+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef WORLD_GEN_H
#define WORLD_GEN_H
#include "world.h"
+VG_STATIC void world_load( u32 index, const char *path );
-static void world_add_all_if_material( m4x3f transform, scene *pscene,
- mdl_header *mdl, u32 id )
+VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene,
+ mdl_context *mdl, u32 id )
{
- for( int i=0; i<mdl->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( scene, mdl, sm, transform2 );
}
}
+ }
+}
- if( pnode->classtype == k_classtype_instance )
- {
- if( pnode->sub_uid )
- {
- u32 instance_id = pnode->sub_uid -1;
- struct instance_cache *cache = &world.instance_cache[instance_id];
- mdl_header *mdl2 = cache->mdl;
+VG_STATIC void world_add_blob( world_instance *world,
+ scene_context *scene, ray_hit *hit )
+{
+ m4x3f transform;
+ v4f qsurface, qrandom;
+ v3f axis;
- m4x3f transform2;
- mdl_node_transform( pnode, transform2 );
- m4x3_mul( transform, transform2, transform2 );
+ v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
- world_add_all_if_material( transform2, pscene, mdl2, id );
- }
- }
+ 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( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
+ vg_fatal_error( "Scene vertex buffer overflow" );
+
+ if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
+ vg_fatal_error( "Scene index buffer overflow" );
+
+ 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] ];
+
+ 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] + scene->vertex_count;
+
+ scene->vertex_count += vg_list_size(verts);
+ scene->indice_count += vg_list_size(indices);
}
-static void world_apply_procedural_foliage(void)
+/* 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 )
{
- mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
+ if( vg.quality_profile == k_quality_profile_low )
+ return;
+
+ vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
v3f volume;
- v3_sub( world.geo.bbx[1], world.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.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 ))
- {
- if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
- (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.foliage, 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, scene, &hit );
+ count ++;
}
}
}
- free( mfoliage );
+ vg_info( "%d foliage models added\n", count );
}
-static void world_load(void)
+VG_STATIC void world_generate( world_instance *world )
{
- mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
- vg_info( "Loading world: models/mp_dev.mdl\n" );
+ /*
+ * Compile meshes into the world scenes
+ */
+ 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 );
+
+ /*
+ * Generate scene: collidable geometry
+ * ----------------------------------------------------------------
+ */
- world.spawn_count = 0;
- world.traffic_count = 0;
- world.instance_cache = NULL;
+ vg_info( "Generating collidable geometry\n" );
+ for( u32 i=0; i<world->surface_count; i++ ){
+ 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->meta, i );
+
+ scene_copy_slice( &world->scene_geo, &surf->sm_geo );
+ }
+
+ /* compress that bad boy */
+ 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);
+
+ 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 );
+
+ v3_zero( world->rb_geo.rb.co );
+ v3_zero( world->rb_geo.rb.v );
+ q_identity( world->rb_geo.rb.q );
+ v3_zero( world->rb_geo.rb.w );
+
+ world->rb_geo.type = k_rb_shape_scene;
+ world->rb_geo.inf.scene.bh_scene = world->geo_bh;
+ rb_init_object( &world->rb_geo );
+
/*
- * Process entities
+ * Generate scene: non-collidable geometry
+ * ----------------------------------------------------------------
*/
- for( int i=0; i<mworld->node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id( mworld, i );
-
- if( pnode->classtype == k_classtype_none )
- {}
- else if( pnode->classtype == k_classtype_spawn )
- {
- struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
-
- v3_copy( pnode->co, rp->co );
- v4_copy( pnode->q, rp->q );
- strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) );
+ vg_info( "Generating non-collidable geometry\n" );
+
+ 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 *surf = &world->surfaces[ i ];
+
+ if( !(surf->info.flags & k_material_flag_collision) ){
+ world_add_all_if_material( midentity,
+ &world->scene_no_collide, &world->meta, i );
}
- else if( pnode->classtype == k_classtype_water )
- {
- if( wrender.enabled )
- {
- vg_warn( "Multiple water surfaces in level! ('%s')\n",
- mdl_pstr( mworld, pnode->pstr_name ));
+
