/*
- * 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"
-/* load world TODO: Put back vg back in loading state while this happens */
-VG_STATIC void world_load(void);
-
-
-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_submesh( pscene, mdl, sm, transform2 );
- }
- }
- }
-}
-
-/* Sprinkle foliage models over the map on terrain material */
-VG_STATIC void world_apply_procedural_foliage(void)
-{
- 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;
-
- m4x3f transform;
- mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
- mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
-
- for( int i=0;i<100000;i++ )
- {
- 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( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- {
- if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
- (hit.pos[1] > 0.0f+10.0f) )
- {
- v4f qsurface, qrandom;
- v3f axis;
-
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
-
- float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
- q_axis_angle( qsurface, axis, angle );
- q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
- q_mul( qsurface, qrandom, qsurface );
- q_m3x3( qsurface, transform );
-
- v3_copy( hit.pos, transform[3] );
- scene_add_submesh( world.scene_no_collide, mfoliage,
- sm_blob, transform);
- }
- }
- }
-}
-
-VG_STATIC void world_ents_allocate(void)
-{
- 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)
- }
- };
-
- 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.dynamic_vgl, bufsize );
- }
-}
-
-VG_STATIC void world_pct_spawn( 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( mdl_node *pnode )
-{
- if( world.water.enabled )
- {
- vg_warn( "Multiple water surfaces in level! ('%s')\n",
- mdl_pstr( world.meta, pnode->pstr_name ));
- return;
- }
-
- mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 );
-
- if( sm )
- {
- vg_acquire_thread_sync();
- {
- mdl_unpack_submesh( world.meta, &world.mesh_water, sm );
- world.water.enabled = 1;
- water_set_surface( pnode->co[1] );
- }
- vg_release_thread_sync();
- }
- else
- {
- vg_warn( "Water entity has no submeshes!\n" );
- }
-}
-
-VG_STATIC void world_pct_audio( 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.source_mode = k_audio_source_mono;
-
- audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
- 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( 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( 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( 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_entities_process(void)
-{
- struct entity_instruction
- {
- enum classtype ct;
- void (*process)( 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 }
- };
-
- 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( pnode );
- break;
- }
- }
- }
-}
-
-VG_STATIC void world_generate(void)
-{
- /*
- * Compile meshes into the world scenes
- */
- world.scene_geo = scene_init( world.dynamic_vgl, 350000, 1200000 );
-
- /*
- * TODO: System to dynamically allocate these
- */
- u32 mat_surf = 0,
- mat_surf_oob = 0,
- mat_vertex_blend = 0,
- mat_alphatest = 0,
- mat_graffiti = 0,
- mat_subworld = 0,
- mat_terrain = 0;
-
- for( int i=1; i<world.meta->info.material_count; i++ )
- {
- mdl_material *mat = &world.meta->material_buffer[ i ];
- const char *mat_name = mdl_pstr( world.meta, mat->pstr_name );
-
- if( !strcmp( "surf", mat_name ))
- mat_surf = i;
- else if( !strcmp( "surf_oob", mat_name ))
- mat_surf_oob = i;
- else if( !strcmp( "vertex_blend", mat_name ))
- mat_vertex_blend = i;
- else if( !strcmp( "alphatest", mat_name ))
- mat_alphatest = i;
- else if( !strcmp( "graffitibox", mat_name ))
- mat_graffiti = i;
- else if( !strcmp( "terrain", mat_name ) )
- mat_terrain = i;
- }
-
- m4x3f midentity;
- m4x3_identity( midentity );
-
- /*
- * Generate scene: collidable geometry
- * ----------------------------------------------------------------
- */
-
- vg_info( "Generating collidable geometry\n" );
- vg_info( "terrain...\n" );
- /* terrain */
- if( mat_terrain )
- world_add_all_if_material( midentity, world.scene_geo,
- world.meta, mat_terrain );
- scene_copy_slice( world.scene_geo, &world.sm_terrain );
-
- /* oob */
- vg_info( "oob...\n" );
- if( mat_surf_oob )
- world_add_all_if_material( midentity, world.scene_geo,
- world.meta, mat_surf_oob );
- else
- vg_warn( "No OOB surface\n" );
- scene_copy_slice( world.scene_geo, &world.sm_geo_std_oob );
-
-
- /* surface */
- vg_info( "surface...\n" );
- if( mat_surf )
