#include "world.h"
-/* load world TODO: Put back vg back in loading state while this happens */
-VG_STATIC void world_load(void);
-
+VG_STATIC void world_load( world_instance *world, const char *path );
VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
mdl_context *mdl, u32 id )
{
- for( int i=0; i<mdl->info.node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id( mdl, i );
+ for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
+ mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
- for( int j=0; j<pnode->submesh_count; j++ )
- {
- mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
- if( sm->material_id == id )
- {
+ for( u32 j=0; j<mesh->submesh_count; j++ ){
+ mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
+ if( sm->material_id == id ){
m4x3f transform2;
- mdl_node_transform( pnode, transform2 );
+ mdl_transform_m4x3( &mesh->transform, transform2 );
m4x3_mul( transform, transform2, transform2 );
- scene_add_submesh( pscene, mdl, sm, transform2 );
+ scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
}
}
}
}
+VG_STATIC void world_add_blob( world_instance *world,
+ scene *pscene, ray_hit *hit )
+{
+ m4x3f transform;
+ v4f qsurface, qrandom;
+ v3f axis;
+
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
+
+ float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
+ q_axis_angle( qsurface, axis, angle );
+ q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
+ q_mul( qsurface, qrandom, qsurface );
+ q_m3x3( qsurface, transform );
+ v3_copy( hit->pos, transform[3] );
+
+ scene_vert verts[] =
+ {
+ { .co = { -1.00f, 0.0f, 0.0f } },
+ { .co = { 1.00f, 0.0f, 0.0f } },
+ { .co = { -1.00f, 1.2f, 0.0f } },
+ { .co = { 1.00f, 1.2f, 0.0f } },
+ { .co = { -0.25f, 2.0f, 0.0f } },
+ { .co = { 0.25f, 2.0f, 0.0f } }
+ };
+
+ const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
+
+ if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
+ vg_fatal_exit_loop( "Scene vertex buffer overflow" );
+
+ if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
+ vg_fatal_exit_loop( "Scene index buffer overflow" );
+
+ scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
+ u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
+
+ scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ];
+
+ for( u32 i=0; i<vg_list_size(verts); i++ )
+ {
+ scene_vert *pvert = &dst_verts[ i ],
+ *src = &verts[ i ];
+
+ m4x3_mulv( transform, src->co, pvert->co );
+ scene_vert_pack_norm( pvert, transform[1] );
+
+ v2_copy( ref->uv, pvert->uv );
+ }
+
+ for( u32 i=0; i<vg_list_size(indices); i++ )
+ dst_indices[i] = indices[i] + pscene->vertex_count;
+
+ pscene->vertex_count += vg_list_size(verts);
+ pscene->indice_count += vg_list_size(indices);
+}
+
/* Sprinkle foliage models over the map on terrain material */
-VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
+VG_STATIC void world_apply_procedural_foliage( world_instance *world,
+ struct world_surface *mat )
{
- vg_linear_clear( vg_mem.scratch );
+ if( vg.quality_profile == k_quality_profile_low )
+ return;
- mdl_context *mfoliage =
- mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
+ vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
v3f volume;
- v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume );
+ v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
volume[1] = 1.0f;
- m4x3f transform;
- mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
- mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
+ int count = 0;
- for( int i=0;i<100000;i++ )
- {
+ float area = volume[0]*volume[2];
+ u32 particles = 0.08f * area;
+
+ vg_info( "Map area: %f. Max particles: %u\n", area, particles );
+
+ for( u32 i=0; i<particles; i++ ){
v3f pos;
v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
pos[1] = 1000.0f;
- v3_add( pos, world.scene_geo->bbx[0], pos );
+ v3_add( pos, world->scene_geo->bbx[0], pos );
ray_hit hit;
hit.dist = INFINITY;
- if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- {
- struct world_material *m1 = ray_hit_material( &hit );
- if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
- {
- v4f qsurface, qrandom;
- v3f axis;
-
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
-
- float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
- q_axis_angle( qsurface, axis, angle );
- q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
- q_mul( qsurface, qrandom, qsurface );
- q_m3x3( qsurface, transform );
-
- v3_copy( hit.pos, transform[3] );
- scene_add_submesh( world.scene_no_collide, mfoliage,
- sm_blob, transform);
+ if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
+ struct world_surface *m1 = ray_hit_surface( world, &hit );
+ if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
+ world_add_blob( world, world->scene_no_collide, &hit );
+ count ++;
}
}
}
+
+ vg_info( "%d foliage models added\n", count );
}
-VG_STATIC void world_ents_allocate(void)
+#if 0
+VG_STATIC void world_ents_allocate( world_instance *world )
{
vg_info( "Allocating entities\n" );
- /* count entites to allocate buffers for them.
- * maybe in the future we just store these numbers in the model file...
