refactor model things
[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(void)
38 {
39 vg_linear_clear( vg_mem.scratch );
40
41 mdl_context *mfoliage =
42 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
43
44 v3f volume;
45 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
46 volume[1] = 1.0f;
47
48 m4x3f transform;
49 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
50 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
51
52 for( int i=0;i<100000;i++ )
53 {
54 v3f pos;
55 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
56 pos[1] = 1000.0f;
57 v3_add( pos, world.scene_geo->bbx[0], pos );
58
59 ray_hit hit;
60 hit.dist = INFINITY;
61
62 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
63 {
64 if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
65 (hit.pos[1] > 0.0f+10.0f) )
66 {
67 v4f qsurface, qrandom;
68 v3f axis;
69
70 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
71
72 float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
73 q_axis_angle( qsurface, axis, angle );
74 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
75 q_mul( qsurface, qrandom, qsurface );
76 q_m3x3( qsurface, transform );
77
78 v3_copy( hit.pos, transform[3] );
79 scene_add_submesh( world.scene_no_collide, mfoliage,
80 sm_blob, transform);
81 }
82 }
83 }
84 }
85
86 VG_STATIC void world_ents_allocate(void)
87 {
88 vg_info( "Allocating entities\n" );
89
90 /* count entites to allocate buffers for them.
91 * maybe in the future we just store these numbers in the model file...
92 *
93 * TODO: use this in world_routes too */
94
95 struct countable
96 {
97 enum classtype ct;
98 void **to_allocate;
99 u32 item_size;
100 int count;
101 }
102 entity_counts[] =
103 {
104 {
105 k_classtype_spawn,
106 (void*)&world.spawns,
107 sizeof(struct respawn_point)
108 },
109 {
110 k_classtype_audio,
111 (void*)&world.audio_things,
112 sizeof(struct world_audio_thing)
113 },
114 {
115 k_classtype_trigger,
116 (void*)&world.triggers,
117 sizeof(struct trigger_zone)
118 },
119 {
120 k_classtype_logic_relay,
121 (void*)&world.logic_relays,
122 sizeof(struct logic_relay)
123 },
124 {
125 k_classtype_logic_achievement,
126 (void*)&world.logic_achievements,
127 sizeof(struct logic_achievement)
128 }
129 };
130
131 for( int i=0; i<vg_list_size(entity_counts); i++ )
132 entity_counts[i].count = 0;
133
134 for( int i=0; i<world.meta->info.node_count; i++ )
135 {
136 mdl_node *pnode = mdl_node_from_id( world.meta, i );
137
138 for( int j=0; j<vg_list_size(entity_counts); j ++ )
139 {
140 if( pnode->classtype == entity_counts[j].ct )
141 {
142 pnode->sub_uid = entity_counts[j].count;
143 entity_counts[j].count ++;
144 break;
145 }
146 }
147 }
148
149 for( int i=0; i<vg_list_size(entity_counts); i++ )
150 {
151 struct countable *counter = &entity_counts[i];
152
153 u32 bufsize = counter->item_size*counter->count;
154 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
155 }
156 }
157
158 VG_STATIC void world_pct_spawn( mdl_node *pnode )
159 {
160 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
161
162 v3_copy( pnode->co, rp->co );
163 v4_copy( pnode->q, rp->q );
164 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
165 }
166
167 VG_STATIC void world_pct_water( mdl_node *pnode )
168 {
169 if( world.water.enabled )
170 {
171 vg_warn( "Multiple water surfaces in level! ('%s')\n",
172 mdl_pstr( world.meta, pnode->pstr_name ));
173 return;
174 }
175
176 mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 );
177
178 if( sm )
179 {
180 vg_acquire_thread_sync();
181 {
182 mdl_unpack_submesh( world.meta, &world.mesh_water, sm );
183 world.water.enabled = 1;
184 water_set_surface( pnode->co[1] );
185 }
186 vg_release_thread_sync();
187 }
188 else
189 {
190 vg_warn( "Water entity has no submeshes!\n" );
191 }
192 }
193
194 VG_STATIC void world_pct_audio( mdl_node *pnode )
195 {
196 struct world_audio_thing *thing = &world.audio_things[
197 world.audio_things_count ];
198
199 memset( thing, 0, sizeof(struct world_audio_thing) );
