mdl_node_transform( pnode, transform2 );
m4x3_mul( transform, transform2, transform2 );
- scene_add_submesh( pscene, mdl, sm, transform2 );
+ scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
}
}
}
}
+VG_STATIC void world_add_blob( scene *pscene, ray_hit *hit )
+{
+ m4x3f transform;
+ 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_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( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
+ vg_fatal_exit_loop( "Scene vertex buffer overflow" );
+
+ if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
+ vg_fatal_exit_loop( "Scene index buffer overflow" );
+
+ scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
+ u32 *dst_indices = &pscene->arrindices [ pscene->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] + pscene->vertex_count;
+
+ pscene->vertex_count += vg_list_size(verts);
+ pscene->indice_count += vg_list_size(indices);
+}
+
/* 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 =
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 );
- for( int i=0;i<100000;i++ )
+ int count = 0;
+
+ float area = volume[0]*volume[2];
+ u32 particles = 0.08f * area;
+
+ vg_info( "Map area: %f. Max particles: %u\n", area, particles );
+
+ for( int i=0;i<particles;i++ )
{
v3f pos;
v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
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) )
+ 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;
-
- 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.scene_no_collide, mfoliage,
- sm_blob, transform);
+ world_add_blob( world.scene_no_collide, &hit );
+ count ++;
}
}
}
+
+ vg_info( "%d foliage models added\n", count );
}
VG_STATIC void world_ents_allocate(void)
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 )
/*
* 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 );
*/
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 );
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();
/*
* 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 );
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
*/
vg_release_thread_sync();
+#if 0
/*
* Setup scene collider
*/
-
reset_player( 1, (const char *[]){"start"} );
+#endif
}
+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;
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.geo_bh = NULL;
world.trigger_bh = NULL;
world.collector_count = 0;
world.water.enabled = 0;
+
+ vg_release_thread_sync();
}
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();