X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=3e7cdb90addbca4605f31b993f8aabfcf674002d;hb=b4a83d4fcab39bee5a8cd6e8e6eec06314864e5b;hp=fdbe9e58ee54aa6ddda195cb26a2aed06028de42;hpb=2e4531dfd7bd0d9a0776fda1a62653806d85eb3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index fdbe9e5..3e7cdb9 100644 --- a/world_gen.h +++ b/world_gen.h @@ -7,32 +7,29 @@ #include "world.h" -VG_STATIC void world_load( world_instance *world, const char *path ); +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( 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 ); + 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; @@ -59,16 +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, - struct world_material *mat ) + scene_context *scene, + 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 ); + 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]; @@ -116,22 +106,19 @@ 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;iscene_geo->bbx[0], pos ); + v3_add( pos, world->scene_geo.bbx[0], pos ); 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)) - { - world_add_blob( world, world->scene_no_collide, &hit ); + 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, scene, &hit ); count ++; } } @@ -140,289 +127,15 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world, vg_info( "%d foliage models added\n", count ); } -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... - * - * TODO: use this in world_routes too */ - - struct countable - { - enum classtype ct, ct1; - void **to_allocate; - u32 item_size; - int count; - } - entity_counts[] = - { - { - k_classtype_spawn, - k_classtype_none, - (void*)&world->spawns, - sizeof(struct respawn_point) - }, - { - k_classtype_audio, - k_classtype_none, - (void*)&world->audio_things, - sizeof(struct world_audio_thing) - }, - { - k_classtype_world_light, - k_classtype_none, - (void*)&world->lights, - sizeof(struct world_light) - }, - { - k_classtype_nonlocal_gate, - k_classtype_none, - (void*)&world->nonlocal_gates, - sizeof(struct nonlocal_gate) - }, - }; - - for( int i=0; imeta->info.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( world->meta, i ); - - for( int j=0; jclasstype == entity_counts[j].ct) || - (pnode->classtype == entity_counts[j].ct1) ) - { - pnode->sub_uid = entity_counts[j].count; - entity_counts[j].count ++; - break; - } - } - } - - for( int i=0; iitem_size*counter->count; - *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, - bufsize ); - memset( *counter->to_allocate, 0, bufsize ); - } - - world->volume_bh = bh_create( world_global.generic_heap, - &bh_system_volumes, - world, - world->volume_count, - 1 ); -} - -VG_STATIC void world_pct_spawn( world_instance *world, 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( world_instance *world, mdl_node *pnode ) -{ - if( world->water.enabled ) - { - vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( world->meta, pnode->pstr_name )); - return; - } - - world->water.enabled = 1; - water_set_surface( world, pnode->co[1] ); -} - -VG_STATIC void world_pct_audio( world_instance *world, 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 ); - - thing->volume = aud->volume; - thing->range = pnode->s[0]; - - thing->flags = aud->flags; - thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file ); - thing->temp_embedded_clip.flags = aud->flags; - - audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap ); - - pnode->sub_uid = world->audio_things_count; - world->audio_things_count ++; -} - -VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode ) -{ - struct world_light *light = &world->lights[ world->light_count ++ ]; - light->node = pnode; - light->inf = mdl_get_entdata( world->meta, pnode ); - - q_m3x3( pnode->q, light->inverse_world ); - v3_copy( pnode->co, light->inverse_world[3] ); - m4x3_invert_affine( light->inverse_world, light->inverse_world ); - - light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f ); - light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f ); -} - -VG_STATIC void world_pct_nonlocal_gate( world_instance *world, mdl_node *pnode ) -{ - struct nonlocal_gate *gate = &world->nonlocal_gates[ - world->nonlocalgate_count ++ ]; - struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode ); - - gate->working = 0; - gate->node = pnode; - gate->target_map_index = 0; - v2_copy( inf->dims, gate->gate.dims ); -} - -VG_STATIC void world_entities_process( world_instance *world ) -{ - struct entity_instruction - { - enum classtype ct; - void (*process)( world_instance *world, 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_world_light, world_pct_world_light }, - { k_classtype_nonlocal_gate, world_pct_nonlocal_gate } - }; - - for( int i=0; imeta->info.