/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ *
+ * World generation/population. Different to regular loading, since it needs to
+ * create geometry, apply procedural stuff and save that image to files etc.
*/
#ifndef WORLD_GEN_H
#include "world.h"
-VG_STATIC void world_load( world_instance *world, const char *path );
-
-VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
- mdl_context *mdl, u32 id )
-{
- for( int i=0; i<mdl->info.node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id( mdl, i );
-
- for( int j=0; j<pnode->submesh_count; j++ )
- {
- mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
- if( sm->material_id == id )
- {
- m4x3f transform2;
- mdl_node_transform( pnode, transform2 );
- m4x3_mul( transform, transform2, transform2 );
-
- scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
- }
- }
- }
-}
-
-VG_STATIC void world_add_blob( world_instance *world,
- 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( world_instance *world,
- 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 =
- mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
-
- v3f volume;
- v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
- volume[1] = 1.0f;
-
- mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
- mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
-
- 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 );
- pos[1] = 1000.0f;
- 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_material *m1 = ray_hit_material( 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 );
- count ++;
- }
- }
- }
-
- vg_info( "%d foliage models added\n", count );
-}
-
-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...
- *
- * TODO: use this in world_routes too */
-
- struct countable
- {
- enum classtype ct;
- void **to_allocate;
- u32 item_size;
- int count;
- }
- entity_counts[] =
- {
- {
- k_classtype_spawn,
- (void*)&world->spawns,
- sizeof(struct respawn_point)
- },
- {
- k_classtype_audio,
- (void*)&world->audio_things,
- sizeof(struct world_audio_thing)
- },
- {
- k_classtype_trigger,
- (void*)&world->triggers,
- sizeof(struct trigger_zone)
- },
- {
- k_classtype_logic_relay,
- (void*)&world->logic_relays,
- sizeof(struct logic_relay)
- },
- {
- k_classtype_logic_achievement,
- (void*)&world->logic_achievements,
- sizeof(struct logic_achievement)
- },
- {
- k_classtype_world_light,
- (void*)&world->lights,
- sizeof(struct world_light)
- },
- {
- k_classtype_nonlocal_gate,
- (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->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 );
- }
-}
-
-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 );
-
- if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
- thing->volume = aud->volume * pnode->s[0];
- else
- thing->volume = aud->volume;
-
- 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 );
- thing->player.name = mdl_pstr( world->meta, pnode->pstr_name );
- thing->player.enqued = 0;
-
- pnode->sub_uid = world->audio_things_count;
- world->audio_things_count ++;
-}
-
-VG_STATIC void world_pct_trigger( world_instance *world, mdl_node *pnode )
-{
- struct trigger_zone *trigger = &world->triggers[ world->trigger_count ];
- struct classtype_trigger *inf = mdl_get_entdata( world->meta, pnode );
-
- if( inf->target )
- {
- mdl_node *target_node = mdl_node_from_id( world->meta, inf->target );
-
- trigger->target.sub_id = target_node->sub_uid;
- trigger->target.classtype = target_node->classtype;
- }
- else
- {
- vg_warn( "Trigger with no target...\n" );
- return;
- }
-
- mdl_node_transform( pnode, trigger->transform );
- m4x3_invert_full( trigger->transform, trigger->inv_transform );
-
- world->trigger_count ++;
-}
-
-
-VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode )
-{
- struct logic_relay *relay = &world->logic_relays[ world->relay_count ];
- struct classtype_logic_relay *inf = mdl_get_entdata( world->meta, pnode );
-
- relay->target_count = 0;
-
- for( int i=0; i<vg_list_size(relay->targets); i++ )
