now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index 3290def58a7f7e2010fc602aa74640242cf0131a..59bed34a282cfdd8ae05687b4c94d261168c76ef 100644 (file)
@@ -187,6 +187,11 @@ VG_STATIC void world_ents_allocate( world_instance *world )
          k_classtype_point_light,
          (void*)&world->lights,
          sizeof(struct world_light)
+      },
+      {
+         k_classtype_nonlocal_gate,
+         (void*)&world->nonlocal_gates,
+         sizeof(struct nonlocal_gate)
       }
    };
 
@@ -341,6 +346,18 @@ VG_STATIC void world_pct_point_light( world_instance *world, mdl_node *pnode )
    world->light_count ++;
 }
 
+VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode )
+{
+   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( world_instance *world )
 {
    struct entity_instruction
@@ -356,7 +373,8 @@ VG_STATIC void world_entities_process( world_instance *world )
       { k_classtype_trigger,  world_pct_trigger },
       { k_classtype_logic_relay, world_pct_relay },
       { k_classtype_logic_achievement, world_pct_achievement },
-      { k_classtype_point_light, world_pct_point_light }
+      { k_classtype_point_light, world_pct_point_light },
+      { k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
    };
 
    for( int i=0; i<world->meta->info.node_count; i++ )
@@ -376,6 +394,60 @@ VG_STATIC void world_entities_process( world_instance *world )
    }
 }
 
+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 );
+         }
+      }
+   }
+}
+
 VG_STATIC void world_scene_compute_light_clusters( world_instance *world,
                                                    scene *sc )
 {
@@ -524,6 +596,48 @@ VG_STATIC void world_post_process( world_instance *world )
 
    vg_acquire_thread_sync();
    {
+      /* create scene lighting buffer */
+      glGenBuffers( 1, &world->tbo_light_entities );
+      glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
+      glBufferData( GL_TEXTURE_BUFFER, world->light_count*sizeof(float)*8,
+                    NULL, GL_DYNAMIC_DRAW );
+
+      v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
+      
+      for( int i=0; i<world->light_count; i++ )
+      {
+         struct world_light *light = &world->lights[i];
+
+         v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*2+0] );
+         v3_copy( light->co, light_dst[i*2+1] );
+      }
+
+      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 );
+
+      /* upload full buffer */
+      glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+      glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                       sizeof(struct ub_world_lighting), &world->ub_lighting );
+
+
       /* 
        * Rendering the depth map
        */
@@ -562,39 +676,11 @@ VG_STATIC void world_post_process( world_instance *world )
       glBlendFunc(GL_ONE, GL_ONE);
       glBlendEquation(GL_MAX);
 
-      render_world_depth( world, &ortho );
+      render_world_position( world, &ortho );
       glDisable(GL_BLEND);
       glEnable(GL_DEPTH_TEST);
       glBindFramebuffer( GL_FRAMEBUFFER, 0 );
 
-      /* 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 );
-
-      /* add scene lights */
-      for( int i=0; i<world->light_count; i++ )
-      {
-         struct world_light *light = &world->lights[i];
-
-         v3_muls( light->colour, light->colour[3] * 2.0f,
-                  world->ub_lighting.g_point_light_colours[i] );
-         v3_copy( light->co, 
-                  world->ub_lighting.g_point_light_positions[i] );
-      }
-
-      /* 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();
@@ -771,6 +857,9 @@ VG_STATIC void world_clean( world_instance *world )
    world->collectors = NULL;
    world->collector_count = 0;
 
+   world->nonlocal_gates = NULL;
+   world->nonlocalgate_count = 0;
+
    world->water.enabled = 0;