200 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
201
202 v3_copy( pnode->co, thing->pos );
203
204 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
205 thing->volume = aud->volume * pnode->s[0];
206 else
207 thing->volume = aud->volume;
208
209 thing->flags = aud->flags;
210 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
211 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
212
213 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
214 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
215 thing->player.enqued = 0;
216
217 pnode->sub_uid = world.audio_things_count;
218 world.audio_things_count ++;
219 }
220
221
222 VG_STATIC void world_pct_trigger( mdl_node *pnode )
223 {
224 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
225 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
226
227 if( inf->target )
228 {
229 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
230
231 trigger->target.sub_id = target_node->sub_uid;
232 trigger->target.classtype = target_node->classtype;
233 }
234 else
235 {
236 vg_warn( "Trigger with no target...\n" );
237 return;
238 }
239
240 mdl_node_transform( pnode, trigger->transform );
241 m4x3_invert_full( trigger->transform, trigger->inv_transform );
242
243 world.trigger_count ++;
244 }
245
246
247 VG_STATIC void world_pct_relay( mdl_node *pnode )
248 {
249 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
250 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
251
252 relay->target_count = 0;
253
254 for( int i=0; i<vg_list_size(relay->targets); i++ )
255 {
256 if( inf->targets[i] )
257 {
258 struct relay_target *target = &relay->targets[relay->target_count ++];
259 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
260
261 target->classtype = other->classtype;
262 target->sub_id = other->sub_uid;
263 }
264 }
265
266 v3_copy( pnode->co, relay->pos );
267 world.relay_count ++;
268 }
269
270
271 VG_STATIC void world_pct_achievement( mdl_node *pnode )
272 {
273 struct logic_achievement *ach =
274 &world.logic_achievements[ world.achievement_count ];
275 struct classtype_logic_achievement *inf =
276 mdl_get_entdata( world.meta, pnode );
277
278 v3_copy( pnode->co, ach->pos );
279 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
280 ach->achieved = 0;
281
282 world.achievement_count ++;
283 }
284
285
286 VG_STATIC void world_entities_process(void)
287 {
288 struct entity_instruction
289 {
290 enum classtype ct;
291 void (*process)( mdl_node *pnode );
292 }
293 entity_instructions[] =
294 {
295 { k_classtype_spawn, world_pct_spawn },
296 { k_classtype_water, world_pct_water },
297 { k_classtype_audio, world_pct_audio },
298 { k_classtype_trigger, world_pct_trigger },
299 { k_classtype_logic_relay, world_pct_relay },
300 { k_classtype_logic_achievement, world_pct_achievement }
301 };
302
303 for( int i=0; i<world.meta->info.node_count; i++ )
304 {
305 mdl_node *pnode = mdl_node_from_id( world.meta, i );
306
307 for( int j=0; j<vg_list_size(entity_instructions); j++ )
308 {
309 struct entity_instruction *instr = &entity_instructions[j];
310
311 if( pnode->classtype == instr->ct )
312 {
313 instr->process( pnode );
314 break;
315 }
316 }
317 }
318 }
319
320 VG_STATIC void world_generate(void)
321 {
322 /*
323 * Compile meshes into the world scenes
324 */
325 world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 );
326
327 /*
328 * TODO: System to dynamically allocate these
329 */
330 u32 mat_surf = 0,
331 mat_surf_oob = 0,
332 mat_vertex_blend = 0,
333 mat_alphatest = 0,
334 mat_graffiti = 0,
335 mat_subworld = 0,
336 mat_terrain = 0;
337
338 for( int i=1; i<world.meta->info.material_count; i++ )
339 {
340 mdl_material *mat = &world.meta->material_buffer[ i ];
341 const char *mat_name = mdl_pstr( world.meta, mat->pstr_name );
342
343 if( !strcmp( "surf", mat_name ))
344 mat_surf = i;
345 else if( !strcmp( "surf_oob", mat_name ))
346 mat_surf_oob = i;
347 else if( !strcmp( "vertex_blend", mat_name ))
