VG_STATIC void world_load( u32 index, const char *path );
-VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
+VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene,
mdl_context *mdl, u32 id )
{
for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
mdl_transform_m4x3( &mesh->transform, transform2 );
m4x3_mul( transform, transform2, transform2 );
- scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
+ scene_add_mdl_submesh( scene, mdl, sm, transform2 );
}
}
}
}
VG_STATIC void world_add_blob( world_instance *world,
- scene *pscene, ray_hit *hit )
+ scene_context *scene, ray_hit *hit )
{
m4x3f transform;
v4f qsurface, qrandom;
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( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
+ vg_fatal_error( "Scene vertex buffer overflow" );
- if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
- vg_fatal_exit_loop( "Scene index buffer overflow" );
+ if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
+ vg_fatal_error( "Scene index buffer overflow" );
- scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
- u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
+ scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
+ u32 *dst_indices = &scene->arrindices [ scene->indice_count ];
- scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ];
+ scene_vert *ref = &world->scene_geo.arrvertices[ hit->tri[0] ];
for( u32 i=0; i<vg_list_size(verts); i++ )
{
}
for( u32 i=0; i<vg_list_size(indices); i++ )
- dst_indices[i] = indices[i] + pscene->vertex_count;
+ dst_indices[i] = indices[i] + scene->vertex_count;
- pscene->vertex_count += vg_list_size(verts);
- pscene->indice_count += vg_list_size(indices);
+ scene->vertex_count += vg_list_size(verts);
+ scene->indice_count += vg_list_size(indices);
}
/* Sprinkle foliage models over the map on terrain material */
VG_STATIC void world_apply_procedural_foliage( world_instance *world,
+ scene_context *scene,
struct world_surface *mat )
{
if( vg.quality_profile == k_quality_profile_low )
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;
int count = 0;
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( 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 );
+ world_add_blob( world, scene, &hit );
count ++;
}
}
/*
* Compile meshes into the world scenes
*/
- world->scene_geo = scene_init( world->heap, 320000, 1200000 );
+ scene_init( &world->scene_geo, 320000, 1200000 );
+ u32 buf_size = scene_mem_required( &world->scene_geo );
+ u8 *buffer = vg_linear_alloc( world->heap, buf_size );
+ scene_supply_buffer( &world->scene_geo, buffer );
m4x3f midentity;
m4x3_identity( midentity );
struct world_surface *surf = &world->surfaces[ i ];
if( surf->info.flags & k_material_flag_collision )
- world_add_all_if_material( midentity, world->scene_geo,
+ world_add_all_if_material( midentity, &world->scene_geo,
&world->meta, i );
- scene_copy_slice( world->scene_geo, &surf->sm_geo );
+ scene_copy_slice( &world->scene_geo, &surf->sm_geo );
}
/* compress that bad boy */
- world->scene_geo = scene_fix( world->heap, world->scene_geo );
+ u32 new_vert_max = world->scene_geo.vertex_count,
+ new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
+ new_indice_len = world->scene_geo.indice_count*sizeof(u32);
- vg_acquire_thread_sync();
- {
- scene_upload( world->scene_geo, &world->mesh_geo );
- }
- vg_release_thread_sync();
+ u32 *src_indices = world->scene_geo.arrindices,
+ *dst_indices = (u32 *)(buffer + new_vert_size);
+
+ memmove( dst_indices, src_indices, new_indice_len );
+
+ world->scene_geo.max_indices = world->scene_geo.indice_count;
+ world->scene_geo.max_vertices = world->scene_geo.vertex_count;
+ buf_size = scene_mem_required( &world->scene_geo );
+
+ buffer = vg_linear_resize( world->heap, buffer, buf_size );
+
+ world->scene_geo.arrvertices = (scene_vert *)(buffer);
+ world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
+
+ scene_upload_async( &world->scene_geo, &world->mesh_geo );
+
+ /* need send off the memory to the gpu before we can create the bvh. */
