X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=3f574987d3335f24af95443ca459ec414ed1d331;hb=6b9993651343af73bd48e2213910bbaadb41edaf;hp=c0c4264898d1b6ef4db16c5255851d5cf47acbc7;hpb=6c1541ad6a2915912e7439661820a786cb145af4;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index c0c4264..3f57498 100644 --- a/world_gen.h +++ b/world_gen.h @@ -7,53 +7,97 @@ #include "world.h" -/* load world TODO: Put back vg back in loading state while this happens */ -VG_STATIC void world_load(void); - +VG_STATIC void world_load( u32 index, 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_submesh( pscene, mdl, sm, transform2 ); + scene_add_mdl_submesh( pscene, mdl, sm, transform2 ); } } } } +VG_STATIC void world_add_blob( world_instance *world, + scene *pscene, ray_hit *hit ) +{ + m4x3f transform; + v4f qsurface, qrandom; + v3f axis; + + v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis ); + + float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f}); + q_axis_angle( qsurface, axis, angle ); + q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf ); + q_mul( qsurface, qrandom, qsurface ); + q_m3x3( qsurface, transform ); + v3_copy( hit->pos, transform[3] ); + + scene_vert verts[] = + { + { .co = { -1.00f, 0.0f, 0.0f } }, + { .co = { 1.00f, 0.0f, 0.0f } }, + { .co = { -1.00f, 1.2f, 0.0f } }, + { .co = { 1.00f, 1.2f, 0.0f } }, + { .co = { -0.25f, 2.0f, 0.0f } }, + { .co = { 0.25f, 2.0f, 0.0f } } + }; + + 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( pscene->indice_count + vg_list_size(indices) > pscene->max_indices ) + vg_fatal_exit_loop( "Scene index buffer overflow" ); + + scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ]; + u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ]; + + scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ]; + + for( u32 i=0; ico, pvert->co ); + scene_vert_pack_norm( pvert, transform[1] ); + + v2_copy( ref->uv, pvert->uv ); + } + + for( u32 i=0; ivertex_count; + + pscene->vertex_count += vg_list_size(verts); + pscene->indice_count += vg_list_size(indices); +} + /* Sprinkle foliage models over the map on terrain material */ -VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) +VG_STATIC void world_apply_procedural_foliage( world_instance *world, + 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; - m4x3f transform; - 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]; @@ -61,36 +105,19 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) vg_info( "Map area: %f. Max particles: %u\n", area, particles ); - for( int i=0;ibbx[0], pos ); + v3_add( pos, world->scene_geo->bbx[0], pos ); ray_hit hit; hit.dist = INFINITY; - if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) - { - struct world_material *m1 = ray_hit_material( &hit ); - if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)) - { - v4f qsurface, qrandom; - v3f axis; - - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); - - float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f}); - q_axis_angle( qsurface, axis, angle ); - q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf ); - q_mul( qsurface, qrandom, qsurface ); - q_m3x3( qsurface, transform ); - - v3_copy( hit.pos, transform[3] ); - scene_add_submesh( world.scene_no_collide, mfoliage, - sm_blob, transform); - + 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 ++; } } @@ -99,446 +126,361 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) vg_info( "%d foliage models added\n", count ); } -VG_STATIC void world_ents_allocate(void) +VG_STATIC void world_generate( world_instance *world ) { - vg_info( "Allocating entities\n" ); + /* + * Compile meshes into the world scenes + */ + world->scene_geo = scene_init( world->heap, 320000, 1200000 ); - /* 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 */ + m4x3f midentity; + m4x3_identity( midentity ); - struct countable - { - enum classtype ct; - void **to_allocate; - u32 item_size; - int count; - } - entity_counts[] = - { - { - k_classtype_spawn, - (void*)&world.spawns, - sizeof(struct respawn_point) - }, - { - k_classtype_audio, - (void*)&world.audio_things, - sizeof(struct world_audio_thing) - }, - { - k_classtype_trigger, - (void*)&world.triggers, - sizeof(struct