+ /* --count entites to allocate buffers for them.--
+ * --maybe in the future we just store these numbers in the model file...--
*
- * TODO: use this in world_routes too */
+ * ... 16.03.23: I HOPE YOUR FUCKING HAPPY
+ * ... 22.03.23: incomprehensible pain
+ *
+ * -- use this in world_routes too --
+ *
+ */
struct countable
{
- enum classtype ct;
+ enum classtype ct, ct1;
void **to_allocate;
u32 item_size;
int count;
{
{
k_classtype_spawn,
- (void*)&world.spawns,
+ k_classtype_none,
+ (void*)&world->spawns,
sizeof(struct respawn_point)
},
{
k_classtype_audio,
- (void*)&world.audio_things,
+ k_classtype_none,
+ (void*)&world->audio_things,
sizeof(struct world_audio_thing)
},
{
- k_classtype_trigger,
- (void*)&world.triggers,
- sizeof(struct trigger_zone)
+ k_classtype_world_light,
+ k_classtype_none,
+ (void*)&world->lights,
+ sizeof(struct world_light)
},
{
- k_classtype_logic_relay,
- (void*)&world.logic_relays,
- sizeof(struct logic_relay)
+ k_classtype_nonlocal_gate,
+ k_classtype_none,
+ (void*)&world->nonlocal_gates,
+ sizeof(struct nonlocal_gate)
},
- {
- k_classtype_logic_achievement,
- (void*)&world.logic_achievements,
- sizeof(struct logic_achievement)
- }
};
for( int i=0; i<vg_list_size(entity_counts); i++ )
entity_counts[i].count = 0;
- for( int i=0; i<world.meta->info.node_count; i++ )
+ for( int i=0; i<world->meta->info.node_count; i++ )
{
- mdl_node *pnode = mdl_node_from_id( world.meta, i );
+ mdl_node *pnode = mdl_node_from_id( world->meta, i );
for( int j=0; j<vg_list_size(entity_counts); j ++ )
{
- if( pnode->classtype == entity_counts[j].ct )
+ if( (pnode->classtype == entity_counts[j].ct) ||
+ (pnode->classtype == entity_counts[j].ct1) )
{
pnode->sub_uid = entity_counts[j].count;
entity_counts[j].count ++;
struct countable *counter = &entity_counts[i];
u32 bufsize = counter->item_size*counter->count;
- *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
+ *counter->to_allocate = vg_linear_alloc( world_global.generic_heap,
+ bufsize );
+ memset( *counter->to_allocate, 0, bufsize );
}
+
+ world->volume_bh = bh_create( world_global.generic_heap,
+ &bh_system_volumes,
+ world,
+ world->volume_count,
+ 1 );
}
+#endif
-VG_STATIC void world_pct_spawn( mdl_node *pnode )
+#if 0
+VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
{
- struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+ struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ];
v3_copy( pnode->co, rp->co );
v4_copy( pnode->q, rp->q );
- rp->name = mdl_pstr( world.meta, pnode->pstr_name );
+ rp->name = mdl_pstr( world->meta, pnode->pstr_name );
}
-VG_STATIC void world_pct_water( mdl_node *pnode )
+VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode )
{
- if( world.water.enabled )
+ if( world->water.enabled )
{
vg_warn( "Multiple water surfaces in level! ('%s')\n",
- mdl_pstr( world.meta, pnode->pstr_name ));
+ mdl_pstr( world->meta, pnode->pstr_name ));
return;
}
- world.water.enabled = 1;
- water_set_surface( pnode->co[1] );
+ world->water.enabled = 1;
+ water_set_surface( world, pnode->co[1] );
}
-VG_STATIC void world_pct_audio( mdl_node *pnode )
+VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
{
- struct world_audio_thing *thing = &world.audio_things[
- world.audio_things_count ];
+ struct world_audio_thing *thing = &world->audio_things[
+ world->audio_things_count ];
memset( thing, 0, sizeof(struct world_audio_thing) );
- struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
+ struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode );
v3_copy( pnode->co, thing->pos );
- if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
- thing->volume = aud->volume * pnode->s[0];
- else
- thing->volume = aud->volume;
+ thing->volume = aud->volume;
+ thing->range = pnode->s[0];
thing->flags = aud->flags;
- thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
- thing->temp_embedded_clip.source_mode = k_audio_source_mono;
-
- audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
- thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
- thing->player.enqued = 0;
-
- pnode->sub_uid = world.audio_things_count;
- world.audio_things_count ++;
-}
-
-
-VG_STATIC void world_pct_trigger( mdl_node *pnode )
-{
- struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
- struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
-
- if( inf->target )
- {
- mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
-
- trigger->target.sub_id = target_node->sub_uid;
- trigger->target.classtype = target_node->classtype;
- }
- else
- {
- vg_warn( "Trigger with no target...\n" );
- return;
- }
+ thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
+ thing->temp_embedded_clip.flags = aud->flags;
- mdl_node_transform( pnode, trigger->transform );
- m4x3_invert_full( trigger->transform, trigger->inv_transform );
+ audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
- world.trigger_count ++;
+ pnode->sub_uid = world->audio_things_count;
+ world->audio_things_count ++;
}
-
-VG_STATIC void world_pct_relay( mdl_node *pnode )
+VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
{
- struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
- struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
-
- relay->target_count = 0;
+ struct world_light *light = &world->lights[ world->light_count ++ ];
+ light->node = pnode;
+ light->inf = mdl_get_entdata( world->meta, pnode );
- for( int i=0; i<vg_list_size(relay->targets); i++ )
- {
- if( inf->targets[i] )
- {
- struct relay_target *target = &relay->targets[relay->target_count ++];
- mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
-
- target->classtype = other->classtype;
- target->sub_id = other->sub_uid;
- }
- }
+ q_m3x3( pnode->q, light->inverse_world );
+ v3_copy( pnode->co, light->inverse_world[3] );
+ m4x3_invert_affine( light->inverse_world, light->inverse_world );
- v3_copy( pnode->co, relay->pos );
- world.relay_count ++;
+ light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f );
+ light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f );
}
-
-VG_STATIC void world_pct_achievement( mdl_node *pnode )
+VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
{
- struct logic_achievement *ach =
- &world.logic_achievements[ world.achievement_count ];
- struct classtype_logic_achievement *inf =
- mdl_get_entdata( world.meta, pnode );
-
- v3_copy( pnode->co, ach->pos );
- ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
- ach->achieved = 0;
-
- world.achievement_count ++;
+ struct nonlocal_gate *gate = &world->nonlocal_gates[
+ world->nonlocalgate_count ++ ];
+ struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode );
+
+ gate->working = 0;
+ gate->node = pnode;
+ gate->target_map_index = 0;
+ v2_copy( inf->dims, gate->gate.dims );
}
-
-VG_STATIC void world_entities_process(void)
+VG_STATIC void world_entities_process( world_instance *world )
{
struct entity_instruction
{
enum classtype ct;
- void (*process)( mdl_node *pnode );
+ void (*process)( world_instance *world, mdl_node *pnode );
}
entity_instructions[] =
{
{ k_classtype_spawn, world_pct_spawn },
{ k_classtype_water, world_pct_water },
{ k_classtype_audio, world_pct_audio },
- { k_classtype_trigger, world_pct_trigger },
- { k_classtype_logic_relay, world_pct_relay },
- { k_classtype_logic_achievement, world_pct_achievement }
+ { k_classtype_world_light, world_pct_world_light },
+ { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
};
- for( int i=0; i<world.meta->info.node_count; i++ )
+ for( int i=0; i<world->meta->info.node_count; i++ )
{
- mdl_node *pnode = mdl_node_from_id( world.meta, i );
+ mdl_node *pnode = mdl_node_from_id( world->meta, i );
for( int j=0; j<vg_list_size(entity_instructions); j++ )
{
if( pnode->classtype == instr->ct )
{
- instr->process( pnode );
+ instr->process( world, pnode );
break;
}
}
}
}
+VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
+{
+ vg_info( "Linking non-local gates\n" );
+ world_instance *a = &world_global.worlds[ index_a ],
+ *b = &world_global.worlds[ index_b ];
+
+ for( int i=0; i<a->nonlocalgate_count; i++ )
+ {
+ struct nonlocal_gate *ga = &a->nonlocal_gates[i];
+ struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node );
+ const char *ga_name = mdl_pstr( a->meta, ga_inf->target );
+
+ for( int j=0; j<b->nonlocalgate_count; j++ )
+ {
+ struct nonlocal_gate *gb = &b->nonlocal_gates[j];
+ struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node );
+ const char *gb_name = mdl_pstr( b->meta, gb_inf->target );
+
+ if( !strcmp( ga_name, gb_name ) )
+ {
+ vg_success( "Created longjump for ID '%s'\n", ga_name );
+
+ v4f qYflip;
+ q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+
+ /* TODO: Gates are created very wonkily. refactor. */
+ ga->target_map_index = index_b;
+ gb->target_map_index = index_a;
+ ga->working = 1;
+ gb->working = 1;
+
+ v4_copy( ga->node->q, ga->gate.q[0] );
+ v4_copy( gb->node->q, ga->gate.q[1] );
+ v3_copy( ga->node->co, ga->gate.co[0] );
+ v3_copy( gb->node->co, ga->gate.co[1] );
+
+ v4_copy( gb->node->q, gb->gate.q[0] );
+ v4_copy( ga->node->q, gb->gate.q[1] );
+ v3_copy( gb->node->co, gb->gate.co[0] );
+ v3_copy( ga->node->co, gb->gate.co[1] );
+
+ /* reverse B's direction */
+ q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] );
+ q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] );
+ q_normalize( gb->gate.q[0] );
+ q_normalize( gb->gate.q[1] );
+
+ gate_transform_update( &ga->gate );
+ gate_transform_update( &gb->gate );
+ }
+ }
+ }
+}
+#endif
-VG_STATIC void world_generate(void)
+#if 0
+VG_STATIC float colour_luminance( v3f v )
+{
+ return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