+ vg_async_stall();
+ vg_info( "creating bvh\n" );
/* setup spacial mapping and rigidbody */
- world->geo_bh = scene_bh_create( world->heap, world->scene_geo );
+ world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
v3_zero( world->rb_geo.rb.co );
v3_zero( world->rb_geo.rb.v );
*/
vg_info( "Generating non-collidable geometry\n" );
- world->scene_no_collide = scene_init( world->heap, 200000, 500000 );
+ vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
+ &world->mesh_no_collide,
+ 200000, 500000 );
for( u32 i=0; i<world->surface_count; i++ ){
- struct world_surface *mat = &world->surfaces[ i ];
+ struct world_surface *surf = &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( !(surf->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( world, mat );
+ if( surf->info.flags & k_material_flag_grow_grass )
+ world_apply_procedural_foliage( world,
+ &world->scene_no_collide, surf );
- scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
+ scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
}
- /* upload and free that */
- vg_acquire_thread_sync();
- {
- scene_upload( world->scene_no_collide, &world->mesh_no_collide );
+ for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
+ ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
+
+ for( u32 j=0; j<vehc->submesh_count; j++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ vehc->submesh_start+j );
+
+ if( sm->flags & k_submesh_flag_consumed ){
+ continue;
+ }
+
+ m4x3f identity;
+ m4x3_identity( identity );
+ scene_add_mdl_submesh( &world->scene_no_collide,
+ &world->meta, sm, identity );
+
+ scene_copy_slice( &world->scene_no_collide, sm );
+ sm->flags |= k_submesh_flag_consumed;
+ }
}
- vg_release_thread_sync();
- vg_linear_del( world->heap, world->scene_no_collide );
- world->scene_no_collide = NULL;
+ vg_async_dispatch( call, async_scene_upload );
}
float fsd_cone_infinite( v3f p, v2f c )
return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
}
+struct light_indices_upload_info{
+ world_instance *world;
+ v3i count;
+
+ void *data;
+};
+
+VG_STATIC void async_upload_light_indices( void *payload, u32 size )
+{
+ struct light_indices_upload_info *info = payload;
+
+ glGenTextures( 1, &info->world->tex_light_cubes );
+ glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
+ glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
+ info->count[0], info->count[1], info->count[2],
+ 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
+ glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+}
+
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_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 );
int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
- u32 *cubes_index = vg_linear_alloc( world->heap,
- vg_align8(total_cubes*sizeof(u32)*2) );
+ u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
+ hdr_size = vg_align8(sizeof(struct light_indices_upload_info));
+
+ vg_async_item *call = vg_async_alloc( data_size + hdr_size );
+ struct light_indices_upload_info *info = call->payload;
+ info->data = ((u8*)call->payload) + hdr_size;
+ info->world = world;
+ u32 *cubes_index = info->data;
+
+ for( int i=0; i<3; i++ )
+ info->count[i] = icubes_count[i];
vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
}
}
- vg_acquire_thread_sync();
+ vg_async_dispatch( call, async_upload_light_indices );
+}
- 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_STATIC void async_world_postprocess_render( void *payload, u32 _size )
+{
+ /* create scene lighting buffer */
+ world_instance *world = payload;
- vg_linear_del( world->heap, cubes_index );
+ u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
+ vg_info( "Upload %ubytes (lighting)\n", size );
- vg_release_thread_sync();
-}
+ 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 |
+ *
+ */
-VG_STATIC int reset_player( int argc, char const *argv[] );
-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++ )
- {
- struct world_audio_thing *thingy = &world->audio_things[ i ];
+ 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 );