- {
- if( inf->targets[i] )
- {
- struct relay_target *target = &relay->targets[relay->target_count ++];
- mdl_node *other = mdl_node_from_id( world->meta, inf->targets[i] );
-
- target->classtype = other->classtype;
- target->sub_id = other->sub_uid;
- }
- }
-
- v3_copy( pnode->co, relay->pos );
- world->relay_count ++;
-}
-
-
-VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode )
-{
- struct logic_achievement *ach =
- &world->logic_achievements[ world->achievement_count ];
- struct classtype_logic_achievement *inf =
- mdl_get_entdata( world->meta, pnode );
-
- v3_copy( pnode->co, ach->pos );
- ach->achievement_id = mdl_pstr( world->meta, inf->pstr_name );
- ach->achieved = 0;
-
- world->achievement_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_trigger, world_pct_trigger },
- { k_classtype_logic_relay, world_pct_relay },
- { k_classtype_logic_achievement, world_pct_achievement },
- { 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 );
- }
- }
- }
-}
-
-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;
-}
-
-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 );
-
- m4x3f midentity;
- m4x3_identity( midentity );
-
- /*
- * Generate scene: collidable geometry
- * ----------------------------------------------------------------
- */
-
- vg_info( "Generating collidable geometry\n" );
-
-
- 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_global.generic_heap, world->scene_geo );
-
- vg_acquire_thread_sync();
- {
- scene_upload( world->scene_geo, &world->mesh_geo );
- }
- vg_release_thread_sync();
-
- /* setup spacial mapping and rigidbody */
- world->geo_bh = scene_bh_create( world_global.generic_heap,
- world->scene_geo );
-
- v3_zero( world->rb_geo.co );
- q_identity( world->rb_geo.q );
-
- 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 );
-
- /*
- * Generate scene: non-collidable geometry
- * ----------------------------------------------------------------
- */
- vg_info( "Generating non-collidable geometry\n" );
-
- world->scene_no_collide = scene_init( world_global.generic_heap,
- 200000, 500000 );
-
- 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( world, mat );
-
- scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
- }
-
- /* upload and free that */
- vg_acquire_thread_sync();
- {
- scene_upload( world->scene_no_collide, &world->mesh_no_collide );
- }
- vg_release_thread_sync();
-
- vg_linear_del( world_global.generic_heap, world->scene_no_collide );
- world->scene_no_collide = NULL;
-}
-
-float fsd_cone_infinite( v3f p, v2f c )
-{
- v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
- float s = vg_maxf( 0.0f, v2_dot( q, c ) );
-
- v2f v0;
- v2_muls( c, s, v0 );
- v2_sub( q, v0, v0 );
-
- float d = v2_length( v0 );
- return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
-}
-
-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_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 );
-
- v3_floor( cubes_min, cubes_min );
- v3_floor( cubes_max, cubes_max );
-
- v3i icubes_min, icubes_max;
-
- for( int i=0; i<3; i++ )
- {
- icubes_min[i] = cubes_min[i];
- icubes_max[i] = cubes_max[i];
- }
-
- 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];
- }
-
- v3_muls( cubes_min, k_light_cube_size, cubes_min );
- v3_muls( cubes_max, k_light_cube_size, cubes_max );
-
- for( int i=0; i<3; i++ )
- {
- float range = cubes_max[i]-cubes_min[i];
- world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
- world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
-
- vg_info( "cubes[%d]: %d\n", i, icubes_count[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 );
-
- 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 ++ )
- {
- for( int iy = 0; iy<icubes_count[1]; iy++ )
- {
- for( int ix = 0; ix<icubes_count[0]; ix++ )
- {
- boxf bbx;
- v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
- bbx[0] );
- v3_div( (v3f){ ix+1, iy+1, iz+1 },
- world->ub_lighting.g_cube_inv_range,
- bbx[1] );
-
