added scene_vert struct, result is good
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index c87112afd6ed15887c648239bd590d00b2f38a9d..89fea39c9f5068227257a806da896f1aad23db4a 100644 (file)
@@ -27,15 +27,76 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
             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 = 
@@ -45,11 +106,17 @@ VG_STATIC void world_apply_procedural_foliage(void)
    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 );
@@ -61,26 +128,16 @@ VG_STATIC void world_apply_procedural_foliage(void)
 
       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)
@@ -173,22 +230,8 @@ 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 )
@@ -322,7 +365,7 @@ VG_STATIC void world_generate(void)
    /* 
     * Compile meshes into the world scenes
     */
-   world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 );
+   world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
 
    m4x3f midentity;
    m4x3_identity( midentity );
@@ -340,13 +383,10 @@ VG_STATIC void world_generate(void)
       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 );
-      }
-   }
-
 
+      scene_copy_slice( world.scene_geo, &mat->sm_geo );
+   }
 
 
 
@@ -379,14 +419,21 @@ VG_STATIC void world_generate(void)
 
    world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
 
-#if 0
-   vg_info( "Applying foliage\n" );
-   srand(0);
-   world_apply_procedural_foliage();
-   scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
-#endif
+   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_no_collide, 
+                                    world.meta, i );
+      }
 
+      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();
@@ -426,8 +473,7 @@ 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 );
@@ -439,33 +485,34 @@ 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
        */
@@ -489,11 +536,12 @@ VG_STATIC void world_post_process(void)
 
    vg_release_thread_sync();
 
+#if 0
    /*
     * Setup scene collider 
     */
-
    reset_player( 1, (const char *[]){"start"} );
+#endif
 }
 
 VG_STATIC void world_process_resources(void)
@@ -557,11 +605,12 @@ VG_STATIC void world_process_resources(void)
 
 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_water );
 
    world.time = 0.0;
    world.rewind_from = 0.0;
@@ -634,6 +683,8 @@ VG_STATIC void world_unload(void)
    world.collector_count = 0;
 
    world.water.enabled = 0;
+
+   vg_release_thread_sync();
 }
 
 VG_STATIC void world_load(void)