- if( thingy->flags & AUDIO_FLAG_AUTO_START )
- {
- audio_channel *ch =
- audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
+ /* colour + night */
+ v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
+ light_dst[i*3+0][3] = 2.0f;
- audio_channel_edit_volume( ch, thingy->volume, 1 );
- audio_channel_set_spacial( ch, thingy->pos, thingy->range );
+ if( !light->daytime ){
+ u32 hash = (i * 29986577u) & 0xffu;
+ float switch_on = hash;
+ switch_on *= (1.0f/255.0f);
- if( !(ch->flags & AUDIO_FLAG_LOOP) )
- ch = audio_relinquish_channel( ch );
+ 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 );
}
- audio_unlock();
-#endif
- world_compute_light_indices( world );
+ glUnmapBuffer( GL_TEXTURE_BUFFER );
- vg_acquire_thread_sync();
- {
- /* create scene lighting 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 );
- u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
- vg_info( "Upload %ubytes (lighting)\n", size );
+ /* Upload lighting uniform buffer */
+ if( world->water.enabled )
+ v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
- 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] = 2.0f;
-
- if( !light->daytime ){
- u32 hash = (i * 29986577u) & 0xffu;
- 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 );
- }
+ v4f info_vec;
+ v3f *bounds = world->scene_geo.bbx;
- 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
- */
- camera ortho;
-
- v3f 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],
- rl = 1.0f / (fr-fl),
- tb = 1.0f / (ft-fb);
-
- 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);
- render_fb_bind( &world->heightmap, 0 );
- shader_blitcolour_use();
- shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
- render_fsquad();
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE);
- glBlendEquation(GL_MAX);
-
- render_world_position( world, &ortho );
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-
- /* upload full buffer */
- glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
- glBufferSubData( GL_UNIFORM_BUFFER, 0,
- sizeof(struct ub_world_lighting), &world->ub_lighting );
- }
+ 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 );
- vg_release_thread_sync();
+ /*
+ * Rendering the depth map
+ */
+ camera ortho;
+
+ v3f 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],
+ rl = 1.0f / (fr-fl),
+ tb = 1.0f / (ft-fb);
+
+ 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);
+ render_fb_bind( &world->heightmap, 0 );
+ shader_blitcolour_use();
+ shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+ render_fsquad();
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glBlendEquation(GL_MAX);
+
+ render_world_position( world, &ortho );
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ /* upload full buffer */
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0,
+ sizeof(struct ub_world_lighting), &world->ub_lighting );
+}
+
+VG_STATIC int reset_player( int argc, char const *argv[] );
+VG_STATIC void world_post_process( world_instance *world )
+{
+ world_compute_light_indices( world );
+
+ vg_async_item *call = vg_async_alloc(0);
+ call->payload = world;
+ vg_async_dispatch( call, async_world_postprocess_render );
}
VG_STATIC void world_process_resources( world_instance *world )
world->textures = vg_linear_alloc( world->heap,
vg_align8(sizeof(GLuint)*world->texture_count) );
- vg_acquire_thread_sync();
- {
- /* error texture */
- world->textures[0] = vg_tex2d_new();
- vg_tex2d_set_error();
- vg_tex2d_nearest();
- vg_tex2d_repeat();
-
- for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
- mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
-
- if( !tex->file.pack_size ){
- vg_release_thread_sync();
- vg_fatal_exit_loop( "World models must have packed textures!" );
- }
+ vg_tex2d_replace_with_error( &world->textures[0] );
- vg_linear_clear( vg_mem.scratch );
- void *src_data = vg_linear_alloc( vg_mem.scratch,
- tex->file.pack_size );
- mdl_fread_pack_file( &world->meta, &tex->file, src_data );
-
- world->textures[i+1] = vg_tex2d_new();
