X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=16d64fdefdf8a53af2a1cbb98b28eed71d43702a;hb=be6707a307bfeec1b45cca8b3fb647e81262be87;hp=54857f59137ea40c3c34f84ad6004cb8ebcf49aa;hpb=d5405f24a854aff8b76bb126492f2c18bc874270;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 54857f5..16d64fd 100644 --- a/world_gen.h +++ b/world_gen.h @@ -5,24 +5,22 @@ #ifndef WORLD_GEN_H #define WORLD_GEN_H -/* - * FUTURE: - * If we have multiple levels, write an unloader - */ - #include "world.h" -static void world_add_all_if_material( m4x3f transform, scene *pscene, - mdl_header *mdl, u32 id ) +/* 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; inode_count; i++ ) + for( int i=0; iinfo.node_count; i++ ) { mdl_node *pnode = mdl_node_from_id( mdl, i ); for( int j=0; jsubmesh_count; j++ ) { mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); - if( sm->material_id == id ) { m4x3f transform2; @@ -32,31 +30,19 @@ static void world_add_all_if_material( m4x3f transform, scene *pscene, scene_add_submesh( pscene, mdl, sm, transform2 ); } } - - if( pnode->classtype == k_classtype_instance ) - { - if( pnode->sub_uid ) - { - u32 instance_id = pnode->sub_uid -1; - struct instance_cache *cache = &world.instance_cache[instance_id]; - mdl_header *mdl2 = cache->mdl; - - m4x3f transform2; - mdl_node_transform( pnode, transform2 ); - m4x3_mul( transform, transform2, transform2 ); - - world_add_all_if_material( transform2, pscene, mdl2, id ); - } - } } } -static void world_apply_procedural_foliage(void) +/* Sprinkle foliage models over the map on terrain material */ +VG_STATIC void world_apply_procedural_foliage(void) { - mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl"); + vg_linear_clear( vg_mem.scratch ); + + mdl_context *mfoliage = + mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl"); v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); + v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], volume ); volume[1] = 1.0f; m4x3f transform; @@ -68,7 +54,7 @@ static void world_apply_procedural_foliage(void) v3f pos; v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos ); pos[1] = 1000.0f; - v3_add( pos, world.geo.bbx[0], pos ); + v3_add( pos, world.scene_geo->bbx[0], pos ); ray_hit hit; hit.dist = INFINITY; @@ -90,174 +76,269 @@ static void world_apply_procedural_foliage(void) q_m3x3( qsurface, transform ); v3_copy( hit.pos, transform[3] ); - scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform); + scene_add_submesh( world.scene_no_collide, mfoliage, + sm_blob, transform); } } } - - vg_free( mfoliage ); } -static void world_load(void) +VG_STATIC void world_ents_allocate(void) { - mdl_header *mworld = mdl_load( "models/mp_dev.mdl" ); - vg_info( "Loading world: models/mp_dev.mdl\n" ); + vg_info( "Allocating entities\n" ); - world.spawn_count = 0; - world.traffic_count = 0; - world.instance_cache = NULL; - - /* - * Process entities - */ - for( int i=0; inode_count; i++ ) + /* 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 { - mdl_node *pnode = mdl_node_from_id( mworld, i ); - - if( pnode->classtype == k_classtype_none ) - {} - else if( pnode->classtype == k_classtype_spawn ) + 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) + }, { - struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; - - v3_copy( pnode->co, rp->co ); - v4_copy( pnode->q, rp->q ); - strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) ); - } - else if( pnode->classtype == k_classtype_water ) + k_classtype_trigger, + (void*)&world.triggers, + sizeof(struct trigger_zone) + }, { - if( wrender.enabled ) - { - vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( mworld, pnode->pstr_name )); - continue; - } + k_classtype_logic_relay, + (void*)&world.logic_relays, + sizeof(struct logic_relay) + }, + { + k_classtype_logic_achievement, + (void*)&world.logic_achievements, + sizeof(struct logic_achievement) + } + }; - mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 ); - - if( sm ) + for( int i=0; iinfo.node_count; i++ ) + { + mdl_node *pnode = mdl_node_from_id( world.meta, i ); + + for( int j=0; jclasstype == entity_counts[j].ct ) { - vg_acquire_thread_sync(); - { - glmesh surf; - mdl_unpack_submesh( mworld, &surf, sm ); - water_set_surface( &surf, pnode->co[1] ); - } - vg_release_thread_sync(); + pnode->sub_uid = entity_counts[j].count; + entity_counts[j].count ++; + break; } } - else if( pnode->classtype == k_classtype_car_path ) - { - struct classtype_car_path *p = mdl_get_entdata( mworld, pnode ); - traffic_node *tn = &world.traffic[ world.traffic_count ]; - tn->mn_next = NULL; - tn->mn_next1 = NULL; - - if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target ); - if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 ); + } - m4x3f transform; - mdl_node_transform( pnode, transform ); - m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h ); - v3_copy( transform[3], tn->co ); + for( int i=0; iitem_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 ); +} - pnode->sub_uid = world.traffic_count ++; +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] ); } - else if( pnode->classtype == k_classtype_instance ) + 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; itargets); i++ ) + { + if( inf->targets[i] ) { - struct classtype_instance *inst = mdl_get_entdata( mworld, pnode ); - pnode->sub_uid = 0; + struct relay_target *target = &relay->targets[relay->target_count ++]; + mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] ); - int cached = 0; - for( int i=0; ipstr_file == cache->pstr_file ) - { - cached = 1; - pnode->sub_uid = i+1; - break; - } - } - - if( !cached ) - { - world.instance_cache = buffer_reserve( - world.instance_cache, world.instance_cache_count, - &world.instance_cache_cap, 1, - sizeof(struct instance_cache) ); - - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count]; - - const char *filename = mdl_pstr(mworld, inst->pstr_file); - - cache->pstr_file = inst->pstr_file; - cache->mdl = mdl_load( filename ); - - if( cache->mdl ) - { - world.instance_cache_count ++; - pnode->sub_uid = world.instance_cache_count; - mdl_link_materials( mworld, cache->mdl ); - vg_success( "Cached %s\n", filename ); - } - else - { - vg_warn( "Failed to cache %s\n", filename ); - } - } + target->classtype = other->classtype; + target->sub_id = other->sub_uid; } - else if( pnode->classtype == k_classtype_achievement_box ) - { - world.achievement_zones = - buffer_reserve( world.achievement_zones, - world.achievement_zones_count, - &world.achievement_zones_cap, 1, - sizeof(struct achievement_zone) ); + } + + v3_copy( pnode->co, relay->pos ); + world.relay_count ++; +} - struct achievement_zone *zone = &world.achievement_zones[ - world.achievement_zones_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 ); - struct classtype_achievement_box *box = mdl_get_entdata(mworld,pnode); + v3_copy( pnode->co, ach->pos ); + ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name ); + ach->achieved = 0; - mdl_node_transform( pnode, zone->transform ); - m4x3_invert_full( zone->transform, zone->inv_transform ); - vg_strncpy( mdl_pstr(mworld, box->pstr_name), zone->name, 31 ); - zone->name[31] = 0x00; - zone->triggered = 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; iinfo.node_count; i++ ) + { + mdl_node *pnode = mdl_node_from_id( world.meta, i ); - world.instance_cache = buffer_fix( world.instance_cache, - world.instance_cache_count, - &world.instance_cache_cap, - sizeof( struct instance_cache ) ); + for( int j=0; jclasstype == instr->ct ) + { + instr->process( pnode ); + break; + } + } + } +} +VG_STATIC void world_generate(void) +{ /* * Compile meshes into the world scenes */ - scene_init( &world.geo ); - - u32 mat_surf = 0, - mat_surf_oob = 0, + 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; + mat_alphatest = 0, + mat_graffiti = 0, + mat_subworld = 0, + mat_terrain = 0; - for( int i=1; imaterial_count; i++ ) + for( int i=1; iinfo.material_count; i++ ) { - mdl_material *mat = mdl_material_from_id( mworld, i ); - const char *mat_name = mdl_pstr( mworld, mat->pstr_name ); + 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; @@ -276,50 +357,122 @@ static void world_load(void) 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.geo, mworld, mat_terrain ); - scene_copy_slice( &world.geo, &world.sm_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.geo, mworld, 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.geo, &world.sm_geo_std_oob ); + 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.geo, mworld, mat_surf ); - scene_copy_slice( &world.geo, &world.sm_geo_std ); + 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.geo,mworld,mat_vertex_blend); - scene_copy_slice( &world.geo, &world.sm_geo_vb ); + 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.geo ); + { + scene_upload( world.scene_geo, &world.mesh_geo ); + } vg_release_thread_sync(); - scene_bh_create( &world.geo ); + /* 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 ); - /* Foliage /nocollide layer. - * TODO: Probably should have material traits for this + 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 + * ---------------------------------------------------------------- */ - scene_init( &world.foliage ); + 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.foliage, &world.sm_foliage_main ); + scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main ); - world_add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest); - scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest ); + 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 ); - world_add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti ); - scene_copy_slice( &world.foliage, &world.sm_graffiti ); + 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.foliage ); + 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; iplayer ); + 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 */ @@ -327,12 +480,12 @@ static void world_load(void) m4x3f camera; v3f extent; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent ); + v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent ); - float fl = world.geo.bbx[0][0], - fr = world.geo.bbx[1][0], - fb = world.geo.bbx[0][2], - ft = world.geo.bbx[1][2], + 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); @@ -344,13 +497,16 @@ static void world_load(void) ortho[3][3] = 1.0f; m4x3_identity( camera ); - glViewport( 0, 0, 1024, 1024 ); 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); @@ -364,14 +520,18 @@ static void world_load(void) * TODO: World settings entity */ struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting; - v4_copy( wrender.plane, winfo->g_water_plane ); - v4f bounds; - bounds[0] = world.geo.bbx[0][0]; - bounds[1] = world.geo.bbx[0][2]; - bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]); - bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]); - v4_copy( bounds, winfo->g_depth_bounds ); + 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(); @@ -379,25 +539,106 @@ static void world_load(void) vg_release_thread_sync(); - world_routes_loadfrom( mworld ); - - for( int i=0; isegment_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(); } #endif /* WORLD_GEN_H */