X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=59bed34a282cfdd8ae05687b4c94d261168c76ef;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=40d6f4c9653c4473c58de098038ae2948cae9ee7;hpb=a64c18c5996fd5ac9601239f91b12275f04f9cd9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 40d6f4c..59bed34 100644 --- a/world_gen.h +++ b/world_gen.h @@ -7,9 +7,7 @@ #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( world_instance *world, const char *path ); VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, mdl_context *mdl, u32 id ) @@ -27,81 +25,122 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, mdl_node_transform( pnode, transform2 ); m4x3_mul( transform, transform2, transform2 ); - scene_add_submesh( pscene, mdl, sm, transform2 ); + scene_add_mdl_submesh( pscene, mdl, sm, transform2 ); } } + } +} -#if 0 - if( pnode->classtype == k_classtype_instance ) - { - if( pnode->sub_uid ) - { - u32 instance_id = pnode->sub_uid -1; - struct instance_cache *cache = &world.instance_cache[instance_id]; - mdl_context *mdl2 = cache->mdl; +VG_STATIC void world_add_blob( world_instance *world, + scene *pscene, ray_hit *hit ) +{ + m4x3f transform; + v4f qsurface, qrandom; + v3f axis; - m4x3f transform2; - mdl_node_transform( pnode, transform2 ); - m4x3_mul( transform, transform2, transform2 ); + v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis ); - world_add_all_if_material( transform2, pscene, mdl2, id ); - } - } -#endif + 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(void) +VG_STATIC void world_apply_procedural_foliage( world_instance *world, + struct world_material *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 ); - for( int i=0;i<100000;i++ ) + int count = 0; + + float area = volume[0]*volume[2]; + u32 particles = 0.08f * area; + + 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 )) + if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) { - if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) && - (hit.pos[1] > 0.0f+10.0f) ) + struct world_material *m1 = ray_hit_material( world, &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); + world_add_blob( world, world->scene_no_collide, &hit ); + count ++; } } } + + vg_info( "%d foliage models added\n", count ); } -VG_STATIC void world_ents_allocate(void) +VG_STATIC void world_ents_allocate( world_instance *world ) { vg_info( "Allocating entities\n" ); @@ -121,32 +160,53 @@ VG_STATIC void world_ents_allocate(void) { { k_classtype_spawn, - (void*)&world.spawns, + (void*)&world->spawns, sizeof(struct respawn_point) }, { k_classtype_audio, - (void*)&world.audio_things, + (void*)&world->audio_things, sizeof(struct world_audio_thing) }, { k_classtype_trigger, - (void*)&world.triggers, + (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) + }, + { + k_classtype_point_light, + (void*)&world->lights, + sizeof(struct world_light) + }, + { + k_classtype_nonlocal_gate, + (void*)&world->nonlocal_gates, + sizeof(struct nonlocal_gate) } }; for( int i=0; iinfo.node_count; i++ ) + for( int i=0; imeta->info.node_count; i++ ) { - mdl_node *pnode = mdl_node_from_id( world.meta, 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; } @@ -158,134 +218,168 @@ VG_STATIC void world_ents_allocate(void) struct countable *counter = &entity_counts[i]; u32 bufsize = counter->item_size*counter->count; - *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize ); + *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, + bufsize ); } } -VG_STATIC void world_pct_spawn( mdl_node *pnode ) +VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode ) { - struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; + 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 ); + rp->name = mdl_pstr( world->meta, pnode->pstr_name ); } -VG_STATIC void world_pct_water( mdl_node *pnode ) +VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode ) { - if( world.water.enabled ) + if( world->water.enabled ) { vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( world.meta, pnode->pstr_name )); + mdl_pstr( world->meta, pnode->pstr_name )); return; } - mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 ); + 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 ); - if( sm ) + if( aud->flags & AUDIO_FLAG_SPACIAL_3D ) + thing->volume = aud->volume * pnode->s[0]; + else + thing->volume = aud->volume; + + thing->flags = aud->flags; + thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file ); + thing->temp_embedded_clip.source_mode = k_audio_source_mono; + + audio_clip_load( &thing->temp_embedded_clip, world_global.audio_heap ); + thing->player.name = mdl_pstr( world->meta, pnode->pstr_name ); + thing->player.enqued = 0; + + pnode->sub_uid = world->audio_things_count; + world->audio_things_count ++; +} + +VG_STATIC void world_pct_trigger( world_instance *world, 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 ) { - vg_acquire_thread_sync(); - { - mdl_unpack_submesh( world.meta, &world.mesh_water, sm ); - world.water.enabled = 1; - water_set_surface( pnode->co[1] ); - } - vg_release_thread_sync(); + mdl_node *target_node = mdl_node_from_id( world->meta, inf->target ); + + trigger->target.sub_id = target_node->sub_uid; + trigger->target.classtype = target_node->classtype; } else { - vg_warn( "Water entity has no submeshes!\n" ); + 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_instance( mdl_node *pnode ) + +VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode ) { - struct classtype_instance *inst = mdl_get_entdata( world.meta, pnode ); - pnode->sub_uid = 0; - - int cache_entry = 0; - for( int i=0; ilogic_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++ ) { - struct instance_cache *cache = &world.instance_cache[i]; - if( inst->pstr_file == cache->pstr_file ) + if( inf->targets[i] ) { - cache_entry = 1; - pnode->sub_uid = i+1; - break; + 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; } } - if( !cache_entry ) - { - if( world.instance_cache_count == vg_list_size(world.instance_cache) ) - vg_fatal_exit_loop( "Instance cache is full!" ); + v3_copy( pnode->co, relay->pos ); + world->relay_count ++; +} - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count ++ ]; - cache->pstr_file = inst->pstr_file; +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 ); -#if 0 - cache->mdl = mdl_load( filename ); + v3_copy( pnode->co, ach->pos ); + ach->achievement_id = mdl_pstr( world->meta, inf->pstr_name ); + ach->achieved = 0; - if( cache->mdl ) - { - world.instance_cache_count ++; - pnode->sub_uid = world.instance_cache_count; - mdl_link_materials( mworld, cache->mdl ); - vg_success( "Cached %s\n", filename ); - } - else - { - vg_warn( "Failed to cache %s\n", filename ); - } -#endif - } + world->achievement_count ++; } -VG_STATIC void world_pct_audio( mdl_node *pnode ) +VG_STATIC void world_pct_point_light( 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 ); + struct world_light *light = &world->lights[ world->light_count ]; + v3_copy( pnode->co, light->co ); - 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; + struct classtype_point_light *inf = mdl_get_entdata( world->meta, pnode ); + v4_copy( inf->colour, light->colour ); - thing->flags = aud->flags; - thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file ); - audio_clip_load( &thing->temp_embedded_clip ); - thing->player.name = mdl_pstr( world.meta, pnode->pstr_name ); - thing->player.enqued = 0; + world->light_count ++; +} - pnode->sub_uid = world.audio_things_count; - world.audio_things_count ++; +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(void) +VG_STATIC void world_entities_process( world_instance *world ) { struct entity_instruction { enum classtype ct; - void (*process)( mdl_node *pnode ); + void (*process)( world_instance *world, mdl_node *pnode ); } entity_instructions[] = { { k_classtype_spawn, world_pct_spawn }, { k_classtype_water, world_pct_water }, - { k_classtype_instance, world_pct_instance }, { 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 }, + { k_classtype_point_light, world_pct_point_light }, + { k_classtype_nonlocal_gate, world_pct_nonlocal_gate } }; - for( int i=0; iinfo.node_count; i++ ) + for( int i=0; imeta->info.node_count; i++ ) { - mdl_node *pnode = mdl_node_from_id( world.meta, i ); + mdl_node *pnode = mdl_node_from_id( world->meta, i ); for( int j=0; jclasstype == instr->ct ) { - instr->process( pnode ); + instr->process( world, pnode ); break; } } - -#if 0 - else if( pnode->classtype == k_classtype_achievement_box ) - { - world.achievement_zones = - buffer_reserve( world.achievement_zones, - world.achievement_zones_count, - &world.achievement_zones_cap, 1, - sizeof(struct achievement_zone) ); - - struct achievement_zone *zone = &world.achievement_zones[ - world.achievement_zones_count ++ ]; + } +} +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 ]; - struct classtype_achievement_box *box = mdl_get_entdata(mworld,pnode); + 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 ); - mdl_node_transform( pnode, zone->transform ); - m4x3_invert_full( zone->transform, zone->inv_transform ); - vg_strncpy( mdl_pstr(mworld, box->pstr_name), zone->name, 31 ); - zone->name[31] = 0x00; - zone->triggered = 0; + 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( box->trigger ) - zone->ptarget_delegated = mdl_node_from_id( mworld, box->trigger ); - else - zone->ptarget_delegated = NULL; + 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 ); + } } -#endif } +} -#if 0 - /* fixup links */ - for( int i=0; ivertex_count; i++ ) { - struct achievement_zone *ach = &world.achievement_zones[ i ]; - if( ach->ptarget_delegated ) + scene_vert *vert = &sc->arrvertices[i]; + vert->lights[0] = 255; + vert->lights[1] = 255; + vert->lights[2] = 255; + vert->lights[3] = 255; + + float distances[4] = { INFINITY, INFINITY, INFINITY, INFINITY }; + + for( int j=0; jlight_count; j ++ ) { - u32 id = ach->ptarget_delegated->sub_uid; - ach->ptarget = &world.audio_things[ id ]; - } - else - ach->ptarget = NULL; - } -#endif -} + float dist = v3_dist2( world->lights[j].co, vert->co ); -VG_STATIC void world_load_instance_cache(void) -{ - vg_linear_clear( vg_mem.scratch ); + int best_pos = 4; + for( int k=best_pos-1; k>=0; k -- ) + if( dist < distances[k] ) + best_pos = k; - for( int i=0; ipstr_file ); - inst->mdl = mdl_load_full( vg_mem.scratch, filename ); + if( best_pos < 4 ) + { + for( int k=3; k>best_pos; k -- ) + { + distances[k] = distances[k-1]; + vert->lights[k] = vert->lights[k-1]; + } + + distances[best_pos] = dist; + vert->lights[best_pos] = j; + } + } } } -VG_STATIC void world_generate(void) +VG_STATIC void world_generate( world_instance *world ) { /* * Compile meshes into the world scenes */ - world.scene_geo = scene_init( world.dynamic_vgl, 500000, 1200000 ); - - /* - * TODO: System to dynamically allocate these - */ - u32 mat_surf = 0, - mat_surf_oob = 0, - mat_vertex_blend = 0, - mat_alphatest = 0, - mat_graffiti = 0, - mat_subworld = 0, - mat_terrain = 0; - - for( int i=1; iinfo.material_count; i++ ) - { - mdl_material *mat = &world.meta->material_buffer[ i ]; - const char *mat_name = mdl_pstr( world.meta, mat->pstr_name ); - - if( !strcmp( "surf", mat_name )) - mat_surf = i; - else if( !strcmp( "surf_oob", mat_name )) - mat_surf_oob = i; - else if( !strcmp( "vertex_blend", mat_name )) - mat_vertex_blend = i; - else if( !strcmp( "alphatest", mat_name )) - mat_alphatest = i; - else if( !strcmp( "graffitibox", mat_name )) - mat_graffiti = i; - else if( !strcmp( "terrain", mat_name ) ) - mat_terrain = i; - } + world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 ); m4x3f midentity; m4x3_identity( midentity ); - world_load_instance_cache(); - /* * Generate scene: collidable geometry * ---------------------------------------------------------------- */ vg_info( "Generating collidable geometry\n" ); - vg_info( "terrain...\n" ); - /* terrain */ - if( mat_terrain ) - world_add_all_if_material( midentity, world.scene_geo, - world.meta, mat_terrain ); - scene_copy_slice( world.scene_geo, &world.sm_terrain ); - - /* oob */ - vg_info( "oob...\n" ); - if( mat_surf_oob ) - world_add_all_if_material( midentity, world.scene_geo, - world.meta, mat_surf_oob ); - else - vg_warn( "No OOB surface\n" ); - scene_copy_slice( world.scene_geo, &world.sm_geo_std_oob ); - - - /* surface */ - vg_info( "surface...\n" ); - if( mat_surf ) - world_add_all_if_material( midentity, world.scene_geo, - world.meta, mat_surf ); - scene_copy_slice( world.scene_geo, &world.sm_geo_std ); - - /* vertex_blend */ - vg_info( "vertex blend...\n" ); - if( mat_vertex_blend ) - world_add_all_if_material( midentity, world.scene_geo, - world.meta, mat_vertex_blend); - scene_copy_slice( world.scene_geo, &world.sm_geo_vb ); + + 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 ); + + scene_copy_slice( world->scene_geo, &mat->sm_geo ); + } + world_scene_compute_light_clusters( world, world->scene_geo ); + /* compress that bad boy */ - world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo ); + world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo ); vg_acquire_thread_sync(); { - scene_upload( world.scene_geo, &world.mesh_geo ); + scene_upload( world->scene_geo, &world->mesh_geo ); } vg_release_thread_sync(); /* setup spacial mapping and rigidbody */ - world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo ); + world->geo_bh = scene_bh_create( world_global.generic_heap, + world->scene_geo ); - v3_zero( world.rb_geo.co ); - q_identity( world.rb_geo.q ); + v3_zero( world->rb_geo.co ); + q_identity( world->rb_geo.q ); - 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 ); + world->rb_geo.type = k_rb_shape_scene; + world->rb_geo.inf.scene.bh_scene = world->geo_bh; + world->rb_geo.is_world = 1; + rb_init( &world->rb_geo ); /* * Generate scene: non-collidable geometry @@ -461,41 +541,45 @@ VG_STATIC void world_generate(void) */ vg_info( "Generating non-collidable geometry\n" ); - world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 ); + world->scene_no_collide = scene_init( world_global.generic_heap, + 200000, 500000 ); - vg_info( "Applying foliage\n" ); - world_apply_procedural_foliage(); - scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main ); + for( int i=0; imaterial_count; i++ ) + { + struct world_material *mat = &world->materials[ i ]; - vg_info( "alphatest...\n" ); - world_add_all_if_material( midentity, world.scene_no_collide, - world.meta, mat_alphatest ); - scene_copy_slice( world.scene_no_collide, &world.sm_foliage_alphatest ); + if( !(mat->info.flags & k_material_flag_collision) ) + { + world_add_all_if_material( midentity, world->scene_no_collide, + world->meta, i ); + } - vg_info( "graffiti...\n" ); - world_add_all_if_material( midentity, world.scene_no_collide, - world.meta, mat_graffiti ); - scene_copy_slice( world.scene_no_collide, &world.sm_graffiti ); + if( mat->info.flags & k_material_flag_grow_grass ) + world_apply_procedural_foliage( world, mat ); + scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide ); + } + world_scene_compute_light_clusters( world, world->scene_no_collide ); /* upload and free that */ vg_acquire_thread_sync(); { - scene_upload( world.scene_no_collide, &world.mesh_no_collide ); + scene_upload( world->scene_no_collide, &world->mesh_no_collide ); } vg_release_thread_sync(); - vg_linear_del( world.dynamic_vgl, world.scene_no_collide ); - world.scene_no_collide = NULL; + vg_linear_del( world_global.generic_heap, world->scene_no_collide ); + world->scene_no_collide = NULL; } -VG_STATIC void world_post_process(void) +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 ]; + struct world_audio_thing *thingy = &world->audio_things[ i ]; audio_player_init( &thingy->player ); audio_player_set_flags( &thingy->player, thingy->flags ); @@ -512,98 +596,183 @@ VG_STATIC void world_post_process(void) vg_acquire_thread_sync(); { + /* create scene lighting buffer */ + glGenBuffers( 1, &world->tbo_light_entities ); + glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities ); + glBufferData( GL_TEXTURE_BUFFER, world->light_count*sizeof(float)*8, + NULL, GL_DYNAMIC_DRAW ); + + v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY ); + + for( int i=0; ilight_count; i++ ) + { + struct world_light *light = &world->lights[i]; + + v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*2+0] ); + v3_copy( light->co, light_dst[i*2+1] ); + } + + 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 ); + + /* 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 */ - m4x4f ortho; - m4x3f camera; + 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); - m4x4_zero( ortho ); - ortho[0][0] = 2.0f * rl; - ortho[2][1] = 2.0f * tb; - ortho[3][0] = (fr + fl) * -rl; - ortho[3][1] = (ft + fb) * -tb; - ortho[3][3] = 1.0f; - m4x3_identity( camera ); + 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); - glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); - glViewport( 0, 0, 1024, 1024 ); - shader_fscolour_use(); - shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} ); + render_fb_bind( &world->heightmap ); + 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, camera ); + + 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(); } vg_release_thread_sync(); +#if 0 /* * Setup scene collider */ + reset_player( 1, (const char *[]){"start"} ); +#endif } +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!" ); + } + + 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(); + } + } + 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]; + + /* 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; +} -VG_STATIC void world_unload(void) +VG_STATIC void world_unload( world_instance *world ) { + vg_acquire_thread_sync(); + /* free meshes */ - mesh_free( &world.mesh_geo ); - mesh_free( &world.mesh_no_collide ); - mesh_free( &world.mesh_route_lines ); - mesh_free( &world.mesh_water ); - - 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; imesh_route_lines ); + mesh_free( &world->mesh_geo ); + mesh_free( &world->mesh_no_collide ); + + /* 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; @@ -612,75 +781,137 @@ VG_STATIC void world_unload(void) uib->xpos = 0.0f; } + /* delete textures and meshes */ + glDeleteTextures( world->texture_count, world->textures ); + /* delete the entire block of memory */ - memset( world.dynamic_vgl, 0xff, 72*1024*1024 ); + /* 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_linear_clear( world.dynamic_vgl ); - for( u32 i=0; i<72*1024*1024; i++ ) - ((u8 *)world.dynamic_vgl)[i] = 0xff^i; + vg_release_thread_sync(); +} + +VG_STATIC void world_add_global_light( world_instance *world, + v2f dir, v3f colour ) +{ + int id = world->ub_lighting.g_light_count; + + v3_copy( colour, world->ub_lighting.g_light_colours[id] ); + v3_copy( (v3f){ cosf(dir[1]) * cosf(dir[0]), + sinf(dir[0]), + sinf(dir[1]) * cosf(dir[0]) }, + world->ub_lighting.g_light_directions[id] ); + + world->ub_lighting.g_light_count ++; +} +VG_STATIC void world_clean( world_instance *world ) +{ /* clean dangling pointers */ - world.meta = NULL; + world->meta = NULL; + + world->textures = NULL; + world->texture_count = 0; + world->materials = NULL; + world->material_count = 0; - world.scene_geo = NULL; - world.scene_lines = NULL; - world.scene_no_collide = NULL; + world->scene_geo = NULL; + world->scene_no_collide = NULL; + world->scene_lines = NULL; + + world->geo_bh = NULL; + world->trigger_bh = NULL; + world->audio_bh = NULL; + + world->spawns = NULL; + world->spawn_count = 0; + + world->audio_things = NULL; + world->audio_things_count = 0; + + world->triggers = NULL; + world->trigger_count = 0; + + world->lights = NULL; + world->light_count = 0; - world.geo_bh = NULL; - world.trigger_bh = NULL; - world.audio_bh = NULL; + world->logic_relays = NULL; + world->relay_count = 0; - world.spawns = NULL; - world.spawn_count = 0; + world->logic_achievements = NULL; + world->achievement_count = 0; - world.audio_things = NULL; - world.audio_things_count = 0; + world->nodes = NULL; + world->node_count = 0; - world.logic_entities = NULL; - world.logic_entity_count = 0; + world->routes = NULL; + world->route_count = 0; - world.logic_actions = NULL; - world.logic_action_count = 0; + world->gates = NULL; + world->gate_count = 0; - world.triggers = NULL; - world.trigger_count = 0; + world->collectors = NULL; + world->collector_count = 0; - world.nodes = NULL; - world.node_count = 0; + world->nonlocal_gates = NULL; + world->nonlocalgate_count = 0; - world.routes = NULL; - world.route_count = 0; + world->water.enabled = 0; - world.gates = NULL; - world.gate_count = 0; - world.collectors = NULL; - world.collector_count = 0; + /* default lighting conditions + * -------------------------------------------------------------*/ + world->ub_lighting.g_light_count = 0; + world->ub_lighting.g_light_preview = 0; + world->ub_lighting.g_shadow_samples = 8; + world->ub_lighting.g_water_fog = 0.04f; - world.instance_cache_count = 0; - world.water.enabled = 0; + v4_zero( world->ub_lighting.g_water_plane ); + v4_zero( world->ub_lighting.g_depth_bounds ); + v4_zero( world->ub_lighting.g_ambient_colour ); + + v3_copy( (v3f){ 0.09f, 0.03f, 0.07f }, world->ub_lighting.g_ambient_colour ); + + world_add_global_light( world, (v2f){ 0.63f, -0.08f }, + (v3f){ 1.36f, 1.35f, 1.01f } ); + + world_add_global_light( world, (v2f){ -2.60f, -0.13f }, + (v3f){ 0.33f, 0.56f, 0.64f } ); + + world_add_global_light( world, (v2f){ 2.60f, -0.84f }, + (v3f){ 0.05f, 0.05f, 0.23f } ); + + world->ub_lighting.g_light_directions[0][3] = 9.50f; + world->ub_lighting.g_light_colours[0][3] = 0.65f; } -VG_STATIC void world_load(void) +VG_STATIC void world_load( world_instance *world, const char *path ) { - world_unload(); + world_unload( world ); + world_clean( world ); + + world->meta = mdl_load_full( world_global.generic_heap, path ); + vg_info( "Loading world: %s\n", path ); - world.meta = mdl_load_full( world.dynamic_vgl, world.world_name ); - vg_info( "Loading world: %s\n", world.world_name ); + /* process resources from pack */ + world_process_resources( world ); /* dynamic allocations */ - world_ents_allocate(); - world_routes_allocate(); + world_ents_allocate( world ); + world_routes_allocate( world ); /* meta processing */ - world_routes_process(); - world_entities_process(); + world_routes_process( world ); + world_entities_process( world ); /* main bulk */ - world_generate(); - world_routes_generate(); - world_post_process(); + world_generate( world ); + world_routes_generate( world ); + world_post_process( world ); } #endif /* WORLD_GEN_H */