+}
+
+VG_STATIC float calc_light_influence( world_instance *world, v3f position,
+ int light )
+{
+ struct world_light *world_light = &world->lights[ light ];
+ struct classtype_world_light *inf = world_light->inf;
+
+ v3f light_delta;
+ v3_sub( world_light->node->co, position, light_delta );
+ v3_muls( light_delta, 10.0f, light_delta );
+
+ float quadratic = v3_dot( light_delta, light_delta ),
+ attenuation = 1.0f/( 1.0f + quadratic );
+
+ float quadratic_light = attenuation * colour_luminance( inf->colour );
+
+ if( (inf->type == k_light_type_point) ||
+ (inf->type == k_light_type_point_nighttime_only) )
+ {
+ return quadratic_light;
+ }
+ else if( (inf->type == k_light_type_spot) ||
+ (inf->type == k_light_type_spot_nighttime_only) )
+ {
+ v3f dir;
+ q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir );
+
+ float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ),
+ falloff = spot_theta >= 0.0f? 1.0f: 0.0f;
+
+ return quadratic_light * falloff;
+ }
+ else
+ return 0.0f;
+}
+#endif
+
+VG_STATIC void world_generate( world_instance *world )
{
/*
* Compile meshes into the world scenes
*/
- world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
+ world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 );
m4x3f midentity;
m4x3_identity( midentity );
vg_info( "Generating collidable geometry\n" );
+ for( u32 i=0; i<world->surface_count; i++ ){
+ struct world_surface *surf = &world->surfaces[ i ];
- for( int i=0; i<world.material_count; i++ )
- {
- struct world_material *mat = &world.materials[ i ];
-
- if( mat->info.flags & k_material_flag_collision )
- world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
+ if( surf->info.flags & k_material_flag_collision )
+ world_add_all_if_material( midentity, world->scene_geo,
+ &world->meta, i );
- scene_copy_slice( world.scene_geo, &mat->sm_geo );
+ scene_copy_slice( world->scene_geo, &surf->sm_geo );
}
-
-
-
/* compress that bad boy */
- world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
+ world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo );
vg_acquire_thread_sync();
{
- scene_upload( world.scene_geo, &world.mesh_geo );
+ scene_upload( world->scene_geo, &world->mesh_geo );
}
vg_release_thread_sync();
/* setup spacial mapping and rigidbody */
- world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
+ world->geo_bh = scene_bh_create( world_global.generic_heap,
+ world->scene_geo );
- v3_zero( world.rb_geo.co );
- q_identity( world.rb_geo.q );
+ v3_zero( world->rb_geo.co );
+ q_identity( world->rb_geo.q );
- world.rb_geo.type = k_rb_shape_scene;
- world.rb_geo.inf.scene.bh_scene = world.geo_bh;
- world.rb_geo.is_world = 1;
- rb_init( &world.rb_geo );
+ world->rb_geo.type = k_rb_shape_scene;
+ world->rb_geo.inf.scene.bh_scene = world->geo_bh;
+ world->rb_geo.is_world = 1;
+ rb_init( &world->rb_geo );
/*
* Generate scene: non-collidable geometry
*/
vg_info( "Generating non-collidable geometry\n" );
- world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
-
-#if 0
- vg_info( "Applying foliage\n" );
- srand(0);
- world_apply_procedural_foliage();
- scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
-#endif
+ world->scene_no_collide = scene_init( world_global.generic_heap,
+ 200000, 500000 );
- for( int i=0; i<world.material_count; i++ )
- {
- struct world_material *mat = &world.materials[ i ];
+ for( u32 i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[ i ];
- if( !(mat->info.flags & k_material_flag_collision) )
- {
- world_add_all_if_material( midentity, world.scene_no_collide,
- world.meta, i );
+ if( !(mat->info.flags & k_material_flag_collision) ){
+ world_add_all_if_material( midentity, world->scene_no_collide,
+ &world->meta, i );
}
if( mat->info.flags & k_material_flag_grow_grass )
- world_apply_procedural_foliage( mat );
+ world_apply_procedural_foliage( world, mat );
- scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
+ scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
}
/* upload and free that */
vg_acquire_thread_sync();
{
- scene_upload( world.scene_no_collide, &world.mesh_no_collide );
+ scene_upload( world->scene_no_collide, &world->mesh_no_collide );
}
vg_release_thread_sync();
- vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
- world.scene_no_collide = NULL;
+ vg_linear_del( world_global.generic_heap, world->scene_no_collide );
+ world->scene_no_collide = NULL;
+}
+
+float fsd_cone_infinite( v3f p, v2f c )
+{
+ v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
+ float s = vg_maxf( 0.0f, v2_dot( q, c ) );
+
+ v2f v0;
+ v2_muls( c, s, v0 );
+ v2_sub( q, v0, v0 );
+
+ float d = v2_length( v0 );
+ return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
+}
+
+VG_STATIC void world_compute_light_indices( world_instance *world )
+{
+ /* light cubes */
