respawn_point)
124 },
125 {
126 k_classtype_audio,
127 (void*)&world.audio_things,
128 sizeof(struct world_audio_thing)
129 },
130 {
131 k_classtype_trigger,
132 (void*)&world.triggers,
133 sizeof(struct trigger_zone)
134 },
135 {
136 k_classtype_logic_relay,
137 (void*)&world.logic_relays,
138 sizeof(struct logic_relay)
139 },
140 {
141 k_classtype_logic_achievement,
142 (void*)&world.logic_achievements,
143 sizeof(struct logic_achievement)
144 }
145 };
146
147 for( int i=0; i<vg_list_size(entity_counts); i++ )
148 entity_counts[i].count = 0;
149
150 for( int i=0; i<world.meta->info.node_count; i++ )
151 {
152 mdl_node *pnode = mdl_node_from_id( world.meta, i );
153
154 for( int j=0; j<vg_list_size(entity_counts); j ++ )
155 {
156 if( pnode->classtype == entity_counts[j].ct )
157 {
158 pnode->sub_uid = entity_counts[j].count;
159 entity_counts[j].count ++;
160 break;
161 }
162 }
163 }
164
165 for( int i=0; i<vg_list_size(entity_counts); i++ )
166 {
167 struct countable *counter = &entity_counts[i];
168
169 u32 bufsize = counter->item_size*counter->count;
170 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
171 }
172 }
173
174 VG_STATIC void world_pct_spawn( mdl_node *pnode )
175 {
176 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
177
178 v3_copy( pnode->co, rp->co );
179 v4_copy( pnode->q, rp->q );
180 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
181 }
182
183 VG_STATIC void world_pct_water( mdl_node *pnode )
184 {
185 if( world.water.enabled )
186 {
187 vg_warn( "Multiple water surfaces in level! ('%s')\n",
188 mdl_pstr( world.meta, pnode->pstr_name ));
189 return;
190 }
191
192 world.water.enabled = 1;
193 water_set_surface( pnode->co[1] );
194 }
195
196 VG_STATIC void world_pct_audio( mdl_node *pnode )
197 {
198 struct world_audio_thing *thing = &world.audio_things[
199 world.audio_things_count ];
200
201 memset( thing, 0, sizeof(struct world_audio_thing) );
202 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
203
204 v3_copy( pnode->co, thing->pos );
205
206 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
207 thing->volume = aud->volume * pnode->s[0];
208 else
209 thing->volume = aud->volume;
210
211 thing->flags = aud->flags;
212 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
213 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
214
215 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
216 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
217 thing->player.enqued = 0;
218
219 pnode->sub_uid = world.audio_things_count;
220 world.audio_things_count ++;
221 }
222
223
224 VG_STATIC void world_pct_trigger( mdl_node *pnode )
225 {
226 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
227 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
228
229 if( inf->target )
230 {
231 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
232
233 trigger->target.sub_id = target_node->sub_uid;
234 trigger->target.classtype = target_node->classtype;
235 }
236 else
237 {
238 vg_warn( "Trigger with no target...\n" );
239 return;
240 }
241
242 mdl_node_transform( pnode, trigger->transform );
243 m4x3_invert_full( trigger->transform, trigger->inv_transform );
244
245 world.trigger_count ++;
246 }
247
248
249 VG_STATIC void world_pct_relay( mdl_node *pnode )
250 {
251 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
252 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
253
254 relay->target_count = 0;
255
256 for( int i=0; i<vg_list_size(relay->targets); i++ )
257 {
258 if( inf->targets[i] )
259 {
260 struct relay_target *target = &relay->targets[relay->target_count ++];
261 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
262
263 target->classtype = other->classtype;
264 target->sub_id = other->sub_uid;
265 }
266 }
267
268 v3_copy( pnode->co, relay->pos );
269 world.relay_count ++;
270 }
271
272
273 VG_STATIC void world_pct_achievement( mdl_node *pnode )
274 {
275 struct logic_achievement *ach =
276 &world.logic_achievements[ world.achievement_count ];
277 struct classtype_logic_achievement *inf =
278 mdl_get_entdata( world.meta, pnode );
279
280 v3_copy( pnode->co, ach->pos );
281 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
282 ach->achieved = 0;
283
284 world.achievement_count ++;
