4 #include "world_load.h"
5 #include "world_routes.h"
6 #include "world_gate.h"
7 #include "ent_skateshop.h"
10 * load the .mdl file located in path (relative to exe), it will load into the
11 * slot specified by world_loader.world_index
13 VG_STATIC
void world_load_mdl( const char *path
)
17 world_instance
*world
= world_loading_instance();
18 world_init_blank( world
);
19 world
->status
= k_world_status_loading
;
21 vg_info( "Loading world: %s\n", path
);
23 void *allocator
= NULL
;
24 if( world_loader
.world_index
== 0 ) allocator
= world_static
.heap
;
25 else allocator
= world_static
.worlds
[world_loader
.world_index
-1].heap
;
27 u32 heap_availible
= vg_linear_remaining( allocator
);
28 u32 min_overhead
= sizeof(vg_linear_allocator
);
30 if( heap_availible
< (min_overhead
+1024) ){
31 vg_fatal_error( "out of memory" );
34 u32 size
= heap_availible
- min_overhead
;
35 void *heap
= vg_create_linear_allocator( allocator
, size
, VG_MEMORY_SYSTEM
);
38 mdl_context
*meta
= &world
->meta
;
40 mdl_open( meta
, path
, world
->heap
);
41 mdl_load_metadata_block( meta
, world
->heap
);
42 mdl_load_animation_block( meta
, world
->heap
);
43 mdl_load_mesh_block( meta
, world
->heap
);
45 mdl_load_array( meta
, &world
->ent_gate
, "ent_gate", heap
);
46 mdl_load_array( meta
, &world
->ent_camera
, "ent_camera", heap
);
47 mdl_load_array( meta
, &world
->ent_spawn
, "ent_spawn", heap
);
48 mdl_load_array( meta
, &world
->ent_light
, "ent_light", heap
);
49 mdl_load_array( meta
, &world
->ent_route_node
,"ent_route_node", heap
);
50 mdl_load_array( meta
, &world
->ent_path_index
,"ent_path_index", heap
);
51 mdl_load_array( meta
, &world
->ent_checkpoint
,"ent_checkpoint", heap
);
52 mdl_load_array( meta
, &world
->ent_route
, "ent_route", heap
);
53 mdl_load_array( meta
, &world
->ent_water
, "ent_water", heap
);
54 mdl_load_array( meta
, &world
->ent_audio_clip
,"ent_audio_clip", heap
);
55 mdl_load_array( meta
, &world
->ent_audio
, "ent_audio", heap
);
56 mdl_load_array( meta
, &world
->ent_volume
, "ent_volume", heap
);
57 mdl_load_array( meta
, &world
->ent_traffic
, "ent_traffic", heap
);
58 mdl_load_array( meta
, &world
->ent_marker
, "ent_marker", heap
);
59 mdl_load_array( meta
, &world
->ent_skateshop
, "ent_skateshop", heap
);
60 mdl_load_array( meta
, &world
->ent_swspreview
,"ent_swspreview", heap
);
61 mdl_load_array( meta
, &world
->ent_ccmd
, "ent_ccmd", heap
);
64 mdl_load_array( meta
, &infos
, "ent_worldinfo", vg_mem
.scratch
);
66 if( mdl_arrcount(&infos
) ){
67 world
->info
= *((ent_worldinfo
*)mdl_arritm(&infos
,0));
70 world
->info
.pstr_author
= 0;
71 world
->info
.pstr_desc
= 0;
72 world
->info
.pstr_name
= 0;
73 world
->info
.timezone
= 0.0f
;
80 world
->time
= (float)tm
->tm_min
/20.0f
+ (world
->info
.timezone
/24.0f
);
82 /* process resources from pack */
83 world_gen_load_surfaces();
84 world_gen_routes_ent_init();
85 world_gen_entities_init();
86 world
->volume_bh
= bh_create( heap
, &bh_system_volumes
, world
,
87 mdl_arrcount( &world
->ent_volume
), 1 );
90 world_gen_generate_meshes();
91 world_gen_routes_generate();
92 world_gen_compute_light_indices();
93 vg_async_call( async_world_postprocess_render
, NULL
, 0 );
96 world
->status
= k_world_status_loaded
;
100 * op: k_async_op_world_loading
101 * k_async_op_world_preloading