+ v3f cubes_min, cubes_max;
+ v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
+ v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
+
+ v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
+ v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
+
+ v3_floor( cubes_min, cubes_min );
+ v3_floor( cubes_max, cubes_max );
+
+ v3i icubes_min, icubes_max;
+
+ for( int i=0; i<3; i++ ){
+ icubes_min[i] = cubes_min[i];
+ icubes_max[i] = cubes_max[i];
+ }
+
+ v3i icubes_count;
+ v3i_sub( icubes_max, icubes_min, icubes_count );
+
+ for( int i=0; i<3; i++ ){
+ icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
+ cubes_max[i] = icubes_min[i] + icubes_count[i];
+ }
+
+ v3_muls( cubes_min, k_light_cube_size, cubes_min );
+ v3_muls( cubes_max, k_light_cube_size, cubes_max );
+
+ for( int i=0; i<3; i++ ){
+ float range = cubes_max[i]-cubes_min[i];
+ world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
+ world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
+
+ vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
+ }
+
+ int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
+
+ u32 *cubes_index = vg_linear_alloc( world_global.generic_heap,
+ total_cubes * sizeof(u32) * 2.0f );
+
+ vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
+ total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
+ cubes_max[0], -cubes_max[2], cubes_max[1] );
+
+ v3_copy( cubes_min, world->ub_lighting.g_cube_min );
+
+ v3f cube_size;
+ v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range,
+ cube_size );
+ float bound_radius = v3_length( cube_size );
+
+ for( int iz = 0; iz<icubes_count[2]; iz ++ ){
+ for( int iy = 0; iy<icubes_count[1]; iy++ ){
+ for( int ix = 0; ix<icubes_count[0]; ix++ ){
+ boxf bbx;
+ v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
+ bbx[0] );
+ v3_div( (v3f){ ix+1, iy+1, iz+1 },
+ world->ub_lighting.g_cube_inv_range,
+ bbx[1] );
+
+ v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
+ v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
+
+ v3f center;
+ v3_add( bbx[0], bbx[1], center );
+ v3_muls( center, 0.5f, center );
+
+ u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
+ u32 count = 0;
+
+ float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
+ const int N = vg_list_size( influences );
+
+ for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
+ ent_light *light = mdl_arritm( &world->ent_light, j );
+ v3f closest;
+ closest_point_aabb( light->transform.co, bbx, closest );
+
+ float dist = v3_dist( closest, light->transform.co ),
+ influence = 1.0f/(dist+1.0f);
+
+ if( dist > light->range )
+ continue;
+
+ if( light->type == k_light_type_spot){
+ v3f local;
+ m4x3_mulv( light->inverse_world, center, local );
+
+ float r = fsd_cone_infinite( local, light->angle_sin_cos );
+
+ if( r > bound_radius )
+ continue;
+ }
+
+ int best_pos = N;
+ for( int k=best_pos-1; k>=0; k -- )
+ if( influence > influences[k] )
+ best_pos = k;
+
+ if( best_pos < N ){
+ for( int k=N-1; k>best_pos; k -- ){
+ influences[k] = influences[k-1];
+ indices[k] = indices[k-1];
+ }
+
+ influences[best_pos] = influence;
+ indices[best_pos] = j;
+ }
+ }
+
+ for( int j=0; j<N; j++ )
+ if( influences[j] > 0.0f )
+ count ++;
+
+ int base_index = iz * (icubes_count[0]*icubes_count[1]) +
+ iy * (icubes_count[0]) +
+ ix;
+
+ int lower_count = VG_MIN( 3, count );
+ u32 packed_index_lower = lower_count;
+ packed_index_lower |= indices[0]<<2;
+ packed_index_lower |= indices[1]<<12;
+ packed_index_lower |= indices[2]<<22;
+
+ int upper_count = VG_MAX( 0, count - lower_count );
+ u32 packed_index_upper = upper_count;
+ packed_index_upper |= indices[3]<<2;
+ packed_index_upper |= indices[4]<<12;
+ packed_index_upper |= indices[5]<<22;
+
+ cubes_index[ base_index*2 + 0 ] = packed_index_lower;
+ cubes_index[ base_index*2 + 1 ] = packed_index_upper;
+ }
+ }
+ }
+
+ vg_acquire_thread_sync();
+
+ glGenTextures( 1, &world->tex_light_cubes );
+ glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
+ glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
+ icubes_count[0], icubes_count[1], icubes_count[2],
+ 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
+ glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+
+ vg_linear_del( world_global.generic_heap, cubes_index );
+
+ vg_release_thread_sync();
}
VG_STATIC int reset_player( int argc, char const *argv[] );
-VG_STATIC void world_post_process(void)
+VG_STATIC void world_post_process( world_instance *world )
{
/* initialize audio if need be */
+#if 0
audio_lock();
- for( int i=0; i<world.audio_things_count; i++ )
+ for( int i=0; i<world->audio_things_count; i++ )
{
- struct world_audio_thing *thingy = &world.audio_things[ i ];
-
- audio_player_init( &thingy->player );
- audio_player_set_flags( &thingy->player, thingy->flags );