trigger_zone) - }, - { - k_classtype_logic_relay, - (void*)&world.logic_relays, - sizeof(struct logic_relay) - }, - { - k_classtype_logic_achievement, - (void*)&world.logic_achievements, - sizeof(struct logic_achievement) - } - }; + /* + * Generate scene: collidable geometry + * ---------------------------------------------------------------- + */ - for( int i=0; isurface_count; i++ ){ + struct world_surface *surf = &world->surfaces[ i ]; - 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 ) - { - pnode->sub_uid = entity_counts[j].count; - entity_counts[j].count ++; - break; - } - } - } + if( surf->info.flags & k_material_flag_collision ) + world_add_all_if_material( midentity, world->scene_geo, + &world->meta, i ); - for( int i=0; iitem_size*counter->count; - *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize ); + scene_copy_slice( world->scene_geo, &surf->sm_geo ); } -} - -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 ); -} + /* compress that bad boy */ + world->scene_geo = scene_fix( world->heap, world->scene_geo ); -VG_STATIC void world_pct_water( mdl_node *pnode ) -{ - if( world.water.enabled ) + vg_acquire_thread_sync(); { - vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( world.meta, pnode->pstr_name )); - return; + scene_upload( world->scene_geo, &world->mesh_geo ); } + vg_release_thread_sync(); - world.water.enabled = 1; - water_set_surface( pnode->co[1] ); -} + /* setup spacial mapping and rigidbody */ + world->geo_bh = scene_bh_create( world->heap, world->scene_geo ); -VG_STATIC void world_pct_audio( mdl_node *pnode ) -{ - struct world_audio_thing *thing = &world.audio_things[ - world.audio_things_count ]; + 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 ); - memset( thing, 0, sizeof(struct world_audio_thing) ); - struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode ); + world->rb_geo.type = k_rb_shape_scene; + world->rb_geo.inf.scene.bh_scene = world->geo_bh; + rb_init_object( &world->rb_geo ); - 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; + /* + * Generate scene: non-collidable geometry + * ---------------------------------------------------------------- + */ + vg_info( "Generating non-collidable geometry\n" ); - audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl ); - thing->player.name = mdl_pstr( world.meta, pnode->pstr_name ); - thing->player.enqued = 0; + world->scene_no_collide = scene_init( world->heap, 200000, 500000 ); - pnode->sub_uid = world.audio_things_count; - world.audio_things_count ++; -} + for( u32 i=0; isurface_count; i++ ){ + struct world_surface *mat = &world->surfaces[ i ]; + if( !(mat->info.flags & k_material_flag_collision) ){ + world_add_all_if_material( midentity, world->scene_no_collide, + &world->meta, i ); + } -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 ); + if( mat->info.flags & k_material_flag_grow_grass ) + world_apply_procedural_foliage( world, mat ); - trigger->target.sub_id = target_node->sub_uid; - trigger->target.classtype = target_node->classtype; + scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide ); } - 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++ ) + /* upload and free that */ + vg_acquire_thread_sync(); { - 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; - } + scene_upload( world->scene_no_collide, &world->mesh_no_collide ); } + vg_release_thread_sync(); - v3_copy( pnode->co, relay->pos ); - world.relay_count ++; + vg_linear_del( world->heap, world->scene_no_collide ); + world->scene_no_collide = NULL; } - -VG_STATIC void world_pct_achievement( mdl_node *pnode ) +float fsd_cone_infinite( v3f p, v2f c ) { - struct logic_achievement *ach = - &world.logic_achievements[ world.achievement_count ]; - struct classtype_logic_achievement *inf = - mdl_get_entdata( world.meta, pnode ); + v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] }; + float s = vg_maxf( 0.0f, v2_dot( q, c ) ); - v3_copy( pnode->co, ach->pos ); - ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name ); - ach->achieved = 0; + v2f v0; + v2_muls( c, s, v0 ); + v2_sub( q, v0, v0 ); - world.achievement_count ++; + float d = v2_length( v0 ); + return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f); } - -VG_STATIC void world_entities_process(void) +VG_STATIC void world_compute_light_indices( world_instance *world ) { - 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 } - }; + /* 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 ); - for( int i=0; iinfo.