+ 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, &surf->sm_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;
}
- mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 );
-
- if( sm )
- {
-
- if( vg_acquire_thread_sync(1) )
- {
- glmesh surf;
- if( mdl_unpack_submesh( mworld, &surf, sm ) )
- {
- water_set_surface( &surf, pnode->co[1] );
+ 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_async_dispatch( call, async_scene_upload );
+}
+
+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);
+}
+
+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_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];
+ }
+
+ v3f cube_size;
+
+ v3i icubes_count;
+ v3i_sub( icubes_max, icubes_min, icubes_count );
+
+ for( int i=0; i<3; i++ ){
+ int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
+ float clamped_max = icubes_min[i] + clamped_count,
+ max = icubes_min[i] + icubes_count[i]+1;
+
+ icubes_count[i] = clamped_count;
+ cube_size[i] = (max / clamped_max) * k_light_cube_size;
+ cubes_max[i] = clamped_max;
+ }
+
+ v3_mul( cubes_min, cube_size, cubes_min );
+ v3_mul( cubes_max, 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 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],
+ cubes_max[0], -cubes_max[2], cubes_max[1] );
+ v3_copy( cubes_min, world->ub_lighting.g_cube_min );
+
+ 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;
}
- vg_release_thread_sync(1);
+ 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;
}
}
- else if( pnode->classtype == k_classtype_car_path )
- {
- struct classtype_car_path *p = mdl_get_entdata( mworld, pnode );
- traffic_node *tn = &world.traffic[ world.traffic_count ];
- tn->mn_next = NULL;
- tn->mn_next1 = NULL;
-
- if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target );
- if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 );
-
- m4x3f transform;
- mdl_node_transform( pnode, transform );
- m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h );
- v3_copy( transform[3], tn->co );
-
- pnode->sub_uid = world.traffic_count ++;
- }
- else if( pnode->classtype == k_classtype_instance )
- {
- struct classtype_instance *inst = mdl_get_entdata( mworld, pnode );
- pnode->sub_uid = 0;
-
- int cached = 0;
- for( int i=0; i<world.instance_cache_count; i++ )
- {
- struct instance_cache *cache = &world.instance_cache[i];
- if( inst->pstr_file == cache->pstr_file )
- {
- cached = 1;
- pnode->sub_uid = i+1;
- break;
- }
- }
+ }
- if( !cached )
- {
- world.instance_cache = buffer_reserve(
- world.instance_cache, world.instance_cache_count,
- &world.instance_cache_cap, 1,
- sizeof(struct instance_cache) );
+ vg_async_dispatch( call, async_upload_light_indices );
+}
- struct instance_cache *cache =
- &world.instance_cache[world.instance_cache_count];
+VG_STATIC void async_world_postprocess_render( void *payload, u32 _size )
+{
+ /* create scene lighting buffer */
+ world_instance *world = payload;
- const char *filename = mdl_pstr(mworld, inst->pstr_file);
+ u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
+ vg_info( "Upload %ubytes (lighting)\n", size );
- cache->pstr_file = inst->pstr_file;
- cache->mdl = mdl_load( filename );
+ 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 |
+ *
+ */
- if( cache->mdl )
- {
- world.instance_cache_count ++;
- pnode->sub_uid = world.instance_cache_count;
- mdl_link_materials( mworld, cache->mdl );
- vg_success( "Cached %s\n", filename );
- }
- else
- {
- vg_warn( "Failed to cache %s\n", filename );
- }
- }
+ 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 );
}
- world.instance_cache = buffer_fix( world.instance_cache,
- world.instance_cache_count,
- &world.instance_cache_cap,
- sizeof( struct instance_cache ) );
+ glUnmapBuffer( GL_TEXTURE_BUFFER );
-#if 0
- traffic_finalize( world.traffic, world.traffic_count );
- for( int i=0; i<vg_list_size(world.van_man); i++ )
- world.van_man[i].current =&world.traffic[vg_randint(world.traffic_count)];
-#endif
+ 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 );
/*
- * Compile meshes into the world scenes
+ * Rendering the depth map
*/
- scene_init( &world.geo );
+ 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 );
+}
- u32 mat_surf = 0,
- mat_surf_oob = 0,
- mat_vertex_blend = 0,
- mat_alphatest = 0,
- mat_graffiti = 0,
- mat_subworld = 0,
- mat_terrain = 0;
+VG_STATIC int reset_player( int argc, char const *argv[] );
+VG_STATIC void world_post_process( world_instance *world )
+{
+ world_compute_light_indices( world );
- for( int i=1; i<mworld->material_count; i++ )
- {
- mdl_material *mat = mdl_material_from_id( mworld, i );