285 }
286
287
288 VG_STATIC void world_entities_process(void)
289 {
290 struct entity_instruction
291 {
292 enum classtype ct;
293 void (*process)( 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_trigger, world_pct_trigger },
301 { k_classtype_logic_relay, world_pct_relay },
302 { k_classtype_logic_achievement, world_pct_achievement }
303 };
304
305 for( int i=0; i<world.meta->info.node_count; i++ )
306 {
307 mdl_node *pnode = mdl_node_from_id( world.meta, i );
308
309 for( int j=0; j<vg_list_size(entity_instructions); j++ )
310 {
311 struct entity_instruction *instr = &entity_instructions[j];
312
313 if( pnode->classtype == instr->ct )
314 {
315 instr->process( pnode );
316 break;
317 }
318 }
319 }
320 }
321
322 VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index )
323 {
324 struct grind_edge *edge_array = user,
325 *edge = &edge_array[ item_index ];
326
327 box_addpt( bound, edge->p0 );
328 box_addpt( bound, edge->p1 );
329 }
330
331 VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis )
332 {
333 struct grind_edge *edge_array = user,
334 *edge = &edge_array[ item_index ];
335
336 return (edge->p0[axis] + edge->p1[axis]) * 0.5f;
337 }
338
339 VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib )
340 {
341 struct grind_edge *edge_array = user,
342 *e0 = &edge_array[ ia ],
343 *e1 = &edge_array[ ib ],
344 et;
345 et = *e0;
346 *e0 = *e1;
347 *e1 = et;
348 }
349
350 VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest )
351 {
352 struct grind_edge *edge_array = user,
353 *edge = &edge_array[ index ];
354
355 closest_point_segment( edge->p0, edge->p1, point, closest );
356 }
357
358 VG_STATIC bh_system bh_system_edges =
359 {
360 .expand_bound = edge_bh_expand_bound,
361 .item_centroid = edge_bh_centroid,
362 .item_closest = edge_bh_closest,
363 .item_swap = edge_bh_swap,
364 .item_debug = NULL,
365 .cast_ray = NULL
366 };
367
368 VG_STATIC void world_generate_edges(void)
369 {
370 vg_info( "Generating edge array\n" );
371 world.grind_edges = vg_linear_alloc( world.dynamic_vgl,
372 5000*sizeof(struct grind_edge ) );
373 world.grind_edge_count = 0;
374
375 u32 fs_count = 0;
376 for( u32 i=0; i<world.scene_geo->vertex_count; i++ )
377 if( world.scene_geo->arrvertices[i].weights[0] )
378 fs_count ++;
379
380 vg_info( "Grind verts: %u\n", fs_count );
381
382 for( u32 i=0; i<world.scene_geo->indice_count/3; i++ )
383 {
384 u32 *ptri = &world.scene_geo->arrindices[ i*3 ];
385
386 for( int j=0; j<3; j++ )
387 {
388 u32 i0 = ptri[j],
389 i1 = ptri[(j+1)%3];
390
391 mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ],
392 *v1 = &world.scene_geo->arrvertices[ i1 ];
393
394 if( v0->weights[0] )
395 {
396 if( world.grind_edge_count == 5000 )
397 vg_fatal_exit_loop( "Edge capacity exceeded" );
398
399 struct grind_edge *ge =
400 &world.grind_edges[ world.grind_edge_count ++ ];
401
402 v3_copy( v0->co, ge->p0 );
403 v3_copy( v1->co, ge->p1 );
404 }
405 }
406 }
407
408 vg_info( "Grind edge count: %u\n", world.grind_edge_count );
409
410 world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges,
411 world.grind_edge_count*sizeof(struct grind_edge) );
412
413 world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges,
414 world.grind_edges, world.grind_edge_count,
415 2 );
416 }
417
418 VG_STATIC void world_generate(void)
419 {
420 /*
421 * Compile meshes into the world scenes
422 */
423 world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
424
425 m4x3f midentity;
426 m4x3_identity( midentity );
427
428 /*
429 * Generate scene: collidable geometry
430 * ----------------------------------------------------------------
431 */
432
433 vg_info( "Generating collidable geometry\n" );
434
435
436 for( int i=0; i<world.material_count; i++ )
437 {
438 struct world_material *mat = &world.materials[ i ];
439
440 if( mat->info.flags & k_material_flag_collision )
441 world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
442
443 scene_copy_slice( world.scene_geo, &mat->sm_geo );
444 }
445
446
447
448
449 /* compress that bad boy */
450 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
451
452 vg_acquire_thread_sync();
453 {
454 scene_upload( world.scene_geo, &world.mesh_geo );
455 }
456 vg_release_thread_sync();
457