- audio_player_set_vol( &thingy->player, thingy->volume );
- audio_player_set_pan( &thingy->player, 0.0f );
-
- if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
- audio_player_set_position( &thingy->player, thingy->pos );
+ struct world_audio_thing *thingy = &world->audio_things[ i ];
if( thingy->flags & AUDIO_FLAG_AUTO_START )
- audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
+ {
+ audio_channel *ch =
+ audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
+
+ audio_channel_edit_volume( ch, thingy->volume, 1 );
+ audio_channel_set_spacial( ch, thingy->pos, thingy->range );
+
+ if( !(ch->flags & AUDIO_FLAG_LOOP) )
+ ch = audio_relinquish_channel( ch );
+ }
}
audio_unlock();
+#endif
+
+ world_compute_light_indices( world );
vg_acquire_thread_sync();
{
+ /* create scene lighting buffer */
+
+ u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
+ vg_info( "Upload %ubytes (lighting)\n", size );
+
+ glGenBuffers( 1, &world->tbo_light_entities );
+ glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
+ glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
+
+ /* buffer layout
+ *
+ * colour position direction (spots)
+ * | . . . . | . . . . | . . . . |
+ * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
+ *
+ */
+
+ v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
+ ent_light *light = mdl_arritm( &world->ent_light, i );
+
+ /* colour + night */
+ v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
+ light_dst[i*3+0][3] = -1.0f;
+
+ if( !light->daytime ){
+ u32 hash = (i * 29986577) & 0xff;
+ float switch_on = hash;
+ switch_on *= (1.0f/255.0f);
+
+ light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
+ }
+
+ /* position + 1/range^2 */
+ v3_copy( light->transform.co, light_dst[i*3+1] );
+ light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
+
+ /* direction + angle */
+ q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
+ light_dst[i*3+2][3] = cosf( light->angle );
+ }
+
+ glUnmapBuffer( GL_TEXTURE_BUFFER );
+
+ glGenTextures( 1, &world->tex_light_entities );
+ glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
+ glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
+
+ /* Upload lighting uniform buffer */
+ if( world->water.enabled )
+ v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
+
+ v4f info_vec;
+ v3f *bounds = world->scene_geo->bbx;
+
+ info_vec[0] = bounds[0][0];
+ info_vec[1] = bounds[0][2];
+ info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
+ info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
+ v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
+
/*
* Rendering the depth map
*/
- m4x4f ortho;
- m4x3f camera;
+ camera ortho;
v3f extent;
- v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
+ v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
- float fl = world.scene_geo->bbx[0][0],
- fr = world.scene_geo->bbx[1][0],
- fb = world.scene_geo->bbx[0][2],
- ft = world.scene_geo->bbx[1][2],
+ float fl = world->scene_geo->bbx[0][0],
+ fr = world->scene_geo->bbx[1][0],
+ fb = world->scene_geo->bbx[0][2],
+ ft = world->scene_geo->bbx[1][2],
rl = 1.0f / (fr-fl),
tb = 1.0f / (ft-fb);
- m4x4_zero( ortho );
- ortho[0][0] = 2.0f * rl;
- ortho[2][1] = 2.0f * tb;
- ortho[3][0] = (fr + fl) * -rl;
- ortho[3][1] = (ft + fb) * -tb;
- ortho[3][3] = 1.0f;
- m4x3_identity( camera );
+ m4x4_zero( ortho.mtx.p );
+ ortho.mtx.p[0][0] = 2.0f * rl;
+ ortho.mtx.p[2][1] = 2.0f * tb;
+ ortho.mtx.p[3][0] = (fr + fl) * -rl;
+ ortho.mtx.p[3][1] = (ft + fb) * -tb;
+ ortho.mtx.p[3][3] = 1.0f;
+ m4x3_identity( ortho.transform );
+ camera_update_view( &ortho );
+ camera_finalize( &ortho );
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
- glViewport( 0, 0, 1024, 1024 );
- shader_fscolour_use();
- shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+ render_fb_bind( &world->heightmap );
+ shader_blitcolour_use();
+ shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
render_fsquad();
- /* todo: hmm?? */
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glBlendEquation(GL_MAX);
- render_world_depth( ortho, camera );
+
+ render_world_position( world, &ortho );
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-
- /*
- * TODO: World settings entity
- */
- struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
-
- if( world.water.enabled )
- v4_copy( world.water.plane, winfo->g_water_plane );
-
- v4f info_vec;
- v3f *bounds = world.scene_geo->bbx;
-
- info_vec[0] = bounds[0][0];
- info_vec[1] = bounds[0][2];
- info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
- info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
- v4_copy( info_vec, winfo->g_depth_bounds );
-
- winfo->g_water_fog = 0.04f;
- render_update_lighting_ub();
+ /* upload full buffer */
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0,