- const char *mat_name = mdl_pstr( mworld, mat->pstr_name );
-
- if( !strcmp( "surf", mat_name ))
- mat_surf = i;
- else if( !strcmp( "surf_oob", mat_name ))
- mat_surf_oob = i;
- else if( !strcmp( "vertex_blend", mat_name ))
- mat_vertex_blend = i;
- else if( !strcmp( "alphatest", mat_name ))
- mat_alphatest = i;
- else if( !strcmp( "graffitibox", mat_name ))
- mat_graffiti = i;
- else if( !strcmp( "terrain", mat_name ) )
- mat_terrain = i;
+ 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 )
+{
+ vg_info( "Loading textures\n" );
+
+ world->texture_count = 0;
+
+ world->texture_count = world->meta.textures.count+1;
+ world->textures = vg_linear_alloc( world->heap,
+ vg_align8(sizeof(GLuint)*world->texture_count) );
+
+ vg_tex2d_replace_with_error( &world->textures[0] );
+
+ 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] );
}
- m4x3f midentity;
- m4x3_identity( midentity );
+ vg_info( "Loading materials\n" );
- if( mat_terrain )
- world_add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
- scene_copy_slice( &world.geo, &world.sm_terrain );
+ world->surface_count = world->meta.materials.count+1;
+ world->surfaces = vg_linear_alloc( world->heap,
+ vg_align8(sizeof(struct world_surface)*world->surface_count) );
- if( mat_surf_oob )
- world_add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob );
- else
- vg_warn( "No OOB surface\n" );
- scene_copy_slice( &world.geo, &world.sm_geo_std_oob );
+ /* error material */
+ 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 );
+ }
+}
- if( mat_surf )
- world_add_all_if_material( midentity, &world.geo, mworld, mat_surf );
- scene_copy_slice( &world.geo, &world.sm_geo_std );
+#if 0
+VG_STATIC void world_free( 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 );
+
+ /* glDeleteBuffers silently ignores 0's and names that do not correspond to
+ * existing buffer objects.
+ * */
+ glDeleteBuffers( 1, &world->tbo_light_entities );
+ glDeleteTextures( 1, &world->tex_light_entities );
+ glDeleteTextures( 1, &world->tex_light_cubes );
- if( mat_vertex_blend )
- world_add_all_if_material( midentity, &world.geo,mworld,mat_vertex_blend);
- scene_copy_slice( &world.geo, &world.sm_geo_vb );
+ /* delete textures and meshes */
+ glDeleteTextures( world->texture_count, world->textures );
- if( vg_acquire_thread_sync(1) )
- {
- if( !scene_upload( &world.geo ) )
- {
+ vg_release_thread_sync();
+
+ world->status = k_world_status_unloaded;
+}
+#endif
+
+VG_STATIC void world_init_blank( world_instance *world )
+{
+ memset( &world->meta, 0, sizeof(mdl_context) );
+
+ world->textures = NULL;
+ world->texture_count = 0;
+ world->surfaces = NULL;
+ world->surface_count = 0;
+
+ world->geo_bh = NULL;
+ world->volume_bh = NULL;
+ world->audio_bh = NULL;
+ world->rendering_gate = NULL;
+
+ world->water.enabled = 0;
+
+ /* default lighting conditions
+ * -------------------------------------------------------------*/
+ struct ub_world_lighting *state = &world->ub_lighting;
+
+ state->g_light_preview = 0;
+ state->g_shadow_samples = 8;
+ state->g_water_fog = 0.04f;
+
+ v4_zero( state->g_water_plane );
+ v4_zero( state->g_depth_bounds );
+
+ state->g_shadow_length = 9.50f;
+ state->g_shadow_spread = 0.65f;
+
+ 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 );
+}
+
+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 );
+
+ 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 );
+
+ light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
+ light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
+ }
+
+ /* gates */
+ for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, j );
+
+ 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 */
+ for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
+ ent_water *water = mdl_arritm( &world->ent_water, j );
+ if( world->water.enabled ){
+ vg_warn( "Multiple water surfaces in level!\n" );
+ break;
}
- vg_release_thread_sync(1);
+ world->water.enabled = 1;
+ water_set_surface( world, water->transform.co[1] );
+ }
+
+ /* volumes */
+ for( u32 j=0; j<mdl_arrcount(&world->ent_volume); j++ ){
+ ent_volume *volume = mdl_arritm( &world->ent_volume, j );
+ mdl_transform_m4x3( &volume->transform, volume->to_world );
+ m4x3_invert_full( volume->to_world, volume->to_local );
}
- scene_bh_create( &world.geo );
+ /* audio packs */
+ for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
+ ent_audio *audio = mdl_arritm( &world->ent_audio, j );
+ for( u32 k=0; k<audio->clip_count; k++ ){
+ ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
+ audio->clip_start+k );
- /* Foliage /nocollide layer.