- world_add_all_if_material( midentity, world.scene_geo,
- world.meta, mat_surf );
- scene_copy_slice( world.scene_geo, &world.sm_geo_std );
-
- /* vertex_blend */
- vg_info( "vertex blend...\n" );
- if( mat_vertex_blend )
- world_add_all_if_material( midentity, world.scene_geo,
- world.meta, mat_vertex_blend);
- scene_copy_slice( world.scene_geo, &world.sm_geo_vb );
-
- /* compress that bad boy */
- world.scene_geo = scene_fix( world.dynamic_vgl, 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.dynamic_vgl, 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.dynamic_vgl, 200000, 500000 );
-
- vg_info( "Applying foliage\n" );
- srand(0);
- world_apply_procedural_foliage();
- scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main );
-
- vg_info( "alphatest...\n" );
- world_add_all_if_material( midentity, world.scene_no_collide,
- world.meta, mat_alphatest );
- scene_copy_slice( world.scene_no_collide, &world.sm_foliage_alphatest );
-
- vg_info( "graffiti...\n" );
- world_add_all_if_material( midentity, world.scene_no_collide,
- world.meta, mat_graffiti );
- scene_copy_slice( world.scene_no_collide, &world.sm_graffiti );
-
-
- /* 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.dynamic_vgl, world.scene_no_collide );
- world.scene_no_collide = NULL;
-}
-
-VG_STATIC int reset_player( int argc, char const *argv[] );
-VG_STATIC void world_post_process(void)
-{
- /* 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();
-
- vg_acquire_thread_sync();
- {
- /*
- * Rendering the depth map
- */
- m4x4f ortho;
- m4x3f camera;
-
- 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 );
- ortho[0][0] = 2.0f * rl;
- ortho[2][1] = 2.0f * tb;
- ortho[3][0] = (fr + fl) * -rl;
- ortho[3][1] = (ft + fb) * -tb;
- ortho[3][3] = 1.0f;
- m4x3_identity( camera );
-
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- glDisable(GL_CULL_FACE);
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
- glViewport( 0, 0, 1024, 1024 );
- shader_fscolour_use();
- shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
- render_fsquad();
-
- /* todo: hmm?? */
- glEnable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE);
- glBlendEquation(GL_MAX);
- render_world_depth( ortho, camera );
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
- glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-
-
- /*
- * TODO: World settings entity
- */
- struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
-
- if( world.water.enabled )
- v4_copy( world.water.plane, winfo->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, winfo->g_depth_bounds );
-
- winfo->g_water_fog = 0.04f;
- render_update_lighting_ub();
- }
-
- vg_release_thread_sync();
-
- /*
- * Setup scene collider
- */
-
- reset_player( 1, (const char *[]){"start"} );
-}
-
-
-VG_STATIC void world_unload(void)
-{
- /* free meshes */
- mesh_free( &world.mesh_geo );
- mesh_free( &world.mesh_no_collide );
- mesh_free( &world.mesh_route_lines );
- mesh_free( &world.mesh_water );
-
- world.time = 0.0;
- world.rewind_from = 0.0;
- world.rewind_to = 0.0;
- world.last_use = 0.0;
- world.active_gate = 0;
- world.current_run_version = 2;
- world.active_route_board = 0;
- v3_zero( world.render_gate_pos );
-
- for( int i=0; i<vg_list_size(world.ui_bars); i++ )
- {
- struct route_ui_bar *uib = &world.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 the entire block of memory */
- vg_linear_clear( world.dynamic_vgl );
- vg_linear_clear( world.audio_vgl );
-
- /* clean dangling pointers */
- world.meta = NULL;
-
- world.scene_geo = NULL;
- world.scene_lines = NULL;
- world.scene_no_collide = 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.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.water.enabled = 0;
-}
-
-VG_STATIC void world_load(void)
-{
- world_unload();
-
- world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
- vg_info( "Loading world: %s\n", world.world_name );
-
- /* dynamic allocations */
- world_ents_allocate();
- world_routes_allocate();
-
- /* meta processing */
- world_routes_process();
- world_entities_process();
-
- /* main bulk */
- world_generate();
- world_routes_generate();
- world_post_process();
-}
+static void world_init_blank( world_instance *world );
+static void world_gen_load_surfaces( world_instance *world );
+static void world_gen_generate_meshes( world_instance *world );
+static void world_gen_compute_light_indices( world_instance *world );
+static void async_world_postprocess( void *payload, u32 _size );
#endif /* WORLD_GEN_H */