i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
index fdbe9e58ee54aa6ddda195cb26a2aed06028de42..9aaa0f3a7168bf9bb246b5b23709e3a167ad53a8 100644 (file)
@@ -12,17 +12,14 @@ 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( 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 );
@@ -90,25 +87,17 @@ VG_STATIC void world_add_blob( world_instance *world,
 
 /* 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];
@@ -116,8 +105,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
 
    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;
@@ -126,11 +114,9 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
       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 ++;
          }
@@ -140,14 +126,20 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world,
    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
    {
@@ -219,7 +211,9 @@ VG_STATIC void world_ents_allocate( world_instance *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 ++ ];
@@ -376,7 +370,9 @@ VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b )
       }
    }
 }
+#endif
 
+#if 0
 VG_STATIC float colour_luminance( v3f v )
 {
    return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} );
@@ -416,6 +412,7 @@ VG_STATIC float calc_light_influence( world_instance *world, v3f position,
    else
       return 0.0f;
 }
+#endif
 
 VG_STATIC void world_generate( world_instance *world )
 {
@@ -434,15 +431,14 @@ 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( surf->info.flags & k_material_flag_collision )
+         world_add_all_if_material( midentity, world->scene_geo, 
+                                    &world->meta, 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, &surf->sm_geo );
    }
 
    /* compress that bad boy */
@@ -475,14 +471,12 @@ VG_STATIC void world_generate( world_instance *world )
    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 )
@@ -530,8 +524,7 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
 
    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];
    }
@@ -539,8 +532,7 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
    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];
    }
@@ -548,8 +540,7 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
    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];
@@ -573,12 +564,9 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
             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] );
@@ -599,21 +587,18 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
             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 );
 
@@ -628,10 +613,8 @@ VG_STATIC void world_compute_light_indices( world_instance *world )
                   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];
                   }
@@ -686,6 +669,7 @@ 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++ )
    {
@@ -704,6 +688,7 @@ VG_STATIC void world_post_process( world_instance *world )
       }
    }
    audio_unlock();
+#endif
 
    world_compute_light_indices( world );
 
@@ -711,8 +696,7 @@ VG_STATIC void world_post_process( world_instance *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 );
@@ -728,19 +712,14 @@ VG_STATIC void world_post_process( world_instance *world )
        */
 
       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);
@@ -749,12 +728,12 @@ VG_STATIC void world_post_process( world_instance *world )
          }
          
          /* 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 );
@@ -763,7 +742,6 @@ VG_STATIC void world_post_process( world_instance *world )
       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 );
@@ -777,7 +755,6 @@ VG_STATIC void world_post_process( world_instance *world )
       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
        */
@@ -839,7 +816,10 @@ VG_STATIC void world_post_process( world_instance *world )
 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 );
 
@@ -851,21 +831,20 @@ VG_STATIC void world_process_resources( world_instance *world )
       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();
       }
@@ -874,25 +853,18 @@ VG_STATIC void world_process_resources( world_instance *world )
 
    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 )
@@ -913,21 +885,9 @@ 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 );
 
@@ -944,8 +904,7 @@ VG_STATIC void world_unload( world_instance *world )
 
 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? 
@@ -953,8 +912,8 @@ VG_STATIC void world_clean( world_instance *world )
 
    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;
@@ -964,39 +923,8 @@ VG_STATIC void world_clean( world_instance *world )
    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->volumes = NULL;
-   world->volume_count = 0;
-
-   world->lights = NULL;
-   world->light_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->nonlocal_gates = NULL;
-   world->nonlocalgate_count = 0;
-
    world->water.enabled = 0;
 
-
    /* default lighting conditions 
     * -------------------------------------------------------------*/
    struct ub_world_lighting *state = &world->ub_lighting;
@@ -1019,24 +947,71 @@ VG_STATIC void world_clean( world_instance *world )
    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 );