- v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
- v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
-
- v3f center;
- v3_add( bbx[0], bbx[1], center );
- v3_muls( center, 0.5f, center );
-
- u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
- u32 count = 0;
-
- float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
- const int N = vg_list_size( influences );
-
- for( int j=0; j<world->light_count; j ++ )
- {
- struct world_light *light = &world->lights[j];
- v3f closest;
- closest_point_aabb( light->node->co, bbx, closest );
-
- float dist = v3_dist( closest, light->node->co ),
- influence = 1.0f/(dist+1.0f);
-
- if( dist > light->inf->range )
- continue;
-
- if( (light->inf->type == k_light_type_spot) ||
- (light->inf->type == k_light_type_spot_nighttime_only) )
- {
- v3f local;
- m4x3_mulv( light->inverse_world, center, local );
-
- float r = fsd_cone_infinite( local, light->angle_sin_cos );
-
- if( r > bound_radius )
- continue;
- }
-
- int best_pos = N;
- for( int k=best_pos-1; k>=0; k -- )
- if( influence > influences[k] )
- best_pos = k;
-
- if( best_pos < N )
- {
- for( int k=N-1; k>best_pos; k -- )
- {
- influences[k] = influences[k-1];
- indices[k] = indices[k-1];
- }
-
- influences[best_pos] = influence;
- indices[best_pos] = j;
- }
- }
-
- for( int j=0; j<N; j++ )
- if( influences[j] > 0.0f )
- count ++;
-
- int base_index = iz * (icubes_count[0]*icubes_count[1]) +
- iy * (icubes_count[0]) +
- ix;
-
- int lower_count = VG_MIN( 3, count );
- u32 packed_index_lower = lower_count;
- packed_index_lower |= indices[0]<<2;
- packed_index_lower |= indices[1]<<12;
- packed_index_lower |= indices[2]<<22;
-
- int upper_count = VG_MAX( 0, count - lower_count );
- u32 packed_index_upper = upper_count;
- packed_index_upper |= indices[3]<<2;
- packed_index_upper |= indices[4]<<12;
- packed_index_upper |= indices[5]<<22;
-
- cubes_index[ base_index*2 + 0 ] = packed_index_lower;
- cubes_index[ base_index*2 + 1 ] = packed_index_upper;
- }
- }
- }
-
- vg_acquire_thread_sync();
-
- 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_linear_del( world_global.generic_heap, cubes_index );
-
- vg_release_thread_sync();
-}
-
-VG_STATIC int reset_player( int argc, char const *argv[] );
-VG_STATIC void world_post_process( world_instance *world )
-{
- /* initialize audio if need be */
- audio_lock();
- for( int i=0; i<world->audio_things_count; i++ )
- {
- struct world_audio_thing *thingy = &world->audio_things[ i ];
-
- audio_player_init( &thingy->player );
- audio_player_set_flags( &thingy->player, thingy->flags );
- audio_player_set_vol( &thingy->player, thingy->volume );
- audio_player_set_pan( &thingy->player, 0.0f );
-
- if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
- audio_player_set_position( &thingy->player, thingy->pos );
-
- if( thingy->flags & AUDIO_FLAG_AUTO_START )
- audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
- }
- audio_unlock();
-
- world_compute_light_indices( world );
-
- vg_acquire_thread_sync();
- {
- /* create scene lighting buffer */
-
- u32 size = VG_MAX(world->light_count,1) * sizeof(float)*12;
-
- vg_info( "Upload %ubytes (lighting)\n", size );
-
- 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( int i=0; i<world->light_count; i++ )
- {
- struct world_light *light = &world->lights[i];
- struct classtype_world_light *inf = light->inf;
-
- /* colour + night */
- v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] );
- light_dst[i*3+0][3] = -1.0f;
-
- if( (inf->type == k_light_type_spot_nighttime_only) ||
- (inf->type == k_light_type_point_nighttime_only ) )
- {
- 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->node->co, light_dst[i*3+1] );
- light_dst[i*3+1][3] = 1.0f/(inf->range*inf->range);
-
- /* direction + angle */
- q_mulv( light->node->q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
- light_dst[i*3+2][3] = cosf( inf->angle );
- }
-
- 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 );
