fix motion vectors going through gate
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 16d64fdefdf8a53af2a1cbb98b28eed71d43702a..47ed5ee9c9b64624c20bf060c90921f3bb7d8037 100644 (file)
@@ -34,8 +34,13 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
 }
 
 /* Sprinkle foliage models over the map on terrain material */
-VG_STATIC void world_apply_procedural_foliage(void)
+VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
 {
+   if( vg.quality_profile == k_quality_profile_low )
+      return;
+
+   vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
+
    vg_linear_clear( vg_mem.scratch );
 
    mdl_context *mfoliage = 
@@ -49,6 +54,8 @@ VG_STATIC void world_apply_procedural_foliage(void)
    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++ )
    {
       v3f pos;
@@ -59,10 +66,10 @@ VG_STATIC void world_apply_procedural_foliage(void)
       ray_hit hit;
       hit.dist = INFINITY;
 
-      if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+      if( ray_world( pos, (v3f){0.0001f,-1.0f,0.0001f}, &hit ))
       {
-         if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
-             (hit.pos[1] > 0.0f+10.0f) )
+         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;
@@ -78,9 +85,13 @@ VG_STATIC void world_apply_procedural_foliage(void)
             v3_copy( hit.pos, transform[3] );
             scene_add_submesh( world.scene_no_collide, mfoliage, 
                                sm_blob, transform);
+
+            count ++;
          }
       }
    }
+
+   vg_info( "%d foliage models added\n", count );
 }
 
 VG_STATIC void world_ents_allocate(void)
@@ -173,22 +184,8 @@ VG_STATIC void world_pct_water( mdl_node *pnode )
       return;
    }
 
-   mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 );
-   
-   if( sm )
-   {
-      vg_acquire_thread_sync();
-      {
-         mdl_unpack_submesh( world.meta, &world.mesh_water, sm );
-         world.water.enabled = 1;
-         water_set_surface( pnode->co[1] );
-      }
-      vg_release_thread_sync();
-   }
-   else
-   {
-      vg_warn( "Water entity has no submeshes!\n" );
-   }
+   world.water.enabled = 1;
+   water_set_surface( pnode->co[1] );
 }
 
 VG_STATIC void world_pct_audio( mdl_node *pnode )
@@ -317,42 +314,108 @@ VG_STATIC void world_entities_process(void)
    }
 }
 
+VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index )
+{
+   struct grind_edge *edge_array = user,
+                     *edge = &edge_array[ item_index ];
+   
+  box_addpt( bound, edge->p0 );
+  box_addpt( bound, edge->p1 );
+}
+
+VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis )
+{
+   struct grind_edge *edge_array = user,
+                     *edge = &edge_array[ item_index ];
+
+   return (edge->p0[axis] + edge->p1[axis]) * 0.5f;
+}
+
+VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib )
+{
+   struct grind_edge *edge_array = user,
+                     *e0 = &edge_array[ ia ],
+                     *e1 = &edge_array[ ib ],
+                      et;
+   et = *e0;
+   *e0 = *e1;
+   *e1 = et;
+}
+
+VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest )
+{
+   struct grind_edge *edge_array = user,
+                     *edge = &edge_array[ index ];
+   
+   closest_point_segment( edge->p0, edge->p1, point, closest );
+}
+
+VG_STATIC bh_system bh_system_edges =
+{
+   .expand_bound = edge_bh_expand_bound,
+   .item_centroid = edge_bh_centroid,
+   .item_closest = edge_bh_closest,
+   .item_swap = edge_bh_swap,
+   .item_debug = NULL,
+   .cast_ray = NULL
+};
+
+VG_STATIC void world_generate_edges(void)
+{
+   vg_info( "Generating edge array\n" );
+   world.grind_edges = vg_linear_alloc( world.dynamic_vgl, 
+                                        5000*sizeof(struct grind_edge ) );
+   world.grind_edge_count = 0;
+
+   u32 fs_count = 0;
+   for( u32 i=0; i<world.scene_geo->vertex_count; i++ )
+      if( world.scene_geo->arrvertices[i].weights[0] )
+         fs_count ++;
+
+   vg_info( "Grind verts: %u\n", fs_count );
+
+   for( u32 i=0; i<world.scene_geo->indice_count/3; i++ )
+   {
+      u32 *ptri = &world.scene_geo->arrindices[ i*3 ];
+
+      for( int j=0; j<3; j++ )
+      {
+         u32 i0 = ptri[j],
+             i1 = ptri[(j+1)%3];
+
+         mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ],
+                  *v1 = &world.scene_geo->arrvertices[ i1 ];
+
+         if( v0->weights[0] )
+         {
+            if( world.grind_edge_count == 5000 )
+               vg_fatal_exit_loop( "Edge capacity exceeded" );
+
+            struct grind_edge *ge = 
+               &world.grind_edges[ world.grind_edge_count ++ ];
+
+            v3_copy( v0->co, ge->p0 );
+            v3_copy( v1->co, ge->p1 );
+         }
+      }
+   }
+
+   vg_info( "Grind edge count: %u\n", world.grind_edge_count );
+
+   world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges,
+                           world.grind_edge_count*sizeof(struct grind_edge) );
+
+   world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges, 
+                               world.grind_edges, world.grind_edge_count, 
+                               2 );
+}
+
 VG_STATIC void world_generate(void)
 {
    /* 
     * Compile meshes into the world scenes
     */
-   world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 );
-   
-   /*
-    * TODO: System to dynamically allocate these 
-    */
-   u32 mat_surf         = 0,
-       mat_surf_oob     = 0,
-       mat_vertex_blend = 0,
-       mat_alphatest    = 0,
-       mat_graffiti     = 0,
-       mat_subworld     = 0,
-       mat_terrain      = 0;
-
-   for( int i=1; i<world.meta->info.material_count; i++ )
-   {
-      mdl_material *mat = &world.meta->material_buffer[ i ];
-      const char *mat_name = mdl_pstr( world.meta, 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;
-   }
+   world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
 
    m4x3f midentity;
    m4x3_identity( midentity );
@@ -363,36 +426,20 @@ VG_STATIC void world_generate(void)
     */
 
    vg_info( "Generating collidable geometry\n" );
-   vg_info( "terrain...\n" );
-   /* terrain */
-   if( mat_terrain )
-      world_add_all_if_material( midentity, world.scene_geo, 
-                                 world.meta, mat_terrain );
-   scene_copy_slice( world.scene_geo, &world.sm_terrain );
-
-   /* oob */
-   vg_info( "oob...\n" );
-   if( mat_surf_oob )
-      world_add_all_if_material( midentity, world.scene_geo, 
-                                 world.meta, mat_surf_oob );
-   else
-      vg_warn( "No OOB surface\n" );
-   scene_copy_slice( world.scene_geo, &world.sm_geo_std_oob );
-
-
-   /* surface */
-   vg_info( "surface...\n" );
-   if( mat_surf )
-      world_add_all_if_material( midentity, world.scene_geo, 
-                                 world.meta, mat_surf );
-   scene_copy_slice( world.scene_geo, &world.sm_geo_std );
-
-   /* vertex_blend */
-   vg_info( "vertex blend...\n" );
-   if( mat_vertex_blend )
-      world_add_all_if_material( midentity, world.scene_geo,
-                                 world.meta, mat_vertex_blend);
-   scene_copy_slice( world.scene_geo, &world.sm_geo_vb );
+   
+
+   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 );
+
+      scene_copy_slice( world.scene_geo, &mat->sm_geo );
+   }
+
+
+
    
    /* compress that bad boy */
    world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
@@ -422,21 +469,21 @@ VG_STATIC void world_generate(void)
 
    world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
 
-   vg_info( "Applying foliage\n" );
-   srand(0);
-   world_apply_procedural_foliage();
-   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
+   for( int i=0; i<world.material_count; i++ )
+   {
+      struct world_material *mat = &world.materials[ i ];
 