+ sizeof(struct ub_world_lighting), &world->ub_lighting );
}
vg_release_thread_sync();
+#if 0
/*
* Setup scene collider
*/
-
reset_player( 1, (const char *[]){"start"} );
+#endif
}
-VG_STATIC void world_process_resources(void)
+VG_STATIC void world_process_resources( world_instance *world )
{
vg_info( "Loading textures\n" );
- world.texture_count = world.meta->info.texture_count;
- world.textures =
- vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
+
+ world->texture_count = 0;
+
+ world->texture_count = world->meta.textures.count+1;
+ world->textures = vg_linear_alloc( world_global.generic_heap,
+ sizeof(GLuint)*world->texture_count );
vg_acquire_thread_sync();
{
/* error texture */
- world.textures[0] = vg_tex2d_new();
+ world->textures[0] = vg_tex2d_new();
vg_tex2d_set_error();
vg_tex2d_nearest();
vg_tex2d_repeat();
- for( int i=1; i<world.texture_count; i++ )
- {
- mdl_texture *tex = &world.meta->texture_buffer[i];
+ for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+ mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
- if( !tex->pack_offset )
- {
+ if( !tex->file.pack_size ){
vg_release_thread_sync();
vg_fatal_exit_loop( "World models must have packed textures!" );
}
vg_linear_clear( vg_mem.scratch );
- world.textures[i] = vg_tex2d_new();
+ world->textures[i+1] = vg_tex2d_new();
vg_tex2d_set_error();
- vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
- mdl_pstr( world.meta, tex->pstr_name ));
+ vg_tex2d_qoi( mdl_arritm( &world->meta.pack, tex->file.pack_offset ),
+ tex->file.pack_size,
+ mdl_pstr( &world->meta, tex->file.pstr_path ));
vg_tex2d_nearest();
vg_tex2d_repeat();
}
vg_info( "Loading materials\n" );
- u32 size = sizeof(struct world_material) * world.meta->info.material_count;
- world.materials = vg_linear_alloc( world.dynamic_vgl, size );
-
- world.material_count = world.meta->info.material_count;
- memset( world.materials, 0, size );
-
- for( int i=1; i<world.material_count; i++ )
- world.materials[i].info = world.meta->material_buffer[i];
+ world->surface_count = world->meta.materials.count+1;
+ world->surfaces = vg_linear_alloc( world_global.generic_heap,
+ sizeof(struct world_surface)*world->surface_count );
/* error material */
- struct world_material *errmat = &world.materials[0];
- v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
- v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
- errmat->info.flags = 0x00;
- errmat->info.pstr_name = 0; /* useless? */
- errmat->info.shader = -1;
- errmat->info.tex_decal = 0;
- errmat->info.tex_diffuse = 0;
- errmat->info.tex_normal = 0;
+ struct world_surface *errmat = &world->surfaces[0];
+ memset( errmat, 0, sizeof(struct world_surface) );
+
+ for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
+ world->surfaces[i+1].info =
+ *(mdl_material *)mdl_arritm( &world->meta.materials, i );
+ }
}
-VG_STATIC void world_unload(void)
+VG_STATIC void world_unload( world_instance *world )
{
+ vg_acquire_thread_sync();
+
/* free meshes */
- mesh_free( &world.mesh_route_lines );
- mesh_free( &world.mesh_geo );
- mesh_free( &world.mesh_no_collide );
-
- world.time = 0.0;
- world.rewind_from = 0.0;
- world.rewind_to = 0.0;
- world.last_use = 0.0;
- world.active_gate = 0;
- world.current_run_version = 2;
- world.active_route_board = 0;
- v3_zero( world.render_gate_pos );
-
- for( int i=0; i<vg_list_size(world.ui_bars); i++ )
- {
- struct route_ui_bar *uib = &world.ui_bars[i];
- uib->segment_start = 0;
- uib->segment_count = 0;
- uib->fade_start = 0;
- uib->fade_count = 0;
- uib->fade_timer_start = 0.0;
- uib->xpos = 0.0f;
- }
+ mesh_free( &world->mesh_route_lines );
+ mesh_free( &world->mesh_geo );
+ mesh_free( &world->mesh_no_collide );
+
+ glDeleteBuffers( 1, &world->tbo_light_entities );
+ glDeleteTextures( 1, &world->tex_light_entities );
+ glDeleteTextures( 1, &world->tex_light_cubes );
+
+ /* FIXME: CANT DO THIS HERE */
+ world_global.time = 0.0;
+ world_global.rewind_from = 0.0;
+ world_global.rewind_to = 0.0;
+ world_global.last_use = 0.0;
+ world_global.active_route_board = 0;
/* delete textures and meshes */
- glDeleteTextures( world.texture_count, world.textures );
+ glDeleteTextures( world->texture_count, world->textures );
/* delete the entire block of memory */
- vg_linear_clear( world.dynamic_vgl );
- vg_linear_clear( world.audio_vgl );
+ /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */
+#if 0
+ vg_linear_clear( world->dynamic_vgl );
+ vg_linear_clear( world->audio_vgl );
+#endif
- /* clean dangling pointers */
- world.meta = NULL;
- world.textures = NULL;
- world.texture_count = 0;
- world.materials = NULL;
- world.material_count = 0;
+ vg_release_thread_sync();
+}
+
+VG_STATIC void world_clean( world_instance *world )
+{
+ memset( &world->meta, 0, sizeof(mdl_context) );
+
+ /*
+ * TODO: Theres probably a better way to do this?