- }
-
- vg_release_thread_sync();
-
-#if 0
- /*
- * Setup scene collider
- */
- reset_player( 1, (const char *[]){"start"} );
-#endif
-}
-
-VG_STATIC void world_process_resources( world_instance *world )
-{
- vg_info( "Loading textures\n" );
- world->texture_count = world->meta->info.texture_count;
- world->textures = vg_linear_alloc( world_global.generic_heap,
- 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_global.generic_heap, 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( world_instance *world )
-{
- vg_acquire_thread_sync();
-
- /* free meshes */
- mesh_free( &world->mesh_route_lines );
- mesh_free( &world->mesh_geo );
- mesh_free( &world->mesh_no_collide );
-
- glDeleteBuffers( 1, &world->tbo_light_entities );
- glDeleteTextures( 1, &world->tex_light_entities );
- glDeleteTextures( 1, &world->tex_light_cubes );
-
- /* FIXME: CANT DO THIS HERE */
- 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.active_gate = 0;
- world_global.current_run_version = 2;
- world_global.active_route_board = 0;
-
- for( int i=0; i<vg_list_size(world_global.ui_bars); i++ )
- {
- struct route_ui_bar *uib = &world_global.ui_bars[i];
- uib->segment_start = 0;
- uib->segment_count = 0;
- uib->fade_start = 0;
- uib->fade_count = 0;
- uib->fade_timer_start = 0.0;
- uib->xpos = 0.0f;
- }
-
- /* 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();
-}
-
-VG_STATIC void world_clean( world_instance *world )
-{
- /* 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_no_collide = NULL;
- world->scene_lines = NULL;
-
- world->geo_bh = NULL;
- world->trigger_bh = NULL;
- world->audio_bh = NULL;
-
- world->spawns = NULL;
- world->spawn_count = 0;
-
- world->audio_things = NULL;
- world->audio_things_count = 0;
-
- world->triggers = NULL;
- world->trigger_count = 0;
-
- world->lights = NULL;
- world->light_count = 0;
-
- world->logic_relays = NULL;
- world->relay_count = 0;
-
- world->logic_achievements = NULL;
- world->achievement_count = 0;
-
- world->nodes = NULL;
- world->node_count = 0;
-
- world->routes = NULL;
- world->route_count = 0;
-
- world->gates = NULL;
- world->gate_count = 0;
-
- world->collectors = NULL;
- world->collector_count = 0;
-
- world->nonlocal_gates = NULL;
- world->nonlocalgate_count = 0;
-
- world->water.enabled = 0;
-
-
- /* default lighting conditions
- * -------------------------------------------------------------*/
- struct ub_world_lighting *state = &world->ub_lighting;
-
- state->g_light_preview = 0;
- state->g_shadow_samples = 8;
- state->g_water_fog = 0.04f;
-
- v4_zero( state->g_water_plane );
- v4_zero( state->g_depth_bounds );
-
- state->g_shadow_length = 9.50f;
- state->g_shadow_spread = 0.65f;
-
- v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
- v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
- v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
- v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
- v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
- v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
-}
-
-VG_STATIC void world_load( world_instance *world, const char *path )
-{
- world_unload( world );
- world_clean( world );
-
- world->meta = mdl_load_full( world_global.generic_heap, path );
- vg_info( "Loading world: %s\n", path );
-
- /* process resources from pack */
- world_process_resources( world );
-
- /* dynamic allocations */
- world_ents_allocate( world );
- world_routes_allocate( world );
-
- /* meta processing */
- world_routes_process( world );
- world_entities_process( world );
-
- /* main bulk */
- world_generate( world );
- world_routes_generate( world );
- world_post_process( world );
-}
+VG_STATIC void world_init_blank( world_instance *world );
+VG_STATIC void world_gen_load_surfaces(void);
+VG_STATIC void world_gen_generate_meshes(void);
+VG_STATIC void world_gen_compute_light_indices(void);
+VG_STATIC void async_world_postprocess_render( void *payload, u32 _size );
#endif /* WORLD_GEN_H */