348 mat_vertex_blend = i;
349 else if( !strcmp( "alphatest", mat_name ))
350 mat_alphatest = i;
351 else if( !strcmp( "graffitibox", mat_name ))
352 mat_graffiti = i;
353 else if( !strcmp( "terrain", mat_name ) )
354 mat_terrain = i;
355 }
356
357 m4x3f midentity;
358 m4x3_identity( midentity );
359
360 /*
361 * Generate scene: collidable geometry
362 * ----------------------------------------------------------------
363 */
364
365 vg_info( "Generating collidable geometry\n" );
366 vg_info( "terrain...\n" );
367 /* terrain */
368 if( mat_terrain )
369 world_add_all_if_material( midentity, world.scene_geo,
370 world.meta, mat_terrain );
371 scene_copy_slice( world.scene_geo, &world.sm_terrain );
372
373 /* oob */
374 vg_info( "oob...\n" );
375 if( mat_surf_oob )
376 world_add_all_if_material( midentity, world.scene_geo,
377 world.meta, mat_surf_oob );
378 else
379 vg_warn( "No OOB surface\n" );
380 scene_copy_slice( world.scene_geo, &world.sm_geo_std_oob );
381
382
383 /* surface */
384 vg_info( "surface...\n" );
385 if( mat_surf )
386 world_add_all_if_material( midentity, world.scene_geo,
387 world.meta, mat_surf );
388 scene_copy_slice( world.scene_geo, &world.sm_geo_std );
389
390 /* vertex_blend */
391 vg_info( "vertex blend...\n" );
392 if( mat_vertex_blend )
393 world_add_all_if_material( midentity, world.scene_geo,
394 world.meta, mat_vertex_blend);
395 scene_copy_slice( world.scene_geo, &world.sm_geo_vb );
396
397 /* compress that bad boy */
398 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
399
400 vg_acquire_thread_sync();
401 {
402 scene_upload( world.scene_geo, &world.mesh_geo );
403 }
404 vg_release_thread_sync();
405
406 /* setup spacial mapping and rigidbody */
407 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
408
409 v3_zero( world.rb_geo.co );
410 q_identity( world.rb_geo.q );
411
412 world.rb_geo.type = k_rb_shape_scene;
413 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
414 world.rb_geo.is_world = 1;
415 rb_init( &world.rb_geo );
416
417 /*
418 * Generate scene: non-collidable geometry
419 * ----------------------------------------------------------------
420 */
421 vg_info( "Generating non-collidable geometry\n" );
422
423 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
424
425 vg_info( "Applying foliage\n" );
426 srand(0);
427 world_apply_procedural_foliage();
428 scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
429
430 vg_info( "alphatest...\n" );
431 world_add_all_if_material( midentity, world.scene_no_collide,
432 world.meta, mat_alphatest );
433 scene_copy_slice( world.scene_no_collide, &world.sm_foliage_alphatest );
434
435 vg_info( "graffiti...\n" );
436 world_add_all_if_material( midentity, world.scene_no_collide,
437 world.meta, mat_graffiti );
438 scene_copy_slice( world.scene_no_collide, &world.sm_graffiti );
439
440
441 /* upload and free that */
442 vg_acquire_thread_sync();
443 {
444 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
445 }
446 vg_release_thread_sync();
447
448 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
449 world.scene_no_collide = NULL;
450 }
451
452 VG_STATIC int reset_player( int argc, char const *argv[] );
453 VG_STATIC void world_post_process(void)
454 {
455 /* initialize audio if need be */
456 audio_lock();
457 for( int i=0; i<world.audio_things_count; i++ )
458 {
459 struct world_audio_thing *thingy = &world.audio_things[ i ];
460
461 audio_player_init( &thingy->player );
462 audio_player_set_flags( &thingy->player, thingy->flags );
463 audio_player_set_vol( &thingy->player, thingy->volume );
464 audio_player_set_pan( &thingy->player, 0.0f );
465
466 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
467 audio_player_set_position( &thingy->player, thingy->pos );
468
469 if( thingy->flags & AUDIO_FLAG_AUTO_START )
470 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
471 }
472 audio_unlock();
473
474 vg_acquire_thread_sync();
475 {
476 /*
477 * Rendering the depth map
478 */
479 m4x4f ortho;
480 m4x3f camera;