- * TODO: Probably should have material traits for this
- */
- scene_init( &world.foliage );
+ if( clip->file.pack_size ){
+ u32 size = clip->file.pack_size,
+ offset = clip->file.pack_offset;
- world_apply_procedural_foliage();
- scene_copy_slice( &world.foliage, &world.sm_foliage_main );
+ /* embedded files are fine to clear the scratch buffer, only
+ * external audio uses it */
- world_add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest);
- scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
+ vg_linear_clear( vg_mem.scratch );
+ void *data = vg_linear_alloc( vg_mem.scratch,
+ clip->file.pack_size );
- world_add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
- scene_copy_slice( &world.foliage, &world.sm_graffiti );
+ mdl_fread_pack_file( &world->meta, &clip->file, data );
+ clip->clip.path = NULL;
+ clip->clip.flags = audio->flags;
+ clip->clip.data = data;
+ clip->clip.size = size;
+ }
+ else{
+ clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
+ clip->clip.flags = audio->flags;
+ clip->clip.data = NULL;
+ clip->clip.size = 0;
+ }
- if( vg_acquire_thread_sync(1) )
- {
- if( !scene_upload( &world.foliage ) )
- {
-
+ audio_clip_load( &clip->clip, world->heap );
}
-
- /*
- * Rendering the depth map
- */
- m4x4f ortho;
- m4x3f camera;
-
- v3f extent;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
-
- float fl = world.geo.bbx[0][0],
- fr = world.geo.bbx[1][0],
- fb = world.geo.bbx[0][2],
- ft = world.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 );
-
- glViewport( 0, 0, 1024, 1024 );
- glDisable(GL_DEPTH_TEST);
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
- shader_fscolour_use();
- shader_fscolour_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_depth( ortho, camera );
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-
-
- /*
- * TODO: World settings entity
- */
- struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
- v4_copy( wrender.plane, winfo->g_water_plane );
-
- v4f bounds;
- bounds[0] = world.geo.bbx[0][0];
- bounds[1] = world.geo.bbx[0][2];
- bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
- bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
- v4_copy( bounds, winfo->g_depth_bounds );
-
- winfo->g_water_fog = 0.04f;
- render_update_lighting_ub();
-
- vg_release_thread_sync(1);
}
+}
- world_routes_loadfrom( mworld );
+VG_STATIC void world_load( u32 index, const char *path )
+{
+ world_instance *world = &world_global.worlds[index];
+ world_init_blank( world );
+ world->status = k_world_status_loading;
- for( int i=0; i<world.instance_cache_count; i++ )
- free( world.instance_cache[i].mdl );
+ vg_info( "Loading world: %s\n", path );
- free( world.instance_cache );
- free( mworld );
- scene_free_offline_buffers( &world.foliage );
+ void *allocator = NULL;
+ if( index == 0 ) allocator = world_global.heap;
+ else allocator = world_global.worlds[index-1].heap;
- /*
- * Setup scene collider
- */
- v3_zero( world.rb_geo.co );
- q_identity( world.rb_geo.q );
+ u32 heap_availible = vg_linear_remaining( allocator );
+ u32 min_overhead = sizeof(vg_linear_allocator);
+
+ if( heap_availible < (min_overhead+1024) ){
+ vg_fatal_error( "out of memory" );
+ }
+
+ u32 size = heap_availible - min_overhead;
+ void *heap = vg_create_linear_allocator( allocator, size,
+ VG_MEMORY_SYSTEM );
+
+ world->heap = heap;
+ mdl_context *meta = &world->meta;
+
+ mdl_open( meta, path, world->heap );
+ mdl_load_metadata_block( meta, world->heap );
+ mdl_load_animation_block( meta, world->heap );
+ mdl_load_mesh_block( meta, world->heap );
+
+ mdl_load_array( meta, &world->ent_gate, "ent_gate", heap );
+ mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap );
+ mdl_load_array( meta, &world->ent_light, "ent_light", heap );
+ mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
+ mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
+ mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
+ mdl_load_array( meta, &world->ent_route, "ent_route", heap );
+ mdl_load_array( meta, &world->ent_water, "ent_water", heap );
+ 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( index );
+ world->volume_bh = bh_create( heap, &bh_system_volumes, world,
+ mdl_arrcount( &world->ent_volume ), 1 );
+
+ /* main bulk */
+ world_generate( world );
+ world_routes_generate( world );
+ world_post_process( world );
+
+ mdl_close( meta );
- world.rb_geo.type = k_rb_shape_scene;
- world.rb_geo.inf.scene.pscene = &world.geo;
- world.rb_geo.is_world = 1;
- rb_init( &world.rb_geo );
+ world->status = k_world_status_loaded;
}
#endif /* WORLD_GEN_H */