458 /* setup spacial mapping and rigidbody */
459 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
460
461 v3_zero( world.rb_geo.co );
462 q_identity( world.rb_geo.q );
463
464 world.rb_geo.type = k_rb_shape_scene;
465 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
466 world.rb_geo.is_world = 1;
467 rb_init( &world.rb_geo );
468
469 /*
470 * Generate scene: non-collidable geometry
471 * ----------------------------------------------------------------
472 */
473 vg_info( "Generating non-collidable geometry\n" );
474
475 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
476
477 for( int i=0; i<world.material_count; i++ )
478 {
479 struct world_material *mat = &world.materials[ i ];
480
481 if( !(mat->info.flags & k_material_flag_collision) )
482 {
483 world_add_all_if_material( midentity, world.scene_no_collide,
484 world.meta, i );
485 }
486
487 if( mat->info.flags & k_material_flag_grow_grass )
488 world_apply_procedural_foliage( mat );
489
490 scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
491 }
492
493 /* upload and free that */
494 vg_acquire_thread_sync();
495 {
496 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
497 }
498 vg_release_thread_sync();
499
500 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
501 world.scene_no_collide = NULL;
502
503 world_generate_edges();
504 }
505
506 VG_STATIC int reset_player( int argc, char const *argv[] );
507 VG_STATIC void world_post_process(void)
508 {
509 /* initialize audio if need be */
510 audio_lock();
511 for( int i=0; i<world.audio_things_count; i++ )
512 {
513 struct world_audio_thing *thingy = &world.audio_things[ i ];
514
515 audio_player_init( &thingy->player );
516 audio_player_set_flags( &thingy->player, thingy->flags );
517 audio_player_set_vol( &thingy->player, thingy->volume );
518 audio_player_set_pan( &thingy->player, 0.0f );
519
520 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
521 audio_player_set_position( &thingy->player, thingy->pos );
522
523 if( thingy->flags & AUDIO_FLAG_AUTO_START )
524 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
525 }
526 audio_unlock();
527
528 vg_acquire_thread_sync();
529 {
530 /*
531 * Rendering the depth map
532 */
533 camera ortho;
534
535 v3f extent;
536 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
537
538 float fl = world.scene_geo->bbx[0][0],
539 fr = world.scene_geo->bbx[1][0],
540 fb = world.scene_geo->bbx[0][2],
541 ft = world.scene_geo->bbx[1][2],
542 rl = 1.0f / (fr-fl),
543 tb = 1.0f / (ft-fb);
544
545 m4x4_zero( ortho.mtx.p );
546 ortho.mtx.p[0][0] = 2.0f * rl;
547 ortho.mtx.p[2][1] = 2.0f * tb;
548 ortho.mtx.p[3][0] = (fr + fl) * -rl;
549 ortho.mtx.p[3][1] = (ft + fb) * -tb;
550 ortho.mtx.p[3][3] = 1.0f;
551 m4x3_identity( ortho.transform );
552 camera_update_view( &ortho );
553 camera_finalize( &ortho );
554
555 glDisable(GL_DEPTH_TEST);
556 glDisable(GL_BLEND);
557 glDisable(GL_CULL_FACE);
558 render_fb_bind( gpipeline.fb_heightmap );
559 shader_blitcolour_use();
560 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
561 render_fsquad();
562
563 /* todo: hmm?? */
564 glEnable(GL_BLEND);
565 glBlendFunc(GL_ONE, GL_ONE);
566 glBlendEquation(GL_MAX);
567
568 render_world_depth( &ortho );
569 glDisable(GL_BLEND);
570 glEnable(GL_DEPTH_TEST);
571 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
572
573 /*
574 * TODO: World settings entity
575 */
576 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
577
578 if( world.water.enabled )
579 v4_copy( world.water.plane, winfo->g_water_plane );
580
581 v4f info_vec;
582 v3f *bounds = world.scene_geo->bbx;
583
584 info_vec[0] = bounds[0][0];
585 info_vec[1] = bounds[0][2];
586 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
587 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
588 v4_copy( info_vec, winfo->g_depth_bounds );
589
590 winfo->g_water_fog = 0.04f;
591 render_update_lighting_ub();
592 }
593
594 vg_release_thread_sync();
595
596 /*
597 * Setup scene collider
598 */
599
600 reset_player( 1, (const char *[]){"start"} );
601 }
602
603 VG_STATIC void world_process_resources(void)
604 {
605 vg_info( "Loading textures\n" );
606 world.texture_count = world.meta->info.texture_count;
607 world.textures =
