#include "world.h"
-VG_STATIC void world_load( world_instance *world, const char *path );
+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 ++;
}
}
vg_info( "%d foliage models added\n", count );
}
-#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...--
- *
- * ... 16.03.23: I HOPE YOUR FUCKING HAPPY
- * ... 22.03.23: incomprehensible pain
- *
- * -- use this in world_routes too --
- *
- */
-
- struct countable
- {
- enum classtype ct, ct1;
- void **to_allocate;
- u32 item_size;
- int count;
- }
- entity_counts[] =
- {
- {
- k_classtype_spawn,
- k_classtype_none,
- (void*)&world->spawns,
- sizeof(struct respawn_point)
- },
- {
- k_classtype_audio,
- k_classtype_none,
- (void*)&world->audio_things,
- sizeof(struct world_audio_thing)
- },
- {
- k_classtype_world_light,
- k_classtype_none,
- (void*)&world->lights,
- sizeof(struct world_light)
- },
- {
- k_classtype_nonlocal_gate,
- k_classtype_none,
- (void*)&world->nonlocal_gates,
- sizeof(struct nonlocal_gate)
- },
- };
-
- 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++ )
- {
- 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) ||
- (pnode->classtype == entity_counts[j].ct1) )
- {
- pnode->sub_uid = entity_counts[j].count;
- entity_counts[j].count ++;
- break;
- }
- }
- }
-
- for( int i=0; i<vg_list_size(entity_counts); i++ )
- {
- struct countable *counter = &entity_counts[i];
-
- u32 bufsize = counter->item_size*counter->count;
- *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
-
-#if 0
-VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode )
-{
- 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 );
-}
-
-VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode )
-{
- if( world->water.enabled )
- {
- vg_warn( "Multiple water surfaces in level! ('%s')\n",
- mdl_pstr( world->meta, pnode->pstr_name ));
- return;
- }
-
- world->water.enabled = 1;
- water_set_surface( world, pnode->co[1] );
-}
-
-VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode )
-{
- 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 );
-
- v3_copy( pnode->co, thing->pos );
-
- 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.flags = aud->flags;
-
- audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
-
- pnode->sub_uid = world->audio_things_count;
- world->audio_things_count ++;
-}
-
-VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode )
-{
- struct world_light *light = &world->lights[ world->light_count ++ ];
- light->node = pnode;
- light->inf = mdl_get_entdata( world->meta, pnode );
-
- q_m3x3( pnode->q, light->inverse_world );
- v3_copy( pnode->co, light->inverse_world[3] );
- m4x3_invert_affine( light->inverse_world, light->inverse_world );
-
- 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_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
- {
- enum classtype ct;
- 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_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++ )
- {
- mdl_node *pnode = mdl_node_from_id( world->meta, i );
-
- for( int j=0; j<vg_list_size(entity_instructions); j++ )
- {
- struct entity_instruction *instr = &entity_instructions[j];
-
- if( pnode->classtype == instr->ct )
- {
- 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
-
-#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_global.generic_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_global.generic_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_global.generic_heap,
- world->scene_geo );
+ world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
- v3_zero( world->rb_geo.co );
- q_identity( world->rb_geo.q );
+ 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;
- world->rb_geo.is_world = 1;
- rb_init( &world->rb_geo );
+ rb_init_object( &world->rb_geo );
/*
* Generate scene: non-collidable geometry
*/
vg_info( "Generating non-collidable geometry\n" );
- world->scene_no_collide = scene_init( world_global.generic_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_global.generic_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 );
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++ ){
- icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 );
- cubes_max[i] = icubes_min[i] + icubes_count[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_muls( cubes_min, k_light_cube_size, cubes_min );
- v3_muls( cubes_max, k_light_cube_size, cubes_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];
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 );
+ 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 );
- 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 ++ ){
}
}
- 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_global.generic_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;
}
- }
- audio_unlock();
-#endif
+
+ /* 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);
- world_compute_light_indices( world );