481
482 v3f extent;
483 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
484
485 float fl = world.scene_geo->bbx[0][0],
486 fr = world.scene_geo->bbx[1][0],
487 fb = world.scene_geo->bbx[0][2],
488 ft = world.scene_geo->bbx[1][2],
489 rl = 1.0f / (fr-fl),
490 tb = 1.0f / (ft-fb);
491
492 m4x4_zero( ortho );
493 ortho[0][0] = 2.0f * rl;
494 ortho[2][1] = 2.0f * tb;
495 ortho[3][0] = (fr + fl) * -rl;
496 ortho[3][1] = (ft + fb) * -tb;
497 ortho[3][3] = 1.0f;
498 m4x3_identity( camera );
499
500 glDisable(GL_DEPTH_TEST);
501 glDisable(GL_BLEND);
502 glDisable(GL_CULL_FACE);
503 glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
504 glViewport( 0, 0, 1024, 1024 );
505 shader_fscolour_use();
506 shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
507 render_fsquad();
508
509 /* todo: hmm?? */
510 glEnable(GL_BLEND);
511 glBlendFunc(GL_ONE, GL_ONE);
512 glBlendEquation(GL_MAX);
513 render_world_depth( ortho, camera );
514 glDisable(GL_BLEND);
515 glEnable(GL_DEPTH_TEST);
516 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
517
518
519 /*
520 * TODO: World settings entity
521 */
522 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
523
524 if( world.water.enabled )
525 v4_copy( world.water.plane, winfo->g_water_plane );
526
527 v4f info_vec;
528 v3f *bounds = world.scene_geo->bbx;
529
530 info_vec[0] = bounds[0][0];
531 info_vec[1] = bounds[0][2];
532 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
533 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
534 v4_copy( info_vec, winfo->g_depth_bounds );
535
536 winfo->g_water_fog = 0.04f;
537 render_update_lighting_ub();
538 }
539
540 vg_release_thread_sync();
541
542 /*
543 * Setup scene collider
544 */
545
546 reset_player( 1, (const char *[]){"start"} );
547 }
548
549
550 VG_STATIC void world_unload(void)
551 {
552 /* free meshes */
553 mesh_free( &world.mesh_geo );
554 mesh_free( &world.mesh_no_collide );
555 mesh_free( &world.mesh_route_lines );
556 mesh_free( &world.mesh_water );
557
558 world.time = 0.0;
559 world.rewind_from = 0.0;
560 world.rewind_to = 0.0;
561 world.last_use = 0.0;
562 world.active_gate = 0;
563 world.current_run_version = 2;
564 world.active_route_board = 0;
565 v3_zero( world.render_gate_pos );
566
567 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
568 {
569 struct route_ui_bar *uib = &world.ui_bars[i];
570 uib->segment_start = 0;
571 uib->segment_count = 0;
572 uib->fade_start = 0;
573 uib->fade_count = 0;
574 uib->fade_timer_start = 0.0;
575 uib->xpos = 0.0f;
576 }
577
578 /* delete the entire block of memory */
579 vg_linear_clear( world.dynamic_vgl );
580 vg_linear_clear( world.audio_vgl );
581
582 /* clean dangling pointers */
583 world.meta = NULL;
584
585 world.scene_geo = NULL;
586 world.scene_lines = NULL;
587 world.scene_no_collide = NULL;
588
589 world.geo_bh = NULL;
590 world.trigger_bh = NULL;
591 world.audio_bh = NULL;
592
593 world.spawns = NULL;
594 world.spawn_count = 0;
595
596 world.audio_things = NULL;
597 world.audio_things_count = 0;
598
599 world.triggers = NULL;
600 world.trigger_count = 0;
601
602 world.logic_relays = NULL;
603 world.relay_count = 0;
604
605 world.logic_achievements = NULL;
606 world.achievement_count = 0;
607
608 world.nodes = NULL;
609 world.node_count = 0;
610
611 world.routes = NULL;
612 world.route_count = 0;
613
614 world.gates = NULL;
615 world.gate_count = 0;
616
617 world.collectors = NULL;
618 world.collector_count = 0;
619
620 world.water.enabled = 0;
621 }
622
623 VG_STATIC void world_load(void)
624 {
625 world_unload();
626
627 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
628 vg_info( "Loading world: %s\n", world.world_name );
629
630 /* dynamic allocations */
631 world_ents_allocate();
632 world_routes_allocate();
633
634 /* meta processing */
635 world_routes_process();
636 world_entities_process();
637
638 /* main bulk */
639 world_generate();
640 world_routes_generate();
641 world_post_process();
642 }
643
644 #endif /* WORLD_GEN_H */