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( world.meta, i ); + 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 ); - for( int j=0; jclasstype == instr->ct ) - { - instr->process( pnode ); - break; - } - } - } -} - -VG_STATIC void edge_bh_expand_bound( void *user, boxf bound, u32 item_index ) -{ - struct grind_edge *edge_array = user, - *edge = &edge_array[ item_index ]; - - box_addpt( bound, edge->p0 ); - box_addpt( bound, edge->p1 ); -} - -VG_STATIC float edge_bh_centroid( void *user, u32 item_index, int axis ) -{ - struct grind_edge *edge_array = user, - *edge = &edge_array[ item_index ]; + v3i icubes_min, icubes_max; - return (edge->p0[axis] + edge->p1[axis]) * 0.5f; -} + for( int i=0; i<3; i++ ){ + icubes_min[i] = cubes_min[i]; + icubes_max[i] = cubes_max[i]; + } -VG_STATIC void edge_bh_swap( void *user, u32 ia, u32 ib ) -{ - struct grind_edge *edge_array = user, - *e0 = &edge_array[ ia ], - *e1 = &edge_array[ ib ], - et; - et = *e0; - *e0 = *e1; - *e1 = et; -} + v3f cube_size; -VG_STATIC void edge_bh_closest( void *user, u32 index, v3f point, v3f closest ) -{ - struct grind_edge *edge_array = user, - *edge = &edge_array[ index ]; + v3i icubes_count; + v3i_sub( icubes_max, icubes_min, icubes_count ); - closest_point_segment( edge->p0, edge->p1, point, closest ); -} - -VG_STATIC bh_system bh_system_edges = -{ - .expand_bound = edge_bh_expand_bound, - .item_centroid = edge_bh_centroid, - .item_closest = edge_bh_closest, - .item_swap = edge_bh_swap, - .item_debug = NULL, - .cast_ray = NULL -}; - -VG_STATIC void world_generate_edges(void) -{ - vg_info( "Generating edge array\n" ); - world.grind_edges = vg_linear_alloc( world.dynamic_vgl, - 5000*sizeof(struct grind_edge ) ); - world.grind_edge_count = 0; - - u32 fs_count = 0; - for( u32 i=0; ivertex_count; i++ ) - if( world.scene_geo->arrvertices[i].weights[0] ) - fs_count ++; - - vg_info( "Grind verts: %u\n", fs_count ); - - for( u32 i=0; iindice_count/3; i++ ) - { - u32 *ptri = &world.scene_geo->arrindices[ i*3 ]; - - for( int j=0; j<3; j++ ) - { - u32 i0 = ptri[j], - i1 = ptri[(j+1)%3]; + 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; + } - mdl_vert *v0 = &world.scene_geo->arrvertices[ i0 ], - *v1 = &world.scene_geo->arrvertices[ i1 ]; + v3_mul( cubes_min, cube_size, cubes_min ); + v3_mul( cubes_max, cube_size, cubes_max ); - if( v0->weights[0] ) - { - if( world.grind_edge_count == 5000 ) - vg_fatal_exit_loop( "Edge capacity exceeded" ); + 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]; - struct grind_edge *ge = - &world.grind_edges[ world.grind_edge_count ++ ]; + vg_info( "cubes[%d]: %d\n", i, icubes_count[i] ); + } - v3_copy( v0->co, ge->p0 ); - v3_copy( v1->co, ge->p1 ); + 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) ); + + 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 ); + + float bound_radius = v3_length( cube_size ); + + for( int iz = 0; izub_lighting.g_cube_inv_range, + bbx[0] ); + v3_div( (v3f){ ix+1, iy+1, iz+1 }, + world->ub_lighting.g_cube_inv_range, + bbx[1] ); + + v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] ); + v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] ); + + v3f center; + v3_add( bbx[0], bbx[1], center ); + v3_muls( center, 0.5f, center ); + + u32 indices[6] = { 0, 0, 0, 0, 0, 0 }; + u32 count = 0; + + float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; + const int N = vg_list_size( influences ); + + for( u32 j=0; jent_light); j ++ ){ + ent_light *light = mdl_arritm( &world->ent_light, j ); + v3f closest; + closest_point_aabb( light->transform.co, bbx, closest ); + + float dist = v3_dist( closest, light->transform.co ), + influence = 1.0f/(dist+1.0f); + + if( dist > light->range ) + continue; + + if( light->type == k_light_type_spot){ + v3f local; + m4x3_mulv( light->inverse_world, center, local ); + + float r = fsd_cone_infinite( local, light->angle_sin_cos ); + + if( r > bound_radius ) + continue; + } + + int best_pos = N; + for( int k=best_pos-1; k>=0; k -- ) + if( influence > influences[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]; + } + + influences[best_pos] = influence; + indices[best_pos] = j; + } + } + + for( int j=0; j 0.0f ) + count ++; + + int base_index = iz * (icubes_count[0]*icubes_count[1]) + + iy * (icubes_count[0]) + + ix; + + int lower_count = VG_MIN( 3, count ); + u32 packed_index_lower = lower_count; + packed_index_lower |= indices[0]<<2; + packed_index_lower |= indices[1]<<12; + packed_index_lower |= indices[2]<<22; + + int upper_count = VG_MAX( 0, count - lower_count ); + u32 packed_index_upper = upper_count; + packed_index_upper |= indices[3]<<2; + packed_index_upper |= indices[4]<<12; + packed_index_upper |= indices[5]<<22; + + cubes_index[ base_index*2 + 0 ] = packed_index_lower; + cubes_index[ base_index*2 + 1 ] = packed_index_upper; } } } - vg_info( "Grind edge count: %u\n", world.grind_edge_count ); + vg_acquire_thread_sync(); + + 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 ); - world.grind_edges = vg_linear_resize( world.dynamic_vgl, world.grind_edges, - world.grind_edge_count*sizeof(struct grind_edge) ); + vg_linear_del( world->heap, cubes_index ); - world.grind_bh = bh_create( world.dynamic_vgl, &bh_system_edges, - world.grind_edges, world.grind_edge_count, - 2 ); + vg_release_thread_sync(); } -VG_STATIC void world_generate(void) +VG_STATIC int reset_player( int argc, char const *argv[] ); +VG_STATIC void world_post_process( world_instance *world ) { - /* - * Compile meshes into the world scenes - */ - world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 ); - - m4x3f midentity; - m4x3_identity( midentity ); - - /* - * Generate scene: collidable geometry - * ---------------------------------------------------------------- - */ - - vg_info( "Generating collidable geometry\n" ); - - - for( int i=0; iaudio_things_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 ); + struct world_audio_thing *thingy = &world->audio_things[ i ]; - scene_copy_slice( world.scene_geo, &mat->sm_geo ); - } + if( thingy->flags & AUDIO_FLAG_AUTO_START ) + { + audio_channel *ch = + audio_request_channel( &thingy->temp_embedded_clip, thingy->flags ); + audio_channel_edit_volume( ch, thingy->volume, 1 ); + audio_channel_set_spacial( ch, thingy->pos, thingy->range ); + if( !(ch->flags & AUDIO_FLAG_LOOP) ) + ch = audio_relinquish_channel( ch ); + } + } + audio_unlock(); +#endif - - /* compress that bad boy */ - world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo ); + world_compute_light_indices( world ); vg_acquire_thread_sync(); { - scene_upload( world.scene_geo, &world.mesh_geo ); - } - vg_release_thread_sync(); + /* create scene lighting buffer */ - /* setup spacial mapping and rigidbody */ - world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo ); + u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12; + vg_info( "Upload %ubytes (lighting)\n", size ); - v3_zero( world.rb_geo.co ); - q_identity( world.rb_geo.q ); + 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 | + * + */ - 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 ); + 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 ); - /* - * Generate scene: non-collidable geometry - * ---------------------------------------------------------------- - */ - vg_info( "Generating non-collidable geometry\n" ); + /* colour + night */ + v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] ); + light_dst[i*3+0][3] = 2.0f; - world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 ); + if( !light->daytime ){ + u32 hash = (i * 29986577u) & 0xffu; + float switch_on = hash; + switch_on *= (1.0f/255.0f); - for( int i=0; itransform.co, light_dst[i*3+1] ); + light_dst[i*3+1][3] = 1.0f/(light->range*light->range); - if( !