+ /* 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 );
+ }
- vg_acquire_thread_sync();
- {
- /* create scene lighting buffer */
+ glUnmapBuffer( GL_TEXTURE_BUFFER );
- u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
- vg_info( "Upload %ubytes (lighting)\n", size );
+ glGenTextures( 1, &world->tex_light_entities );
+ glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
+ glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
- 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 );
- }
+ /* Upload lighting uniform buffer */
+ if( world->water.enabled )
+ v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
- 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 );
- 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 );
- }
+ v4f info_vec;
+ v3f *bounds = world->scene_geo.bbx;
- vg_release_thread_sync();
+ 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 );
-#if 0
- /*
- * Setup scene collider
+ /*
+ * Rendering the depth map
*/
- reset_player( 1, (const char *[]){"start"} );
-#endif
+ 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_call( async_world_postprocess_render, world, 0 );
}
VG_STATIC void world_process_resources( world_instance *world )
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 );
+ 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] );
+
+ for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+ mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
- vg_linear_clear( vg_mem.scratch );
- world->textures[i+1] = vg_tex2d_new();
- vg_tex2d_set_error();
- 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();
+ 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" );
world->surface_count = world->meta.materials.count+1;
- world->surfaces = vg_linear_alloc( world_global.generic_heap,
- sizeof(struct world_surface)*world->surface_count );
+ world->surfaces = vg_linear_alloc( world->heap,
+ vg_align8(sizeof(struct world_surface)*world->surface_count) );
/* error material */
struct world_surface *errmat = &world->surfaces[0];
}
}
-VG_STATIC void world_unload( world_instance *world )
+#if 0
+VG_STATIC void world_free( world_instance *world )
{
vg_acquire_thread_sync();
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 );
- /* FIXME: CANT DO THIS HERE */
- /* whynot? */
- 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.sfd.active_route_board = 0;
-
/* delete textures and meshes */
glDeleteTextures( world->texture_count, world->textures );
- /* delete the entire block of memory */
- /* 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
-
-
vg_release_thread_sync();
+
+ world->status = k_world_status_unloaded;
}
+#endif
-VG_STATIC void world_clean( world_instance *world )
+VG_STATIC void world_init_blank( 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->geo_bh = NULL;
world->volume_bh = NULL;
world->audio_bh = NULL;
+ world->rendering_gate = NULL;
world->water.enabled = 0;
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 */
+ 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;
+ }
+
+ 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 );
+ }
+
+ /* 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 );
+
+ if( clip->file.pack_size ){
+ u32 size = clip->file.pack_size,
+ offset = clip->file.pack_offset;
+
+ /* embedded files are fine to clear the scratch buffer, only
+ * external audio uses it */
+
+ vg_linear_clear( vg_mem.scratch );
+ void *data = vg_linear_alloc( vg_mem.scratch,
+ clip->file.pack_size );
+
+ 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;
+ }
+
+ audio_clip_load( &clip->clip, world->heap );
+ }
}
}
-VG_STATIC void world_load( world_instance *world, const char *path )
+VG_STATIC void world_load( u32 index, const char *path )
{
- world_unload( world );
- world_clean( world );
+ world_instance *world = &world_global.worlds[index];
+ world_init_blank( world );
+ world->status = k_world_status_loading;
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 );
+ void *allocator = NULL;
+ if( index == 0 ) allocator = world_global.heap;
+ else allocator = world_global.worlds[index-1].heap;
+
+ 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_camera, "ent_camera", 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 );
+ mdl_load_array( meta, &world->ent_marker, "ent_marker", heap );
+ mdl_load_array( meta, &world->ent_skateshop, "ent_skateshop", heap );
/* process resources from pack */
world_process_resources( world );
-#if 0
- /* dynamic allocations */
- world_ents_allocate( world );
- world_routes_allocate( world );
-
- /* meta processing */
-#endif
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 );
/* main bulk */
world_generate( world );
world_routes_generate( world );
world_post_process( world );
+
+ mdl_close( meta );
+
+ world->status = k_world_status_loaded;
}
#endif /* WORLD_GEN_H */