+ */
+
+ world->textures = NULL;
+ world->texture_count = 0;
+ world->surfaces = NULL;
+ world->surface_count = 0;
- world.scene_geo = NULL;
- world.scene_no_collide = NULL;
- world.scene_lines = NULL;
+ world->scene_geo = NULL;
+ world->scene_no_collide = NULL;
+ world->scene_lines = NULL;
- world.geo_bh = NULL;
- world.trigger_bh = NULL;
- world.audio_bh = NULL;
+ world->geo_bh = NULL;
+ world->volume_bh = NULL;
+ world->audio_bh = NULL;
- world.spawns = NULL;
- world.spawn_count = 0;
+ world->water.enabled = 0;
- world.audio_things = NULL;
- world.audio_things_count = 0;
+ /* default lighting conditions
+ * -------------------------------------------------------------*/
+ struct ub_world_lighting *state = &world->ub_lighting;
- world.triggers = NULL;
- world.trigger_count = 0;
+ state->g_light_preview = 0;
+ state->g_shadow_samples = 8;
+ state->g_water_fog = 0.04f;
- world.logic_relays = NULL;
- world.relay_count = 0;
+ v4_zero( state->g_water_plane );
+ v4_zero( state->g_depth_bounds );
- world.logic_achievements = NULL;
- world.achievement_count = 0;
+ state->g_shadow_length = 9.50f;
+ state->g_shadow_spread = 0.65f;
- world.nodes = NULL;
- world.node_count = 0;
+ v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
+ v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
+ v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
+ v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
+ v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
+ v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
+}
- world.routes = NULL;
- world.route_count = 0;
+VG_STATIC void world_entities_init( world_instance *world )
+{
+ /* lights */
+ for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
+ ent_light *light = mdl_arritm( &world->ent_light, j );
- world.gates = NULL;
- world.gate_count = 0;
+ m4x3f to_world;
+ q_m3x3( light->transform.q, to_world );
+ v3_copy( light->transform.co, to_world[3] );
+ m4x3_invert_affine( to_world, light->inverse_world );
- world.collectors = NULL;
- world.collector_count = 0;
+ light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
+ light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
+ }
- world.water.enabled = 0;
+ /* gates */
+ for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, j );
+ gate_transform_update( gate );
+ }
}
-VG_STATIC void world_load(void)
+VG_STATIC void world_load( world_instance *world, const char *path )
{
- world_unload();
-
- world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
- vg_info( "Loading world: %s\n", world.world_name );
+ world_unload( world );
+ world_clean( world );
+
+ vg_info( "Loading world: %s\n", path );
+
+ mdl_open( &world->meta, path, world_global.generic_heap );
+ mdl_load_metadata_block( &world->meta, world_global.generic_heap );
+ mdl_load_animation_block( &world->meta, world_global.generic_heap );
+ mdl_load_mesh_block( &world->meta, world_global.generic_heap );
+ mdl_load_pack_block( &world->meta, world_global.generic_heap );
+
+ mdl_load_array( &world->meta, &world->ent_gate,
+ "ent_gate", world_global.generic_heap );
+ mdl_load_array( &world->meta, &world->ent_spawn,
+ "ent_spawn", world_global.generic_heap );
+ mdl_load_array( &world->meta, &world->ent_light,
+ "ent_light", world_global.generic_heap );
+
+ mdl_load_array( &world->meta, &world->ent_route_node,
+ "ent_route_node", world_global.generic_heap );
+ mdl_load_array( &world->meta, &world->ent_path_index,
+ "ent_path_index", world_global.generic_heap );
+ mdl_load_array( &world->meta, &world->ent_checkpoint,
+ "ent_checkpoint", world_global.generic_heap );
+ mdl_load_array( &world->meta, &world->ent_route,
+ "ent_route", world_global.generic_heap );
+
+ mdl_close( &world->meta );
/* process resources from pack */
- world_process_resources();
+ world_process_resources( world );
+#if 0
/* dynamic allocations */
- world_ents_allocate();
- world_routes_allocate();
+ world_ents_allocate( world );
+ world_routes_allocate( world );
/* meta processing */
- world_routes_process();
- world_entities_process();
+#endif
+ world_routes_ent_init( world );
+ world_entities_init( world );
/* main bulk */
- world_generate();
- world_routes_generate();
- world_post_process();
+ world_generate( world );
+ world_routes_generate( world );
+ world_post_process( world );
}
#endif /* WORLD_GEN_H */