(mat->info.flags & k_material_flag_collision) ) - { - world_add_all_if_material( midentity, world.scene_no_collide, - world.meta, i ); + /* 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 ); } - if( mat->info.flags & k_material_flag_grow_grass ) - world_apply_procedural_foliage( mat ); - - scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide ); - } - - /* upload and free that */ - vg_acquire_thread_sync(); - { - scene_upload( world.scene_no_collide, &world.mesh_no_collide ); - } - vg_release_thread_sync(); - - vg_linear_del( world.dynamic_vgl, world.scene_no_collide ); - world.scene_no_collide = NULL; + glUnmapBuffer( GL_TEXTURE_BUFFER ); - world_generate_edges(); -} + glGenTextures( 1, &world->tex_light_entities ); + glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities ); + glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities ); -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 ); + /* Upload lighting uniform buffer */ + if( world->water.enabled ) + v4_copy( world->water.plane, world->ub_lighting.g_water_plane ); - if( thingy->flags & AUDIO_FLAG_SPACIAL_3D ) - audio_player_set_position( &thingy->player, thingy->pos ); + v4f info_vec; + v3f *bounds = world->scene_geo->bbx; - if( thingy->flags & AUDIO_FLAG_AUTO_START ) - audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip ); - } - audio_unlock(); + 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_acquire_thread_sync(); - { /* * Rendering the depth map */ camera ortho; v3f extent; - v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], 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], + 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); @@ -555,81 +497,64 @@ VG_STATIC void world_post_process(void) glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); glDisable(GL_CULL_FACE); - render_fb_bind( gpipeline.fb_heightmap ); + render_fb_bind( &world->heightmap, 0 ); shader_blitcolour_use(); shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} ); render_fsquad(); - /* todo: hmm?? */ glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_MAX); - render_world_depth( &ortho ); + render_world_position( world, &ortho ); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - /* - * TODO: World settings entity - */ - struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting; - - if( world.water.enabled ) - v4_copy( world.water.plane, winfo->g_water_plane ); - - v4f info_vec; - v3f *bounds = world.scene_geo->bbx; - - info_vec[0] = bounds[0][0]; - info_vec[1] = bounds[0][2]; - info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]); - info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]); - v4_copy( info_vec, winfo->g_depth_bounds ); - - winfo->g_water_fog = 0.04f; - render_update_lighting_ub(); + /* 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(); - - /* - * Setup scene collider - */ - - reset_player( 1, (const char *[]){"start"} ); } -VG_STATIC void world_process_resources(void) +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.dynamic_vgl, sizeof(GLuint)*world.texture_count ); + + 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_acquire_thread_sync(); { /* error texture */ - world.textures[0] = vg_tex2d_new(); + world->textures[0] = vg_tex2d_new(); vg_tex2d_set_error(); vg_tex2d_nearest(); vg_tex2d_repeat(); - for( int i=1; itexture_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(); + 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( world.meta->pack + tex->pack_offset, tex->pack_length, - mdl_pstr( world.meta, tex->pstr_name )); + vg_tex2d_qoi( src_data, tex->file.pack_size, + mdl_pstr( &world->meta, tex->file.pstr_path )); vg_tex2d_nearest(); vg_tex2d_repeat(); } @@ -638,136 +563,273 @@ VG_STATIC void world_process_resources(void) vg_info( "Loading materials\n" ); - u32 size = sizeof(struct world_material) * world.meta->info.material_count; - world.materials = vg_linear_alloc( world.dynamic_vgl, size ); - - world.material_count = world.meta->info.material_count; - memset( world.materials, 0, size ); - - for( int i=1; imaterial_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(void) +VG_STATIC void world_free( world_instance *world ) { vg_acquire_thread_sync(); /* free meshes */ - mesh_free( &world.mesh_route_lines ); - mesh_free( &world.mesh_geo ); - mesh_free( &world.mesh_no_collide ); - - world.time = 0.0; - world.rewind_from = 0.0; - world.rewind_to = 0.0; - world.last_use = 0.0; - world.active_gate = 0; - world.current_run_version = 2; - world.active_route_board = 0; - v3_zero( world.render_gate_pos ); - - for( int i=0; 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; - } + 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 ); /* delete textures and meshes */ - glDeleteTextures( world.texture_count, world.textures ); + glDeleteTextures( world->texture_count, world->textures ); + + vg_release_thread_sync(); - /* delete the entire block of memory */ - vg_linear_clear( world.dynamic_vgl ); - vg_linear_clear( world.audio_vgl ); + world->status = k_world_status_unloaded; +} - /* clean dangling pointers */ - world.meta = NULL; +VG_STATIC void world_init_blank( world_instance *world ) +{ + memset( &world->meta, 0, sizeof(mdl_context) ); - world.textures = NULL; - world.texture_count = 0; - world.materials = NULL; - world.material_count = 0; + world->textures = NULL; + 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.grind_edges = NULL; - world.grind_edge_count = 0; + world->scene_geo = NULL; + world->scene_no_collide = NULL; + world->scene_lines = NULL; + + world->geo_bh = NULL; + world->volume_bh = NULL; + world->audio_bh = NULL; + world->rendering_gate = NULL; - world.grind_bh = NULL; - world.geo_bh = NULL; - world.trigger_bh = NULL; - world.audio_bh = NULL; + world->water.enabled = 0; - world.spawns = NULL; - world.spawn_count = 0; + /* default lighting conditions + * -------------------------------------------------------------*/ + struct ub_world_lighting *state = &world->ub_lighting; - world.audio_things = NULL; - world.audio_things_count = 0; + state->g_light_preview = 0; + state->g_shadow_samples = 8; + state->g_water_fog = 0.04f; - world.triggers = NULL; - world.trigger_count = 0; + v4_zero( state->g_water_plane ); + v4_zero( state->g_depth_bounds ); - world.logic_relays = NULL; - world.relay_count = 0; + state->g_shadow_length = 9.50f; + state->g_shadow_spread = 0.65f; - world.logic_achievements = NULL; - world.achievement_count = 0; + v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour ); + v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour ); + v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour ); + v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour ); + v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient ); + v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour ); +} - world.nodes = NULL; - world.node_count = 0; +VG_STATIC void world_entities_init( u32 world_id ) +{ + world_instance *world = &world_global.worlds[world_id]; - world.routes = NULL; - world.route_count = 0; + /* lights */ + for( u32 j=0; jent_light); j ++ ){ + ent_light *light = mdl_arritm( &world->ent_light, j ); - world.gates = NULL; - world.gate_count = 0; + 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 ); - world.collectors = NULL; - world.collector_count = 0; + light->angle_sin_cos[0] = sinf( light->angle * 0.5f ); + light->angle_sin_cos[1] = cosf( light->angle * 0.5f ); + } - world.water.enabled = 0; + /* gates */ + for( u32 j=0; jent_gate); j ++ ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, j ); - vg_release_thread_sync(); + 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(void) +VG_STATIC void world_load( u32 index, const char *path ) { - world_unload(); + world_instance *world = &world_global.worlds[index]; + world_init_blank( world ); + world->status = k_world_status_loading; - world.meta = mdl_load_full( world.dynamic_vgl, world.world_name ); - vg_info( "Loading world: %s\n", world.world_name ); + vg_info( "Loading world: %s\n", path ); - /* process resources from pack */ - world_process_resources(); + 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_exit_loop( "out of memory" ); + } - /* dynamic allocations */ - world_ents_allocate(); - world_routes_allocate(); + 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 ); - /* meta processing */ - world_routes_process(); - world_entities_process(); + /* process resources from pack */ + world_process_resources( 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_routes_generate(); - world_post_process(); + world_generate( world ); + world_routes_generate( world ); + world_post_process( world ); + + mdl_close( meta ); + + world->status = k_world_status_loaded; } #endif /* WORLD_GEN_H */