X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=world_gen.h;fp=world_gen.h;h=3e7cdb90addbca4605f31b993f8aabfcf674002d;hb=b4a83d4fcab39bee5a8cd6e8e6eec06314864e5b;hp=e8e9293ddcd6401addfbdf28a2177dddeede21b1;hpb=89113e9bc9544336b5ac4f53696c3de2d30698a2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index e8e9293..3e7cdb9 100644 --- a/world_gen.h +++ b/world_gen.h @@ -9,7 +9,7 @@ VG_STATIC void world_load( u32 index, const char *path ); -VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, +VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene, mdl_context *mdl, u32 id ) { for( u32 i=0; imeshs); i++ ){ @@ -22,14 +22,14 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, mdl_transform_m4x3( &mesh->transform, transform2 ); m4x3_mul( transform, transform2, transform2 ); - scene_add_mdl_submesh( pscene, mdl, sm, transform2 ); + scene_add_mdl_submesh( scene, mdl, sm, transform2 ); } } } } VG_STATIC void world_add_blob( world_instance *world, - scene *pscene, ray_hit *hit ) + scene_context *scene, ray_hit *hit ) { m4x3f transform; v4f qsurface, qrandom; @@ -56,16 +56,16 @@ VG_STATIC void world_add_blob( world_instance *world, 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( scene->vertex_count + vg_list_size(verts) > scene->max_vertices ) + vg_fatal_error( "Scene vertex buffer overflow" ); - if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices ) - vg_fatal_exit_loop( "Scene index buffer overflow" ); + if( scene->indice_count + vg_list_size(indices) > scene->max_indices ) + vg_fatal_error( "Scene index buffer overflow" ); - scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ]; - u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ]; + scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ]; + u32 *dst_indices = &scene->arrindices [ scene->indice_count ]; - scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ]; + scene_vert *ref = &world->scene_geo.arrvertices[ hit->tri[0] ]; for( u32 i=0; ivertex_count; + dst_indices[i] = indices[i] + scene->vertex_count; - pscene->vertex_count += vg_list_size(verts); - pscene->indice_count += vg_list_size(indices); + scene->vertex_count += vg_list_size(verts); + scene->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, + scene_context *scene, struct world_surface *mat ) { if( vg.quality_profile == k_quality_profile_low ) @@ -95,7 +96,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world, 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 ); + v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume ); volume[1] = 1.0f; int count = 0; @@ -109,7 +110,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world, 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 ); + v3_add( pos, world->scene_geo.bbx[0], pos ); ray_hit hit; hit.dist = INFINITY; @@ -117,7 +118,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world, 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 ); + world_add_blob( world, scene, &hit ); count ++; } } @@ -131,7 +132,10 @@ VG_STATIC void world_generate( world_instance *world ) /* * Compile meshes into the world scenes */ - world->scene_geo = scene_init( world->heap, 320000, 1200000 ); + scene_init( &world->scene_geo, 320000, 1200000 ); + u32 buf_size = scene_mem_required( &world->scene_geo ); + u8 *buffer = vg_linear_alloc( world->heap, buf_size ); + scene_supply_buffer( &world->scene_geo, buffer ); m4x3f midentity; m4x3_identity( midentity ); @@ -147,23 +151,39 @@ VG_STATIC void world_generate( world_instance *world ) 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_add_all_if_material( midentity, &world->scene_geo, &world->meta, i ); - scene_copy_slice( world->scene_geo, &surf->sm_geo ); + scene_copy_slice( &world->scene_geo, &surf->sm_geo ); } /* compress that bad boy */ - world->scene_geo = scene_fix( world->heap, world->scene_geo ); + u32 new_vert_max = world->scene_geo.vertex_count, + new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)), + new_indice_len = world->scene_geo.indice_count*sizeof(u32); - vg_acquire_thread_sync(); - { - scene_upload( world->scene_geo, &world->mesh_geo ); - } - vg_release_thread_sync(); + u32 *src_indices = world->scene_geo.arrindices, + *dst_indices = (u32 *)(buffer + new_vert_size); + + memmove( dst_indices, src_indices, new_indice_len ); + + world->scene_geo.max_indices = world->scene_geo.indice_count; + world->scene_geo.max_vertices = world->scene_geo.vertex_count; + buf_size = scene_mem_required( &world->scene_geo ); + + buffer = vg_linear_resize( world->heap, buffer, buf_size ); + + world->scene_geo.arrvertices = (scene_vert *)(buffer); + world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size); + + scene_upload_async( &world->scene_geo, &world->mesh_geo ); + + /* need send off the memory to the gpu before we can create the bvh. */ + vg_async_stall(); + vg_info( "creating bvh\n" ); /* setup spacial mapping and rigidbody */ - world->geo_bh = scene_bh_create( world->heap, world->scene_geo ); + world->geo_bh = scene_bh_create( world->heap, &world->scene_geo ); v3_zero( world->rb_geo.rb.co ); v3_zero( world->rb_geo.rb.v ); @@ -180,38 +200,25 @@ VG_STATIC void world_generate( world_instance *world ) */ vg_info( "Generating non-collidable geometry\n" ); - world->scene_no_collide = scene_init( world->heap, 200000, 500000 ); + vg_async_item *call = scene_alloc_async( &world->scene_no_collide, + &world->mesh_no_collide, + 200000, 500000 ); for( u32 i=0; isurface_count; i++ ){ - struct world_surface *mat = &world->surfaces[ i ]; + struct world_surface *surf = &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( !(surf->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 ); + if( surf->info.flags & k_material_flag_grow_grass ) + world_apply_procedural_foliage( world, + &world->scene_no_collide, surf ); - scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide ); + scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide ); } - /* this FIXME TODO IMPORTANT is going here because need to write down. - * - * acuire_thread_sync; replace this with a buffer that you fill up with - * opengl loader commands in a seperate memory area. the operation blocks - * if the buffer is full, then those instructions get ran on the sync line. - * (start of the frame) - * - * also blocks if the other thread is executing the instructions, obviously. - * - * this prevents rapid context swaps between threads. - * - * guessing a 50mb loader buffer approx. - * - * TODO also: fadeout loading screen! - */ - for( u32 i=0; ient_traffic ); i++ ){ ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i ); @@ -225,23 +232,15 @@ VG_STATIC void world_generate( world_instance *world ) m4x3f identity; m4x3_identity( identity ); - scene_add_mdl_submesh( world->scene_no_collide, &world->meta, - sm, identity ); + scene_add_mdl_submesh( &world->scene_no_collide, + &world->meta, sm, identity ); - scene_copy_slice( world->scene_no_collide, sm ); + scene_copy_slice( &world->scene_no_collide, sm ); sm->flags |= k_submesh_flag_consumed; } } - /* 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->heap, world->scene_no_collide ); - world->scene_no_collide = NULL; + vg_async_dispatch( call, async_scene_upload ); } float fsd_cone_infinite( v3f p, v2f c ) @@ -257,12 +256,32 @@ float fsd_cone_infinite( v3f p, v2f c ) return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f); } +struct light_indices_upload_info{ + world_instance *world; + v3i count; + + void *data; +}; + +VG_STATIC void async_upload_light_indices( void *payload, u32 size ) +{ + struct light_indices_upload_info *info = payload; + + glGenTextures( 1, &info->world->tex_light_cubes ); + glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes ); + glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI, + info->count[0], info->count[1], info->count[2], + 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data ); + glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); + glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); +} + 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_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 ); @@ -305,8 +324,17 @@ VG_STATIC void world_compute_light_indices( world_instance *world ) int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2]; - u32 *cubes_index = vg_linear_alloc( world->heap, - vg_align8(total_cubes*sizeof(u32)*2) ); + u32 data_size = vg_align8(total_cubes*sizeof(u32)*2), + hdr_size = vg_align8(sizeof(struct light_indices_upload_info)); + + vg_async_item *call = vg_async_alloc( data_size + hdr_size ); + struct light_indices_upload_info *info = call->payload; + info->data = ((u8*)call->payload) + hdr_size; + info->world = world; + u32 *cubes_index = info->data; + + for( int i=0; i<3; i++ ) + info->count[i] = icubes_count[i]; vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n", total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1], @@ -401,160 +429,129 @@ VG_STATIC void world_compute_light_indices( world_instance *world ) } } - vg_acquire_thread_sync(); + vg_async_dispatch( call, async_upload_light_indices ); +} - 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_STATIC void async_world_postprocess_render( void *payload, u32 _size ) +{ + /* create scene lighting buffer */ + world_instance *world = payload; - vg_linear_del( world->heap, cubes_index ); + u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12; + vg_info( "Upload %ubytes (lighting)\n", size ); - vg_release_thread_sync(); -} + 