608 vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
609
610 vg_acquire_thread_sync();
611 {
612 /* error texture */
613 world.textures[0] = vg_tex2d_new();
614 vg_tex2d_set_error();
615 vg_tex2d_nearest();
616 vg_tex2d_repeat();
617
618 for( int i=1; i<world.texture_count; i++ )
619 {
620 mdl_texture *tex = &world.meta->texture_buffer[i];
621
622 if( !tex->pack_offset )
623 {
624 vg_release_thread_sync();
625 vg_fatal_exit_loop( "World models must have packed textures!" );
626 }
627
628 vg_linear_clear( vg_mem.scratch );
629 world.textures[i] = vg_tex2d_new();
630 vg_tex2d_set_error();
631 vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
632 mdl_pstr( world.meta, tex->pstr_name ));
633 vg_tex2d_nearest();
634 vg_tex2d_repeat();
635 }
636 }
637 vg_release_thread_sync();
638
639 vg_info( "Loading materials\n" );
640
641 u32 size = sizeof(struct world_material) * world.meta->info.material_count;
642 world.materials = vg_linear_alloc( world.dynamic_vgl, size );
643
644 world.material_count = world.meta->info.material_count;
645 memset( world.materials, 0, size );
646
647 for( int i=1; i<world.material_count; i++ )
648 world.materials[i].info = world.meta->material_buffer[i];
649
650 /* error material */
651 struct world_material *errmat = &world.materials[0];
652 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
653 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
654 errmat->info.flags = 0x00;
655 errmat->info.pstr_name = 0; /* useless? */
656 errmat->info.shader = -1;
657 errmat->info.tex_decal = 0;
658 errmat->info.tex_diffuse = 0;
659 errmat->info.tex_normal = 0;
660 }
661
662 VG_STATIC void world_unload(void)
663 {
664 vg_acquire_thread_sync();
665
666 /* free meshes */
667 mesh_free( &world.mesh_route_lines );
668 mesh_free( &world.mesh_geo );
669 mesh_free( &world.mesh_no_collide );
670
671 world.time = 0.0;
672 world.rewind_from = 0.0;
673 world.rewind_to = 0.0;
674 world.last_use = 0.0;
675 world.active_gate = 0;
676 world.current_run_version = 2;
677 world.active_route_board = 0;
678 v3_zero( world.render_gate_pos );
679
680 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
681 {
682 struct route_ui_bar *uib = &world.ui_bars[i];
683 uib->segment_start = 0;
684 uib->segment_count = 0;
685 uib->fade_start = 0;
686 uib->fade_count = 0;
687 uib->fade_timer_start = 0.0;
688 uib->xpos = 0.0f;
689 }
690
691 /* delete textures and meshes */
692 glDeleteTextures( world.texture_count, world.textures );
693
694 /* delete the entire block of memory */
695 vg_linear_clear( world.dynamic_vgl );
696 vg_linear_clear( world.audio_vgl );
697
698 /* clean dangling pointers */
699 world.meta = NULL;
700
701 world.textures = NULL;
702 world.texture_count = 0;
703 world.materials = NULL;
704 world.material_count = 0;
705
706 world.scene_geo = NULL;
707 world.scene_no_collide = NULL;
708 world.scene_lines = NULL;
709 world.grind_edges = NULL;
710 world.grind_edge_count = 0;
711
712 world.grind_bh = NULL;
713 world.geo_bh = NULL;
714 world.trigger_bh = NULL;
715 world.audio_bh = NULL;
716
717 world.spawns = NULL;
718 world.spawn_count = 0;
719
720 world.audio_things = NULL;
721 world.audio_things_count = 0;
722
723 world.triggers = NULL;
724 world.trigger_count = 0;
725
726 world.logic_relays = NULL;
727 world.relay_count = 0;
728
729 world.logic_achievements = NULL;
730 world.achievement_count = 0;
731
732 world.nodes = NULL;
733 world.node_count = 0;
734
735 world.routes = NULL;
736 world.route_count = 0;
737
738 world.gates = NULL;
739 world.gate_count = 0;
740
741 world.collectors = NULL;
742 world.collector_count = 0;
743
744 world.water.enabled = 0;
745
746 vg_release_thread_sync();
747 }
748
749 VG_STATIC void world_load(void)
750 {
751 world_unload();
752
753 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
754 vg_info( "Loading world: %s\n", world.world_name );
755
756 /* process resources from pack */
757 world_process_resources();
758
759 /* dynamic allocations */
760 world_ents_allocate();
761 world_routes_allocate();
762
763 /* meta processing */
764 world_routes_process();
765 world_entities_process();
766
767 /* main bulk */
768 world_generate();
769 world_routes_generate();
770 world_post_process();
771 }
772
773 #endif /* WORLD_GEN_H */