X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=38d2b6677ed366e43368d0c63e41927908335226;hb=919d1227839218c57430fe9cab8f74d594c7bd14;hp=cbf47287f9d1de2881a4a60de7b0287119281e74;hpb=a9e3181f697ab37fc74f072cfcfdf44e2d659468;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index cbf4728..38d2b66 100644 --- a/world_gen.h +++ b/world_gen.h @@ -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; iinfo.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mdl, i ); + for( u32 i=0; imeshs); i++ ){ + mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); - for( int j=0; jsubmesh_count; j++ ) - { - mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); - if( sm->material_id == id ) - { + for( u32 j=0; jsubmesh_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 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 { @@ -170,27 +162,6 @@ VG_STATIC void world_ents_allocate( world_instance *world ) (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, @@ -203,12 +174,6 @@ VG_STATIC void world_ents_allocate( world_instance *world ) (void*)&world->nonlocal_gates, sizeof(struct nonlocal_gate) }, - { - k_classtype_soundscape, - k_classtype_none, - (void*)&world->soundscapes, - sizeof(struct soundscape) - } }; for( int i=0; ito_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 ++ ]; @@ -288,46 +259,6 @@ VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode ) 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; itargets); 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 ++ ]; @@ -366,10 +297,6 @@ VG_STATIC void world_entities_process( world_instance *world ) { 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 } }; @@ -390,7 +317,6 @@ VG_STATIC void world_entities_process( world_instance *world ) } } } - VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b ) { vg_info( "Linking non-local gates\n" ); @@ -444,7 +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} ); @@ -484,6 +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 ) { @@ -502,15 +431,14 @@ VG_STATIC void world_generate( world_instance *world ) vg_info( "Generating collidable geometry\n" ); + for( u32 i=0; isurface_count; i++ ){ + struct world_surface *surf = &world->surfaces[ i ]; - for( int i=0; imaterial_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 */ @@ -543,14 +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; imaterial_count; i++ ) - { - struct world_material *mat = &world->materials[ i ]; + for( u32 i=0; isurface_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 ) @@ -598,8 +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]; } @@ -607,8 +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]; } @@ -616,8 +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]; @@ -641,12 +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; izub_lighting.g_cube_inv_range, bbx[0] ); @@ -667,21 +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; jlight_count; j ++ ) - { - struct world_light *light = &world->lights[j]; + for( u32 j=0; jent_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 ); @@ -696,10 +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]; } @@ -754,6 +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; iaudio_things_count; i++ ) { @@ -772,6 +688,7 @@ VG_STATIC void world_post_process( world_instance *world ) } } audio_unlock(); +#endif world_compute_light_indices( world ); @@ -779,8 +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 ); @@ -796,19 +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; ilight_count; i++ ) - { - struct world_light *light = &world->lights[i]; - struct classtype_world_light *inf = light->inf; + for( u32 i=0; ient_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); @@ -817,12 +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 ); @@ -831,7 +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 ); @@ -845,7 +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 */ @@ -907,7 +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 ); @@ -919,21 +831,20 @@ VG_STATIC void world_process_resources( world_instance *world ) vg_tex2d_nearest(); vg_tex2d_repeat(); - for( int i=1; itexture_count; i++ ) - { - mdl_texture *tex = &world->meta->texture_buffer[i]; + for( u32 i=0; imeta.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(); } @@ -942,25 +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; imaterial_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; imeta.materials); i++ ){ + world->surfaces[i+1].info = + *(mdl_material *)mdl_arritm( &world->meta.materials, i ); + } } VG_STATIC void world_unload( world_instance *world ) @@ -981,21 +885,8 @@ 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; 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 textures and meshes */ glDeleteTextures( world->texture_count, world->textures ); @@ -1012,8 +903,7 @@ 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? @@ -1021,61 +911,19 @@ 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; 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; @@ -1098,24 +946,71 @@ 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; jent_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; jent_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 );