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( world->meta, i ); - - for( int j=0; jclasstype == instr->ct ) - { - instr->process( world, pnode ); - break; - } - } - } -} -VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b ) -{ - vg_info( "Linking non-local gates\n" ); - world_instance *a = &world_global.worlds[ index_a ], - *b = &world_global.worlds[ index_b ]; - - for( int i=0; inonlocalgate_count; i++ ) - { - struct nonlocal_gate *ga = &a->nonlocal_gates[i]; - struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node ); - const char *ga_name = mdl_pstr( a->meta, ga_inf->target ); - - for( int j=0; jnonlocalgate_count; j++ ) - { - struct nonlocal_gate *gb = &b->nonlocal_gates[j]; - struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node ); - const char *gb_name = mdl_pstr( b->meta, gb_inf->target ); - - if( !strcmp( ga_name, gb_name ) ) - { - vg_success( "Created longjump for ID '%s'\n", ga_name ); - - v4f qYflip; - q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf ); - - /* TODO: Gates are created very wonkily. refactor. */ - ga->target_map_index = index_b; - gb->target_map_index = index_a; - ga->working = 1; - gb->working = 1; - - v4_copy( ga->node->q, ga->gate.q[0] ); - v4_copy( gb->node->q, ga->gate.q[1] ); - v3_copy( ga->node->co, ga->gate.co[0] ); - v3_copy( gb->node->co, ga->gate.co[1] ); - - v4_copy( gb->node->q, gb->gate.q[0] ); - v4_copy( ga->node->q, gb->gate.q[1] ); - v3_copy( gb->node->co, gb->gate.co[0] ); - v3_copy( ga->node->co, gb->gate.co[1] ); - - /* reverse B's direction */ - q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] ); - q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] ); - q_normalize( gb->gate.q[0] ); - q_normalize( gb->gate.q[1] ); - - gate_transform_update( &ga->gate ); - gate_transform_update( &gb->gate ); - } - } - } -} - -VG_STATIC float colour_luminance( v3f v ) -{ - return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} ); -} - -VG_STATIC float calc_light_influence( world_instance *world, v3f position, - int light ) -{ - struct world_light *world_light = &world->lights[ light ]; - struct classtype_world_light *inf = world_light->inf; - - v3f light_delta; - v3_sub( world_light->node->co, position, light_delta ); - v3_muls( light_delta, 10.0f, light_delta ); - - float quadratic = v3_dot( light_delta, light_delta ), - attenuation = 1.0f/( 1.0f + quadratic ); - - float quadratic_light = attenuation * colour_luminance( inf->colour ); - - if( (inf->type == k_light_type_point) || - (inf->type == k_light_type_point_nighttime_only) ) - { - return quadratic_light; - } - else if( (inf->type == k_light_type_spot) || - (inf->type == k_light_type_spot_nighttime_only) ) - { - v3f dir; - q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir ); - - float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ), - falloff = spot_theta >= 0.0f? 1.0f: 0.0f; - - return quadratic_light * falloff; - } - else - return 0.0f; -} - VG_STATIC void world_generate( world_instance *world ) { /* * Compile meshes into the world scenes */ - world->scene_geo = scene_init( world_global.generic_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 ); @@ -434,37 +147,52 @@ 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 */ - world->scene_geo = scene_fix( world_global.generic_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_global.generic_heap, - world->scene_geo ); + world->geo_bh = scene_bh_create( world->heap, &world->scene_geo ); - v3_zero( world->rb_geo.co ); - q_identity( world->rb_geo.q ); + v3_zero( world->rb_geo.rb.co ); + v3_zero( world->rb_geo.rb.v ); + q_identity( world->rb_geo.rb.q ); + v3_zero( world->rb_geo.rb.w ); 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 ); + rb_init_object( &world->rb_geo ); /* * Generate scene: non-collidable geometry @@ -472,34 +200,47 @@ VG_STATIC void