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( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
+ mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
- for( int j=0; j<pnode->submesh_count; j++ )
- {
- mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
- if( sm->material_id == id )
- {
+ 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_node_transform( pnode, transform2 );
+ mdl_transform_m4x3( &mesh->transform, transform2 );
m4x3_mul( transform, transform2, transform2 );
scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
/* Sprinkle foliage models over the map on terrain material */
VG_STATIC void world_apply_procedural_foliage( world_instance *world,
- struct world_material *mat )
+ struct world_surface *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];
vg_info( "Map area: %f. Max particles: %u\n", area, particles );
- for( int i=0;i<particles;i++ )
- {
+ for( u32 i=0; i<particles; i++ ){
v3f pos;
v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
pos[1] = 1000.0f;
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))
- {
+ 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 );
}
+#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...
+ /* --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 --
*
- * TODO: use this in world_routes too */
+ */
struct countable
{
(void*)&world->audio_things,
sizeof(struct world_audio_thing)
},
- {
- k_classtype_trigger,
- k_classtype_particle_box,
- (void*)&world->triggers,
- sizeof(struct trigger_zone)
- },
-
-#if 0
- {
- k_classtype_logic_relay,
- (void*)&world->logic_relays,
- sizeof(struct logic_relay)
- },
-#endif
-
- {
- k_classtype_logic_achievement,
- k_classtype_none,
- (void*)&world->logic_achievements,
- sizeof(struct logic_achievement)
- },
{
k_classtype_world_light,
k_classtype_none,
(void*)&world->nonlocal_gates,
sizeof(struct nonlocal_gate)
},
- {
- k_classtype_soundscape,
- k_classtype_none,
- (void*)&world->soundscapes,
- sizeof(struct soundscape)
- }
};
for( int i=0; i<vg_list_size(entity_counts); i++ )
memset( *counter->to_allocate, 0, bufsize );
}
- logic_bricks_world_gen_allocate( world );
+ 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 ++ ];
world->audio_things_count ++;
}
-#if 0
-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 ++;
-}
-#endif
-
-
-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 ++ ];
{ k_classtype_spawn, world_pct_spawn },
{ k_classtype_water, world_pct_water },
{ k_classtype_audio, world_pct_audio },
-#if 0
- { k_classtype_logic_relay, world_pct_relay },
-#endif
- { k_classtype_logic_achievement, world_pct_achievement },
{ k_classtype_world_light, world_pct_world_light },
{ k_classtype_nonlocal_gate, world_pct_nonlocal_gate }
};
}
}
}
-
VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
{
vg_info( "Linking non-local gates\n" );
}
}
}
+#endif
+#if 0
VG_STATIC float colour_luminance( v3f v )
{
return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
else
return 0.0f;
}
+#endif
VG_STATIC void world_generate( world_instance *world )
{
vg_info( "Generating collidable geometry\n" );
+ for( u32 i=0; i<world->surface_count; i++ ){
+ struct world_surface *surf = &world->surfaces[ i ];
- 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 );
+ 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, &mat->sm_geo );
+ scene_copy_slice( world->scene_geo, &surf->sm_geo );
}
/* compress that bad boy */
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 ];
+ for( u32 i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[ i ];
- if( !(mat->info.flags & k_material_flag_collision) )
- {
+ if( !(mat->info.flags & k_material_flag_collision) ){
world_add_all_if_material( midentity, world->scene_no_collide,
- world->meta, i );
+ &world->meta, i );
}
if( mat->info.flags & k_material_flag_grow_grass )
v3i icubes_min, icubes_max;
- for( int i=0; i<3; i++ )
- {
+ 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++ )
- {
+ 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++ )
- {
+ 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];
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++ )
- {
+ 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] );
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];
+ 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->node->co, bbx, closest );
+ closest_point_aabb( light->transform.co, bbx, closest );
- float dist = v3_dist( closest, light->node->co ),
+ float dist = v3_dist( closest, light->transform.co ),
influence = 1.0f/(dist+1.0f);
- if( dist > light->inf->range )
+ if( dist > light->range )
continue;
- if( (light->inf->type == k_light_type_spot) ||
- (light->inf->type == k_light_type_spot_nighttime_only) )
- {
+ if( light->type == k_light_type_spot){
v3f local;
m4x3_mulv( light->inverse_world, center, local );
if( influence > influences[k] )
best_pos = k;
- if( best_pos < N )
- {
- for( int k=N-1; 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];
}
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++ )
{
}
}
audio_unlock();
+#endif
world_compute_light_indices( world );
{
/* create scene lighting buffer */
- u32 size = VG_MAX(world->light_count,1) * sizeof(float)*12;
-
+ 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 );
*/
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;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
+ ent_light *light = mdl_arritm( &world->ent_light, i );
/* colour + night */
- v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] );
+ v3_muls( light->colour, light->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 ) )
- {
+ if( !light->daytime ){
u32 hash = (i * 29986577) & 0xff;
float switch_on = hash;
switch_on *= (1.0f/255.0f);
}
/* 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);
+ 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->node->q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
- light_dst[i*3+2][3] = cosf( inf->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 );
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 );
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
*/
VG_STATIC void world_process_resources( world_instance *world )
{
vg_info( "Loading textures\n" );
- world->texture_count = world->meta->info.texture_count;
+
+ 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 );
vg_tex2d_nearest();
vg_tex2d_repeat();
- for( int i=1; i<world->texture_count; i++ )
- {
- mdl_texture *tex = &world->meta->texture_buffer[i];
+ for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
+ mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
- if( !tex->pack_offset )
- {
+ 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] = vg_tex2d_new();
+ world->textures[i+1] = 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_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_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];
+ world->surface_count = world->meta.materials.count+1;
+ world->surfaces = vg_linear_alloc( world_global.generic_heap,
+ sizeof(struct world_surface)*world->surface_count );
/* 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;
+ 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 )
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 );
VG_STATIC void world_clean( world_instance *world )
{
- /* clean dangling pointers */
- world->meta = NULL;
+ memset( &world->meta, 0, sizeof(mdl_context) );
/*
* TODO: Theres probably a better way to do this?
world->textures = NULL;
world->texture_count = 0;
- world->materials = NULL;
- world->material_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->trigger_bh = NULL;
+ world->volume_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;
-
-#if 0
- world->logic_relays = NULL;
- world->relay_count = 0;
-#endif
-
- 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->soundscapes = NULL;
- world->soundscape_count = 0;
-
- world->logic_bricks = NULL;
- world->logic_brick_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;
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 );
+ }
+}
+
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 );
+ 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 );
+
/* process resources from pack */
world_process_resources( world );
+#if 0
/* dynamic allocations */
world_ents_allocate( world );
world_routes_allocate( world );
/* meta processing */
- world_routes_process( world );
- world_entities_process( world );
+#endif
+ world_routes_ent_init( world );
+ world_entities_init( world );
/* main bulk */
world_generate( world );