-   vg_info( "alphatest...\n" );
-   world_add_all_if_material( midentity, world.scene_no_collide,
-                              world.meta, mat_alphatest );
-   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_alphatest );
+      if( !(mat->info.flags & k_material_flag_collision) )
+      {
+         world_add_all_if_material( midentity, world.scene_no_collide, 
+                                    world.meta, i );
+      }
 
-   vg_info( "graffiti...\n" );
-   world_add_all_if_material( midentity, world.scene_no_collide, 
-                              world.meta, mat_graffiti );
-   scene_copy_slice( world.scene_no_collide, &world.sm_graffiti );
+      if( mat->info.flags & k_material_flag_grow_grass )
+         world_apply_procedural_foliage( mat );
 
+      scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
+   }
 
    /* upload and free that */
    vg_acquire_thread_sync();
@@ -447,6 +494,8 @@ VG_STATIC void world_generate(void)
 
    vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
    world.scene_no_collide = NULL;
+
+   world_generate_edges();
 }
 
 VG_STATIC int reset_player( int argc, char const *argv[] );
@@ -476,8 +525,7 @@ VG_STATIC void world_post_process(void)
       /* 
        * 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 );
@@ -489,33 +537,34 @@ VG_STATIC void world_post_process(void)
             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( gpipeline.fb_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_depth( &ortho );
       glDisable(GL_BLEND);
       glEnable(GL_DEPTH_TEST);
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
-
       /* 
        * TODO: World settings entity
        */
@@ -546,14 +595,73 @@ VG_STATIC void world_post_process(void)
    reset_player( 1, (const char *[]){"start"} );
 }
 
+VG_STATIC void world_process_resources(void)
+{
+   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 );
+
+   vg_acquire_thread_sync();
+   {
+      /* error texture */
+      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];
+
+         if( !tex->pack_offset )
+         {
+            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();
+         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_nearest();
+         vg_tex2d_repeat();
+      }
+   }
+   vg_release_thread_sync();
+
+   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];
+
+   /* 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;
+}
 
 VG_STATIC void world_unload(void)
 {
+   vg_acquire_thread_sync();
+
    /* free meshes */
+   mesh_free( &world.mesh_route_lines );
    mesh_free( &world.mesh_geo );
    mesh_free( &world.mesh_no_collide );
-   mesh_free( &world.mesh_route_lines );
-   mesh_free( &world.mesh_water );
 
    world.time = 0.0;
    world.rewind_from = 0.0;
@@ -575,17 +683,28 @@ VG_STATIC void world_unload(void)
       uib->xpos = 0.0f;
    }
 
+   /* delete textures and meshes */
+   glDeleteTextures( world.texture_count, world.textures );
+
    /* delete the entire block of memory */
    vg_linear_clear( world.dynamic_vgl );
    vg_linear_clear( world.audio_vgl );
 
    /* clean dangling pointers */
    world.meta = NULL;
+
+   world.textures = NULL;
+   world.texture_count = 0;
+   world.materials = NULL;
+   world.material_count = 0;
    
    world.scene_geo = NULL;
-   world.scene_lines = NULL;
    world.scene_no_collide = NULL;
+   world.scene_lines = NULL;
+   world.grind_edges = NULL;
+   world.grind_edge_count = 0;
 
+   world.grind_bh = NULL;
    world.geo_bh = NULL;
    world.trigger_bh = NULL;
    world.audio_bh = NULL;
@@ -618,6 +737,8 @@ VG_STATIC void world_unload(void)
    world.collector_count = 0;
 
    world.water.enabled = 0;
+
+   vg_release_thread_sync();
 }
 
 VG_STATIC void world_load(void)
@@ -627,6 +748,9 @@ VG_STATIC void world_load(void)
    world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
    vg_info( "Loading world: %s\n", world.world_name );
 
+   /* process resources from pack */
+   world_process_resources();
+
    /* dynamic allocations */
    world_ents_allocate();
    world_routes_allocate();