world_generate( world_instance *world ) */ vg_info( "Generating non-collidable geometry\n" ); - world->scene_no_collide = scene_init( world_global.generic_heap, - 200000, 500000 ); + vg_async_item *call = scene_alloc_async( &world->scene_no_collide, + &world->mesh_no_collide, + 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 *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 ); } - /* upload and free that */ - vg_acquire_thread_sync(); - { - scene_upload( world->scene_no_collide, &world->mesh_no_collide ); + for( u32 i=0; ient_traffic ); i++ ){ + ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i ); + + for( u32 j=0; jsubmesh_count; j++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + vehc->submesh_start+j ); + + if( sm->flags & k_submesh_flag_consumed ){ + continue; + } + + m4x3f identity; + m4x3_identity( identity ); + scene_add_mdl_submesh( &world->scene_no_collide, + &world->meta, sm, identity ); + + scene_copy_slice( &world->scene_no_collide, sm ); + sm->flags |= k_submesh_flag_consumed; + } } - vg_release_thread_sync(); - vg_linear_del( world_global.generic_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 ) @@ -515,12 +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 ); @@ -530,26 +291,30 @@ 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]; } + v3f cube_size; + v3i icubes_count; v3i_sub( icubes_max, icubes_min, icubes_count ); - 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]; + for( int i=0; i<3; i++ ){ + int clamped_count = VG_MIN( 128, icubes_count[i]+1 ); + float clamped_max = icubes_min[i] + clamped_count, + max = icubes_min[i] + icubes_count[i]+1; + + icubes_count[i] = clamped_count; + cube_size[i] = (max / clamped_max) * k_light_cube_size; + cubes_max[i] = clamped_max; } - v3_muls( cubes_min, k_light_cube_size, cubes_min ); - v3_muls( cubes_max, k_light_cube_size, cubes_max ); + v3_mul( cubes_min, cube_size, cubes_min ); + v3_mul( cubes_max, 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]; @@ -559,26 +324,28 @@ 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_global.generic_heap, - total_cubes * sizeof(u32) * 2.0f ); + 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], cubes_max[0], -cubes_max[2], cubes_max[1] ); - v3_copy( cubes_min, world->ub_lighting.g_cube_min ); - v3f cube_size; - v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range, - cube_size ); float bound_radius = v3_length( cube_size ); - for( int iz = 0; izub_lighting.g_cube_inv_range, bbx[0] ); @@ -599,21 +366,18 @@ 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 ); @@ -628,10 +392,8 @@ 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]; } @@ -667,235 +429,178 @@ 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_global.generic_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 */ - 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(); - 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(world->light_count,1) * sizeof(float)*12; + /* Upload lighting uniform buffer */ + if( world->water.enabled ) + v4_copy( world->water.plane, world->ub_lighting.g_water_plane ); - vg_info( "Upload %ubytes (lighting)\n", size ); + v4f info_vec; + v3f *bounds = world->scene_geo.bbx; - 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( int i=0; ilight_count; i++ ) - { - struct world_light *light = &world->lights[i]; - struct classtype_world_light *inf = light->inf; - - /* colour + night */ - v3_muls( inf->colour, inf->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 ) ) - { - u32 hash = (i * 29986577) & 0xff; - 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->node->co, light_dst[i*3+1] ); - light_dst[i*3+1][3] = 1.0f/(inf->range*inf->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 ); - } + 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 ); - 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 ); - 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 ); - } + /* + * 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_release_thread_sync(); +VG_STATIC int reset_player( int argc, char const *argv[] ); +VG_STATIC void world_post_process( world_instance *world ) +{ + world_compute_light_indices( world ); -#if 0 - /* - * Setup scene collider - */ - reset_player( 1, (const char *[]){"start"} ); -#endif + 