- vg_tex2d_set_error();
- vg_tex2d_qoi( src_data, tex->file.pack_size,
- mdl_pstr( &world->meta, tex->file.pstr_path ));
- vg_tex2d_nearest();
- vg_tex2d_repeat();
+ for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+ mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
+
+ if( !tex->file.pack_size ){
+ vg_fatal_error( "World models must have packed textures!" );
}
+
+ vg_linear_clear( vg_mem.scratch );
+ void *src_data = vg_linear_alloc( vg_mem.scratch,
+ tex->file.pack_size );
+ mdl_fread_pack_file( &world->meta, &tex->file, src_data );
+
+ vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
+ VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
+ &world->textures[i+1] );
}
- vg_release_thread_sync();
vg_info( "Loading materials\n" );
}
}
+#if 0
VG_STATIC void world_free( world_instance *world )
{
vg_acquire_thread_sync();
glDeleteTextures( world->texture_count, world->textures );
vg_release_thread_sync();
+
+ world->status = k_world_status_unloaded;
}
+#endif
VG_STATIC void world_init_blank( world_instance *world )
{
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->geo_bh = NULL;
world->volume_bh = NULL;
v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
}
-VG_STATIC void world_entities_init( world_instance *world )
+VG_STATIC void world_entities_init( u32 world_id )
{
+ world_instance *world = &world_global.worlds[world_id];
+
/* lights */
for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
ent_light *light = mdl_arritm( &world->ent_light, j );
/* 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 );
+
+ if( gate->type == k_gate_type_teleport ){
+ gate_transform_update( gate );
+ }
+ else if( gate->type == k_gate_type_nonlocal_unlinked ){
+ const char *key = mdl_pstr( &world->meta, gate->target );
+ vg_info( "key: %s\n", key );
+
+ for( u32 i=0; i<vg_list_size(world_global.worlds); i++ ){
+ world_instance *other = &world_global.worlds[i];
+ if( other == world ) continue;
+ if( other->status != k_world_status_loaded ) continue;
+ vg_info( "Checking world %u for key matches\n", i );
+
+ for( u32 j=0; j<mdl_arrcount( &other->ent_gate ); j++ ){
+ ent_gate *gate2 = mdl_arritm( &other->ent_gate, j );
+ if( gate2->type != k_gate_type_nonlocal_unlinked ) continue;
+
+ const char *key2 = mdl_pstr( &other->meta, gate2->target );
+ vg_info( " key2: %s\n", key2 );
+
+ if( strcmp( key, key2 ) ) continue;
+
+ vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
+ key, world_id, i );
+
+ gate->type = k_gate_type_nonlocel;
+ gate2->type = k_gate_type_nonlocel;
+ gate->target = i;
+ gate2->target = world_id;
+
+ v3_copy( gate->co[0], gate2->co[1] );
+ v3_copy( gate2->co[0], gate->co[1] );
+ v4_copy( gate->q[0], gate2->q[1] );
+ v4_copy( gate2->q[0], gate->q[1] );
+
+ v4f qflip;
+ q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+ q_mul( gate->q[0], qflip, gate->q[0] );
+ q_mul( gate->q[1], qflip, gate->q[1] );
+
+ gate_transform_update( gate );
+ gate_transform_update( gate2 );
+
+ goto matched;
+ }
+ }
+matched:;
+ }
}
/* water */
{
world_instance *world = &world_global.worlds[index];
world_init_blank( world );
+ world->status = k_world_status_loading;
vg_info( "Loading world: %s\n", path );
u32 min_overhead = sizeof(vg_linear_allocator);
if( heap_availible < (min_overhead+1024) ){
- vg_fatal_exit_loop( "out of memory" );
+ vg_fatal_error( "out of memory" );
}
u32 size = heap_availible - min_overhead;
mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
mdl_load_array( meta, &world->ent_audio, "ent_audio", heap );
mdl_load_array( meta, &world->ent_volume, "ent_volume", heap );
+ mdl_load_array( meta, &world->ent_traffic, "ent_traffic", heap );
/* process resources from pack */
world_process_resources( world );
world_routes_ent_init( world );
- world_entities_init( world );
+ world_entities_init( index );
world->volume_bh = bh_create( heap, &bh_system_volumes, world,
mdl_arrcount( &world->ent_volume ), 1 );
world_post_process( world );
mdl_close( meta );
+
+ world->status = k_world_status_loaded;
}
#endif /* WORLD_GEN_H */