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 | + * + */ -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; iaudio_things_count; i++ ) - { - struct world_audio_thing *thingy = &world->audio_things[ i ]; + v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY ); + for( u32 i=0; ient_light); i++ ){ + ent_light *light = mdl_arritm( &world->ent_light, i ); - if( thingy->flags & AUDIO_FLAG_AUTO_START ) - { - audio_channel *ch = - audio_request_channel( &thingy->temp_embedded_clip, thingy->flags ); + /* colour + night */ + v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] ); + light_dst[i*3+0][3] = 2.0f; - audio_channel_edit_volume( ch, thingy->volume, 1 ); - audio_channel_set_spacial( ch, thingy->pos, thingy->range ); + if( !light->daytime ){ + u32 hash = (i * 29986577u) & 0xffu; + float switch_on = hash; + switch_on *= (1.0f/255.0f); - if( !(ch->flags & AUDIO_FLAG_LOOP) ) - ch = audio_relinquish_channel( ch ); + 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 ); } - audio_unlock(); -#endif - world_compute_light_indices( world ); + glUnmapBuffer( GL_TEXTURE_BUFFER ); - vg_acquire_thread_sync(); - { - /* create scene lighting 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 ); - u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12; - vg_info( "Upload %ubytes (lighting)\n", size ); + /* Upload lighting uniform buffer */ + if( world->water.enabled ) + v4_copy( world->water.plane, world->ub_lighting.g_water_plane ); - 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; ient_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 ); - } + v4f info_vec; + v3f *bounds = world->scene_geo.bbx; - 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, 0 ); - 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 ); - } + 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 ); - vg_release_thread_sync(); + /* + * 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, 0 ); + 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_STATIC int reset_player( int argc, char const *argv[] ); +VG_STATIC void world_post_process( world_instance *world ) +{ + world_compute_light_indices( world ); + + vg_async_item *call = vg_async_alloc(0); + call->payload = world; + vg_async_dispatch( call, async_world_postprocess_render ); } VG_STATIC void world_process_resources( world_instance *world ) @@ -567,43 +564,24 @@ VG_STATIC void world_process_resources( world_instance *world ) world->textures = vg_linear_alloc( world->heap, vg_align8(sizeof(GLuint)*world->texture_count) ); - /* TODO FIXME IMPORTANT - * - * this is another area that would benefit from our load thread buffer idea. - * could get a stall if lots of textures, since its freading, we're locking - * the frame up from drawing based on that disk read!!! terrible! - */ + vg_tex2d_replace_with_error( &world->textures[0] ); - 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; imeta.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!" ); - } + for( u32 i=0; imeta.textures); i++ ){ + mdl_texture *tex = mdl_arritm( &world->meta.textures, i ); - vg_linear_clear( vg_mem.scratch ); - void *src_data = vg_linear_alloc( vg_mem.scratch, - tex->file.pack_size ); - mdl_fread_pack_file( &world->meta, &tex->file, src_data ); - - world->textures[i+1] = vg_tex2d_new(); - vg_tex2d_set_error(); - vg_tex2d_qoi( src_data, tex->file.pack_size, - mdl_pstr( &world->meta, tex->file.pstr_path )); - vg_tex2d_nearest(); - vg_tex2d_repeat(); + if( !tex->file.pack_size ){ + vg_fatal_error( "World models must have packed textures!" ); } + + vg_linear_clear( vg_mem.scratch ); + void *src_data = vg_linear_alloc( vg_mem.scratch, + tex->file.pack_size ); + mdl_fread_pack_file( &world->meta, &tex->file, src_data ); + + vg_tex2d_load_qoi_async( src_data, tex->file.pack_size, + VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, + &world->textures[i+1] ); } - vg_release_thread_sync(); vg_info( "Loading materials\n" ); @@ -621,6 +599,7 @@ VG_STATIC void world_process_resources( world_instance *world ) } } +#if 0 VG_STATIC void world_free( world_instance *world ) { vg_acquire_thread_sync(); @@ -644,6 +623,7 @@ VG_STATIC void world_free( world_instance *world ) world->status = k_world_status_unloaded; } +#endif VG_STATIC void world_init_blank( world_instance *world ) { @@ -653,10 +633,6 @@ VG_STATIC void world_init_blank( world_instance *world ) 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; @@ -831,7 +807,7 @@ VG_STATIC void world_load( u32 index, const char *path ) u32 min_overhead = sizeof(vg_linear_allocator); if( heap_availible < (min_overhead+1024) ){ - vg_fatal_exit_loop( "out of memory" ); + vg_fatal_error( "out of memory" ); } u32 size = heap_availible - min_overhead;