102 * -----------------------------------------------------------------------------
105 static void async_skaterift_world_loaded( void *payload
, u32 size
)
111 * Does a complete world switch using the remaining free slots
113 static void skaterift_world_changer_thread( void *data
)
115 if( world_loader
.location
== k_world_load_type_workshop
){
116 vg_fatal_error( "Unimplemented\n" );
121 vg_strnull( &path
, path_buf
, 4096 );
122 vg_strcat( &path
, "maps/" );
124 vg_str folder
= path
;
125 vg_strcat( &folder
, world_loader
.name
);
126 if( !vg_strgood( &folder
) ) {
127 vg_error( "Load target too long\n" );
128 vg_async_call( workshop_async_any_complete
, NULL
, 0 );
132 char worlds
[3][4096];
136 if( !vg_dir_open(&dir
, folder
.buffer
) ){
137 vg_error( "opendir('%s') failed\n", folder
.buffer
);
138 vg_async_call( async_skaterift_world_loaded
, NULL
, 0 );
142 while( vg_dir_next_entry(&dir
) ){
143 if( vg_dir_entry_type(&dir
) == k_vg_entry_type_file
){
144 const char *d_name
= vg_dir_entry_name(&dir
);
145 if( d_name
[0] == '.' ) continue;
147 vg_str file
= folder
;
148 vg_strcat( &file
, "/" );
149 vg_strcat( &file
, d_name
);
150 if( !vg_strgood( &file
) ) continue;
152 char *ext
= vg_strch( &file
, '.' );
154 if( strcmp(ext
,".mdl") ) continue;
157 vg_warn( "There are too many .mdl files in the map folder!(3)\n" );
161 strcpy( worlds
[i
++], file
.buffer
);
167 vg_warn( "There are no .mdl files in the map folder.\n" );
171 for( u32 j
=0; j
<i
; j
++ ){
172 vg_str name
= { .buffer
= worlds
[j
], .i
=strlen(worlds
[j
]),
174 char *fname
= vg_strch( &name
, '/' );
176 if( !strcmp( fname
+1, "main.mdl" ) ){
182 world_loader
.generate_point_cloud
= 1;
183 world_loader
.world_index
= 1;
184 world_load_mdl( worlds
[first_index
] );
186 world_loader
.generate_point_cloud
= 0;
187 for( u32 j
=0; j
<i
; j
++ ){
188 if( j
!= first_index
){
189 world_loader
.world_index
= j
+1;
190 world_load_mdl( worlds
[j
] );
194 vg_async_call( async_skaterift_world_loaded
, NULL
, 0 );
197 /* holding pattern before we can start loading the new world, since we might be
198 * waiting for audio to stop */
199 static void skaterift_change_world_preupdate(void)
201 for( u32 i
=1; i
<vg_list_size(world_static
.worlds
); i
++ ){
202 world_instance
*inst
= &world_static
.worlds
[i
];
204 if( inst
->status
== k_world_status_unloading
){
205 if( world_freeable( inst
) ){
212 vg_info( "worlds cleared, begining load\n" );
213 skaterift_shift_op( k_async_op_world_loading
);
215 /* finally can start the loader */
216 vg_loader_start( skaterift_world_changer_thread
, NULL
);
219 /* places all loaded worlds into unloading state */
220 static void skaterift_change_world( const char *world_name
)
222 vg_info( "switching to %s\n", world_name
);
224 if( world_static
.active_world
!= 0 ){
225 vg_error( "Cannot change worlds while in non-root world\n" );
228 skaterift_begin_op( k_async_op_world_preloading
);
230 vg_linear_clear( vg_mem
.scratch
);
231 vg_strncpy( world_name
, world_loader
.name
,
232 vg_list_size(world_loader
.name
), k_strncpy_overflow_fatal
);
234 vg_info( "unloading old worlds\n" );
235 world_unlink_nonlocal( &world_static
.worlds
[0] );
237 for( u32 i
=1; i
<vg_list_size(world_static
.worlds
); i
++ ){
238 world_instance
*inst
= &world_static
.worlds
[i
];
240 if( inst
->status
