/*
- * 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( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
- mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
-
- for( u32 j=0; j<mesh->submesh_count; j++ ){
- mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
- if( sm->material_id == id ){
- m4x3f transform2;
- mdl_transform_m4x3( &mesh->transform, 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_surface *mat )
-{
- if( vg.quality_profile == k_quality_profile_low )
- return;
-
- 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 );
- volume[1] = 1.0f;
-
- 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( u32 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_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 );
- count ++;
- }
- }
- }
-
- vg_info( "%d foliage models added\n", count );
-}
-
-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( u32 i=0; i<world->surface_count; i++ ){
- 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->meta, i );
-
- 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 );
-
- 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( u32 i=0; i<world->surface_count; i++ ){
- struct world_surface *mat = &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( 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];
- }
-
- v3f cube_size;
-
- v3i icubes_count;
- v3i_sub( icubes_max, icubes_min, icubes_count );
-
- for( int i=0; i<3; 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_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];
- 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,
- vg_align8(total_cubes*sizeof(u32)*2) );
-
- 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 );
-
- 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( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
- ent_light *light = mdl_arritm( &world->ent_light, j );
- v3f closest;
- closest_point_aabb( light->transform.co, bbx, closest );
-
- float dist = v3_dist( closest, light->transform.co ),
- influence = 1.0f/(dist+1.0f);
-
- if( dist > light->range )
- continue;
-
- if( light->type == k_light_type_spot){
- 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 */
-#if 0
- audio_lock();
- for( int i=0; i<world->audio_things_count; i++ )
- {
- struct world_audio_thing *thingy = &world->audio_things[ i ];
-
- if( thingy->flags & AUDIO_FLAG_AUTO_START )
- {
- audio_channel *ch =
- audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
-
- audio_channel_edit_volume( ch, thingy->volume, 1 );
- audio_channel_set_spacial( ch, thingy->pos, thingy->range );
-
- if( !(ch->flags & AUDIO_FLAG_LOOP) )
- ch = audio_relinquish_channel( ch );
- }
- }
- audio_unlock();
-#endif
-
- world_compute_light_indices( world );
-
- vg_acquire_thread_sync();
- {
- /* create scene lighting buffer */
-
- u32 size = VG_MAX(mdl_arrcount(&world->ent_light),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( 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] = 2.0f;
-
- if( !light->daytime ){
- u32 hash = (i * 29986577u) & 0xffu;
- 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 );
- }
-
- 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();
-}
-
-VG_STATIC void world_process_resources( world_instance *world )
-{
- vg_info( "Loading textures\n" );
-
- world->texture_count = 0;
-
- world->texture_count = world->meta.textures.count+1;
- world->textures = vg_linear_alloc( world_global.generic_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_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();
- }
- }
- 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,
- vg_align8(sizeof(struct world_surface)*world->surface_count) );
-
- /* error material */
- struct world_surface *errmat = &world->surfaces[0];
- memset( errmat, 0, sizeof(struct world_surface) );
-
- for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
- world->surfaces[i+1].info =
- *(mdl_material *)mdl_arritm( &world->meta.materials, i );
- }
-}
-
-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 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? */
- /* oh this should be moved to a global function */
- 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();
-}
-
-VG_STATIC void world_init_blank( world_instance *world )
-{
- memset( &world->meta, 0, sizeof(mdl_context) );
-
- 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;
-
- /* 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_entities_init( world_instance *world )
-{
- /* lights */
- for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
- ent_light *light = mdl_arritm( &world->ent_light, j );
-
- m4x3f to_world;
- q_m3x3( light->transform.q, to_world );
- v3_copy( light->transform.co, to_world[3] );
- m4x3_invert_affine( to_world, light->inverse_world );
-
- light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
- light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
- }
-
- /* 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 );
- }
-
- /* 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;
-
- /* FIXME: Ditchable asset! */
- void *data = mdl_arritm(&world->meta.pack, clip->file.pack_offset);
-
- 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_global.generic_heap );
- }
- }
-}
-
-VG_STATIC void world_load( world_instance *world, const char *path )
-{
- world_unload( world );
- world_init_blank( world );
-
- 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 );
-
- /* TODO: This should get a seperate memory area */
- 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_load_array( &world->meta, &world->ent_water,
- "ent_water", world_global.generic_heap );
- mdl_load_array( &world->meta, &world->ent_audio_clip,
- "ent_audio_clip", world_global.generic_heap );
- mdl_load_array( &world->meta, &world->ent_audio,
- "ent_audio", world_global.generic_heap );
- mdl_load_array( &world->meta, &world->ent_volume,
- "ent_volume", world_global.generic_heap );
-
- mdl_close( &world->meta );
-
- /* 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->volume_bh = bh_create( world_global.generic_heap,
- &bh_system_volumes,
- world,
- mdl_arrcount( &world->ent_volume ),
- 1 );
-
- /* 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 */