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 ) { vg_info( "Loading textures\n" ); - world->texture_count = world->meta->info.texture_count; - world->textures = vg_linear_alloc( world_global.generic_heap, - sizeof(GLuint)*world->texture_count ); - vg_acquire_thread_sync(); - { - /* error texture */ - world->textures[0] = vg_tex2d_new(); - vg_tex2d_set_error(); - vg_tex2d_nearest(); - vg_tex2d_repeat(); - - for( int i=1; itexture_count; i++ ) - { - mdl_texture *tex = &world->meta->texture_buffer[i]; - - if( !tex->pack_offset ) - { - vg_release_thread_sync(); - vg_fatal_exit_loop( "World models must have packed textures!" ); - } + world->texture_count = 0; + + world->texture_count = world->meta.textures.count+1; + world->textures = vg_linear_alloc( world->heap, + vg_align8(sizeof(GLuint)*world->texture_count) ); + + vg_tex2d_replace_with_error( &world->textures[0] ); - vg_linear_clear( vg_mem.scratch ); - world->textures[i] = 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_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_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" ); - 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->heap, + vg_align8(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 ) +#if 0 +VG_STATIC void world_free( world_instance *world ) { vg_acquire_thread_sync(); @@ -903,100 +608,39 @@ VG_STATIC void world_unload( world_instance *world ) mesh_free( &world->mesh_route_lines ); mesh_free( &world->mesh_geo ); mesh_free( &world->mesh_no_collide ); - + + /* glDeleteBuffers silently ignores 0's and names that do not correspond to + * existing buffer objects. + * */ glDeleteBuffers( 1, &world->tbo_light_entities ); glDeleteTextures( 1, &world->tex_light_entities ); glDeleteTextures( 1, &world->tex_light_cubes ); - /* FIXME: CANT DO THIS HERE */ - world_global.time = 0.0; - 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 ); - /* delete the entire block of memory */ - /* FIXME: WE CANT DO THIS SHIT ANYMORE, NEED TO DEALLOC FROM ABOVE */ -#if 0 - vg_linear_clear( world->dynamic_vgl ); - vg_linear_clear( world->audio_vgl ); -#endif - - vg_release_thread_sync(); + + world->status = k_world_status_unloaded; } +#endif -VG_STATIC void world_clean( world_instance *world ) +VG_STATIC void world_init_blank( world_instance *world ) { - /* clean dangling pointers */ - world->meta = NULL; - - /* - * TODO: Theres probably a better way to do this? - */ + memset( &world->meta, 0, sizeof(mdl_context) ); world->textures = NULL; world->texture_count = 0; - world->materials = NULL; - world->material_count = 0; - - world->scene_geo = NULL; - world->scene_no_collide = NULL; - world->scene_lines = NULL; + world->surfaces = NULL; + world->surface_count = 0; world->geo_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->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->rendering_gate = NULL; world->water.enabled = 0; - /* default lighting conditions * -------------------------------------------------------------*/ struct ub_world_lighting *state = &world->ub_lighting; @@ -1019,29 +663,194 @@ 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_load( world_instance *world, const char *path ) +VG_STATIC void world_entities_init( u32 world_id ) +{ + world_instance *world = &world_global.worlds[world_id]; + + /* 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 ); + + if( gate->type == k_gate_type_teleport ){ + gate_transform_update( gate ); + } + else if( gate->type == k_gate_type_nonlocal_unlinked ){ + const char *key = mdl_pstr( &world->meta, gate->target ); + vg_info( "key: %s\n", key ); + + for( u32 i=0; istatus != k_world_status_loaded ) continue; + vg_info( "Checking world %u for key matches\n", i ); + + for( u32 j=0; jent_gate ); j++ ){ + ent_gate *gate2 = mdl_arritm( &other->ent_gate, j ); + if( gate2->type != k_gate_type_nonlocal_unlinked ) continue; + + const char *key2 = mdl_pstr( &other->meta, gate2->target ); + vg_info( " key2: %s\n", key2 ); + + if( strcmp( key, key2 ) ) continue; + + vg_success( "Non-local matching pair '%s' found. (%u:%u)\n", + key, world_id, i ); + + gate->type = k_gate_type_nonlocel; + gate2->type = k_gate_type_nonlocel; + gate->target = i; + gate2->target = world_id; + + v3_copy( gate->co[0], gate2->co[1] ); + v3_copy( gate2->co[0], gate->co[1] ); + v4_copy( gate->q[0], gate2->q[1] ); + v4_copy( gate2->q[0], gate->q[1] ); + + v4f qflip; + q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf ); + q_mul( gate->q[0], qflip, gate->q[0] ); + q_mul( gate->q[1], qflip, gate->q[1] ); + + gate_transform_update( gate ); + gate_transform_update( gate2 ); + + goto matched; + } + } +matched:; + } + } + + /* water */ + for( u32 j=0; jent_water); j++ ){ + ent_water *water = mdl_arritm( &world->ent_water, j ); + if( world->water.enabled ){ + vg_warn( "Multiple water surfaces in level!