== k_world_status_loaded
){
241 inst
->status
= k_world_status_unloading
;
242 world_fadeout_audio( inst
);
248 /* console command for the above function */
249 static int skaterift_change_world_command( int argc
, const char *argv
[] )
252 skaterift_change_world( argv
[0] );
258 static world_instance
*world_loading_instance(void){
259 return &world_static
.worlds
[ world_loader
.world_index
];
264 * 1. to see if all audios owned by the world have been stopped
265 * 2. that this is the least significant world
267 static int world_freeable( world_instance
*world
)
269 if( world
->status
!= k_world_status_unloading
) return 0;
270 u8 world_id
= (world
- world_static
.worlds
) + 1;
272 for( u32 i
=world_id
; i
<vg_list_size(world_static
.worlds
); i
++ ){
273 if( world_static
.worlds
[i
].status
!= k_world_status_unloaded
){
280 for( u32 i
=0; i
<AUDIO_CHANNELS
; i
++ ){
281 audio_channel
*ch
= &vg_audio
.channels
[i
];
283 if( ch
->allocated
&& (ch
->world_id
== world_id
)){
284 if( !audio_channel_finished( ch
) ){
295 * Free all resources for world instance
297 static void world_free( world_instance
*world
)
299 vg_info( "Free world @%p\n", world
);
302 mesh_free( &world
->mesh_route_lines
);
303 mesh_free( &world
->mesh_geo
);
304 mesh_free( &world
->mesh_no_collide
);
305 mesh_free( &world
->mesh_water
);
307 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
308 * existing buffer objects.
310 glDeleteBuffers( 1, &world
->tbo_light_entities
);
311 glDeleteTextures( 1, &world
->tex_light_entities
);
312 glDeleteTextures( 1, &world
->tex_light_cubes
);
314 /* delete textures and meshes */
315 glDeleteTextures( world
->texture_count
, world
->textures
);
317 u32 world_index
= world
- world_static
.worlds
;
319 vg_linear_del( world_static
.worlds
[world_index
-1].heap
,
320 vg_linear_header(world
->heap
) );
323 world
->status
= k_world_status_unloaded
;
327 * reset the world structure without deallocating persistent buffers
328 * TODO: Make this a memset(0), and have persistent items live in a static loc
330 VG_STATIC
void world_init_blank( world_instance
*world
)
332 memset( &world
->meta
, 0, sizeof(mdl_context
) );
334 world
->textures
= NULL
;
335 world
->texture_count
= 0;
336 world
->surfaces
= NULL
;
337 world
->surface_count
= 0;
339 world
->geo_bh
= NULL
;
340 world
->volume_bh
= NULL
;
341 world
->audio_bh
= NULL
;
342 world
->rendering_gate
= NULL
;
344 world
->water
.enabled
= 0;
347 /* default lighting conditions
348 * -------------------------------------------------------------*/
349 struct ub_world_lighting
*state
= &world
->ub_lighting
;
351 state
->g_light_preview
= 0;
352 state
->g_shadow_samples
= 8;
353 state
->g_water_fog
= 0.04f
;
355 v4_zero( state
->g_water_plane
);
356 v4_zero( state
->g_depth_bounds
);
358 state
->g_shadow_length
= 9.50f
;
359 state
->g_shadow_spread
= 0.65f
;
361 v3_copy( (v3f
){0.37f
, 0.54f
, 0.97f
}, state
->g_daysky_colour
);
362 v3_copy( (v3f
){0.03f
, 0.05f
, 0.20f
}, state
->g_nightsky_colour
);
363 v3_copy( (v3f
){1.00f
, 0.32f
, 0.01f
}, state
->g_sunset_colour
);
364 v3_copy( (v3f
){0.13f
, 0.17f
, 0.35f
}, state
->g_ambient_colour
);
365 v3_copy( (v3f
){0.25f
, 0.17f
, 0.51f
}, state
->g_sunset_ambient
);
366 v3_copy( (v3f
){1.10f
, 0.89f
, 0.35f
}, state
->g_sun_colour
);
371 #endif /* WORLD_LOAD_C */