\n" ); + break; + } + + world->water.enabled = 1; + water_set_surface( world, water->transform.co[1] ); + } + + /* volumes */ + for( u32 j=0; jent_volume); j++ ){ + ent_volume *volume = mdl_arritm( &world->ent_volume, j ); + mdl_transform_m4x3( &volume->transform, volume->to_world ); + m4x3_invert_full( volume->to_world, volume->to_local ); + } + + /* audio packs */ + for( u32 j=0; jent_audio); j++ ){ + ent_audio *audio = mdl_arritm( &world->ent_audio, j ); + + for( u32 k=0; kclip_count; k++ ){ + ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip, + audio->clip_start+k ); + + if( clip->file.pack_size ){ + u32 size = clip->file.pack_size, + offset = clip->file.pack_offset; + + /* embedded files are fine to clear the scratch buffer, only + * external audio uses it */ + + vg_linear_clear( vg_mem.scratch ); + void *data = vg_linear_alloc( vg_mem.scratch, + clip->file.pack_size ); + + mdl_fread_pack_file( &world->meta, &clip->file, data ); + + clip->clip.path = NULL; + clip->clip.flags = audio->flags; + clip->clip.data = data; + clip->clip.size = size; + } + else{ + clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path ); + clip->clip.flags = audio->flags; + clip->clip.data = NULL; + clip->clip.size = 0; + } + + audio_clip_load( &clip->clip, world->heap ); + } + } +} + +VG_STATIC void world_load( u32 index, const char *path ) { - world_unload( world ); - world_clean( world ); + world_instance *world = &world_global.worlds[index]; + world_init_blank( world ); + world->status = k_world_status_loading; - world->meta = mdl_load_full( world_global.generic_heap, path ); vg_info( "Loading world: %s\n", path ); + void *allocator = NULL; + if( index == 0 ) allocator = world_global.heap; + else allocator = world_global.worlds[index-1].heap; + + u32 heap_availible = vg_linear_remaining( allocator ); + u32 min_overhead = sizeof(vg_linear_allocator); + + if( heap_availible < (min_overhead+1024) ){ + vg_fatal_error( "out of memory" ); + } + + u32 size = heap_availible - min_overhead; + void *heap = vg_create_linear_allocator( allocator, size, + VG_MEMORY_SYSTEM ); + + world->heap = heap; + mdl_context *meta = &world->meta; + + mdl_open( meta, path, world->heap ); + mdl_load_metadata_block( meta, world->heap ); + mdl_load_animation_block( meta, world->heap ); + mdl_load_mesh_block( meta, world->heap ); + + mdl_load_array( meta, &world->ent_gate, "ent_gate", heap ); + mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap ); + mdl_load_array( meta, &world->ent_light, "ent_light", heap ); + mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap ); + mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap ); + mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap ); + mdl_load_array( meta, &world->ent_route, "ent_route", heap ); + mdl_load_array( meta, &world->ent_water, "ent_water", heap ); + mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap ); + mdl_load_array( meta, &world->ent_audio, "ent_audio", heap ); + mdl_load_array( meta, &world->ent_volume, "ent_volume", heap ); + mdl_load_array( meta, &world->ent_traffic, "ent_traffic", heap ); + /* process resources from pack */ world_process_resources( world ); - /* dynamic allocations */ - world_ents_allocate( world ); - world_routes_allocate( world ); - - /* meta processing */ - world_routes_process( world ); - world_entities_process( world ); + world_routes_ent_init( world ); + world_entities_init( index ); + world->volume_bh = bh_create( heap, &bh_system_volumes, world, + mdl_arrcount( &world->ent_volume ), 1 ); /* main bulk */ world_generate( world ); world_routes_generate( world ); world_post_process( world ); + + mdl_close( meta ); + + world->status = k_world_status_loaded; } #endif /* WORLD_GEN_H */