X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=59bed34a282cfdd8ae05687b4c94d261168c76ef;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=49ea4953480bb8b3455c3a2ce1dc2ce70cf833ce;hpb=d00b1df8f80e4714dc2f9aa2189d242bb4d09a2f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 49ea495..59bed34 100644 --- a/world_gen.h +++ b/world_gen.h @@ -5,379 +5,913 @@ #ifndef WORLD_GEN_H #define WORLD_GEN_H -/* - * FUTURE: - * If we have multiple levels, write an unloader - */ - #include "world.h" -static void world_add_all_if_material( m4x3f transform, scene *pscene, - mdl_header *mdl, u32 id ) +VG_STATIC void world_load( world_instance *world, const char *path ); + +VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, + mdl_context *mdl, u32 id ) { - for( int i=0; inode_count; i++ ) + for( int i=0; iinfo.node_count; i++ ) { mdl_node *pnode = mdl_node_from_id( mdl, i ); for( int j=0; jsubmesh_count; j++ ) { mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); - if( sm->material_id == id ) { m4x3f transform2; 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( pnode->classtype == k_classtype_instance ) - { - if( pnode->sub_uid ) - { - u32 instance_id = pnode->sub_uid -1; - struct instance_cache *cache = &world.instance_cache[instance_id]; - mdl_header *mdl2 = cache->mdl; +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 ); - } - } + 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); } -static void world_apply_procedural_foliage(void) +/* Sprinkle foliage models over the map on terrain material */ +VG_STATIC void world_apply_procedural_foliage( world_instance *world, + struct world_material *mat ) { - mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl"); + 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.geo.bbx[1], world.geo.bbx[0], volume ); + v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume ); volume[1] = 1.0f; - m4x3f transform; 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;iscene_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; + world_add_blob( world, world->scene_no_collide, &hit ); + count ++; + } + } + } - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); + 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; + 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) + }, + { + k_classtype_point_light, + (void*)&world->lights, + sizeof(struct world_light) + }, + { + k_classtype_nonlocal_gate, + (void*)&world->nonlocal_gates, + sizeof(struct nonlocal_gate) + } + }; - 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 ); + 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->sub_uid = entity_counts[j].count; + entity_counts[j].count ++; + break; } } } - vg_free( mfoliage ); + for( int i=0; iitem_size*counter->count; + *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, + bufsize ); + } } -static void world_load(void) +VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode ) { - mdl_header *mworld = mdl_load( "models/mp_dev.mdl" ); - vg_info( "Loading world: models/mp_dev.mdl\n" ); + struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ]; - world.spawn_count = 0; - world.traffic_count = 0; - world.instance_cache = NULL; + 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 ); - /* - * Process entities - */ - for( int i=0; inode_count; i++ ) + 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 ) { - mdl_node *pnode = mdl_node_from_id( mworld, i ); - - if( pnode->classtype == k_classtype_none ) - {} - else if( pnode->classtype == k_classtype_spawn ) - { - struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; + mdl_node *target_node = mdl_node_from_id( world->meta, inf->target ); - v3_copy( pnode->co, rp->co ); - v4_copy( pnode->q, rp->q ); - strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) ); + trigger->target.sub_id = target_node->sub_uid; + trigger->target.classtype = target_node->classtype; + } + else + { + vg_warn( "Trigger with no target...\n" ); + return; + } + + mdl_node_transform( pnode, trigger->transform ); + m4x3_invert_full( trigger->transform, trigger->inv_transform ); + + world->trigger_count ++; +} + + +VG_STATIC void world_pct_relay( world_instance *world, mdl_node *pnode ) +{ + struct logic_relay *relay = &world->logic_relays[ world->relay_count ]; + struct classtype_logic_relay *inf = mdl_get_entdata( world->meta, pnode ); + + relay->target_count = 0; + + for( int i=0; itargets); i++ ) + { + if( inf->targets[i] ) + { + struct relay_target *target = &relay->targets[relay->target_count ++]; + mdl_node *other = mdl_node_from_id( world->meta, inf->targets[i] ); + + target->classtype = other->classtype; + target->sub_id = other->sub_uid; } - else if( pnode->classtype == k_classtype_water ) + } + + v3_copy( pnode->co, relay->pos ); + world->relay_count ++; +} + + +VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode ) +{ + struct logic_achievement *ach = + &world->logic_achievements[ world->achievement_count ]; + struct classtype_logic_achievement *inf = + mdl_get_entdata( world->meta, pnode ); + + v3_copy( pnode->co, ach->pos ); + ach->achievement_id = mdl_pstr( world->meta, inf->pstr_name ); + ach->achieved = 0; + + world->achievement_count ++; +} + +VG_STATIC void world_pct_point_light( world_instance *world, mdl_node *pnode ) +{ + struct world_light *light = &world->lights[ world->light_count ]; + v3_copy( pnode->co, light->co ); + + struct classtype_point_light *inf = mdl_get_entdata( world->meta, pnode ); + v4_copy( inf->colour, light->colour ); + + world->light_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( 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_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; imeta->info.node_count; i++ ) + { + mdl_node *pnode = mdl_node_from_id( world->meta, i ); + + for( int j=0; jpstr_name )); - continue; - } + struct entity_instruction *instr = &entity_instructions[j]; - mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 ); - - if( sm ) + if( pnode->classtype == instr->ct ) { - vg_acquire_thread_sync(); - { - glmesh surf; - mdl_unpack_submesh( mworld, &surf, sm ); - water_set_surface( &surf, pnode->co[1] ); - } - vg_release_thread_sync(); + instr->process( world, pnode ); + break; } } - else if( pnode->classtype == k_classtype_car_path ) - { - struct classtype_car_path *p = mdl_get_entdata( mworld, pnode ); - traffic_node *tn = &world.traffic[ world.traffic_count ]; - tn->mn_next = NULL; - tn->mn_next1 = NULL; - - if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target ); - if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 ); + } +} - m4x3f transform; - mdl_node_transform( pnode, transform ); - m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h ); - v3_copy( transform[3], tn->co ); +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 ]; - pnode->sub_uid = world.traffic_count ++; - } - else if( pnode->classtype == k_classtype_instance ) + 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 classtype_instance *inst = mdl_get_entdata( mworld, pnode ); - pnode->sub_uid = 0; - - int cached = 0; - for( int i=0; inonlocal_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 ) ) { - struct instance_cache *cache = &world.instance_cache[i]; - if( inst->pstr_file == cache->pstr_file ) - { - cached = 1; - pnode->sub_uid = i+1; - break; - } + 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 ); } + } + } +} - if( !cached ) - { - world.instance_cache = buffer_reserve( - world.instance_cache, world.instance_cache_count, - &world.instance_cache_cap, 1, - sizeof(struct instance_cache) ); +VG_STATIC void world_scene_compute_light_clusters( world_instance *world, + scene *sc ) +{ + for( int i=0; ivertex_count; i++ ) + { + scene_vert *vert = &sc->arrvertices[i]; + vert->lights[0] = 255; + vert->lights[1] = 255; + vert->lights[2] = 255; + vert->lights[3] = 255; - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count]; + float distances[4] = { INFINITY, INFINITY, INFINITY, INFINITY }; - const char *filename = mdl_pstr(mworld, inst->pstr_file); + for( int j=0; jlight_count; j ++ ) + { + float dist = v3_dist2( world->lights[j].co, vert->co ); - cache->pstr_file = inst->pstr_file; - cache->mdl = mdl_load( filename ); + int best_pos = 4; + for( int k=best_pos-1; k>=0; k -- ) + if( dist < distances[k] ) + best_pos = k; - 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 + if( best_pos < 4 ) + { + for( int k=3; k>best_pos; k -- ) { - vg_warn( "Failed to cache %s\n", filename ); + distances[k] = distances[k-1]; + vert->lights[k] = vert->lights[k-1]; } + + distances[best_pos] = dist; + vert->lights[best_pos] = j; } } } +} - world.instance_cache = buffer_fix( world.instance_cache, - world.instance_cache_count, - &world.instance_cache_cap, - sizeof( struct instance_cache ) ); - -#if 0 - traffic_finalize( world.traffic, world.traffic_count ); - for( int i=0; imaterial_count; i++ ) - { - mdl_material *mat = mdl_material_from_id( mworld, i ); - const char *mat_name = mdl_pstr( mworld, 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 ); - if( mat_terrain ) - world_add_all_if_material( midentity, &world.geo, mworld, mat_terrain ); - scene_copy_slice( &world.geo, &world.sm_terrain ); + /* + * Generate scene: collidable geometry + * ---------------------------------------------------------------- + */ - if( mat_surf_oob ) - world_add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob ); - else - vg_warn( "No OOB surface\n" ); - scene_copy_slice( &world.geo, &world.sm_geo_std_oob ); + vg_info( "Generating collidable geometry\n" ); + - if( mat_surf ) - world_add_all_if_material( midentity, &world.geo, mworld, mat_surf ); - scene_copy_slice( &world.geo, &world.sm_geo_std ); + 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 ); - if( mat_vertex_blend ) - world_add_all_if_material( midentity, &world.geo,mworld,mat_vertex_blend); - scene_copy_slice( &world.geo, &world.sm_geo_vb ); + /* compress that bad boy */ + world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo ); vg_acquire_thread_sync(); - scene_upload( &world.geo ); + { + scene_upload( world->scene_geo, &world->mesh_geo ); + } vg_release_thread_sync(); - scene_bh_create( &world.geo ); + /* setup spacial mapping and rigidbody */ + world->geo_bh = scene_bh_create( world_global.generic_heap, + world->scene_geo ); + v3_zero( world->rb_geo.co ); + q_identity( world->rb_geo.q ); - /* Foliage /nocollide layer. - * TODO: Probably should have material traits for this + world->rb_geo.type = k_rb_shape_scene; + world->rb_geo.inf.scene.bh_scene = world->geo_bh; + world->rb_geo.is_world = 1; + rb_init( &world->rb_geo ); + + /* + * Generate scene: non-collidable geometry + * ---------------------------------------------------------------- */ - scene_init( &world.foliage ); + vg_info( "Generating non-collidable geometry\n" ); + + world->scene_no_collide = scene_init( world_global.generic_heap, + 200000, 500000 ); + + 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_no_collide, + world->meta, i ); + } + + 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 ); + } + vg_release_thread_sync(); - world_apply_procedural_foliage(); - scene_copy_slice( &world.foliage, &world.sm_foliage_main ); + vg_linear_del( world_global.generic_heap, world->scene_no_collide ); + world->scene_no_collide = NULL; +} - world_add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest); - scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest ); +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 ]; + + audio_player_init( &thingy->player ); + audio_player_set_flags( &thingy->player, thingy->flags ); + audio_player_set_vol( &thingy->player, thingy->volume ); + audio_player_set_pan( &thingy->player, 0.0f ); - world_add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti ); - scene_copy_slice( &world.foliage, &world.sm_graffiti ); + if( thingy->flags & AUDIO_FLAG_SPACIAL_3D ) + audio_player_set_position( &thingy->player, thingy->pos ); + if( thingy->flags & AUDIO_FLAG_AUTO_START ) + audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip ); + } + audio_unlock(); vg_acquire_thread_sync(); { - scene_upload( &world.foliage ); + /* 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.geo.bbx[1], world.geo.bbx[0], extent ); + v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent ); - float fl = world.geo.bbx[0][0], - fr = world.geo.bbx[1][0], - fb = world.geo.bbx[0][2], - ft = world.geo.bbx[1][2], + float fl = world->scene_geo->bbx[0][0], + fr = world->scene_geo->bbx[1][0], + fb = world->scene_geo->bbx[0][2], + ft = world->scene_geo->bbx[1][2], rl = 1.0f / (fr-fl), tb = 1.0f / (ft-fb); - 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 ); - glViewport( 0, 0, 1024, 1024 ); glDisable(GL_DEPTH_TEST); - glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap ); - shader_fscolour_use(); - shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} ); + 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(); + /* 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 ); + } + + vg_release_thread_sync(); - /* - * TODO: World settings entity - */ - struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting; - v4_copy( wrender.plane, winfo->g_water_plane ); - - v4f bounds; - bounds[0] = world.geo.bbx[0][0]; - bounds[1] = world.geo.bbx[0][2]; - bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]); - bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]); - v4_copy( bounds, winfo->g_depth_bounds ); - - winfo->g_water_fog = 0.04f; - render_update_lighting_ub(); +#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( 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 ); + + /* 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(); +} + +VG_STATIC void world_add_global_light( world_instance *world, + v2f dir, v3f colour ) +{ + int id = world->ub_lighting.g_light_count; - world_routes_loadfrom( mworld ); + 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 ++; +} - for( int i=0; imeta = NULL; - vg_free( world.instance_cache ); - vg_free( mworld ); - scene_free_offline_buffers( &world.foliage ); + 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; - /* - * Setup scene collider - */ - v3_zero( world.rb_geo.co ); - q_identity( world.rb_geo.q ); + 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->logic_relays = NULL; + world->relay_count = 0; + + world->logic_achievements = NULL; + world->achievement_count = 0; + + world->nodes = NULL; + world->node_count = 0; + + world->routes = NULL; + world->route_count = 0; + + world->gates = NULL; + world->gate_count = 0; + + world->collectors = NULL; + world->collector_count = 0; - world.rb_geo.type = k_rb_shape_scene; - world.rb_geo.inf.scene.pscene = &world.geo; - world.rb_geo.is_world = 1; - rb_init( &world.rb_geo ); + world->nonlocal_gates = NULL; + world->nonlocalgate_count = 0; + + world->water.enabled = 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; + + 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( world_instance *world, const char *path ) +{ + world_unload( world ); + world_clean( world ); + + world->meta = mdl_load_full( world_global.generic_heap, path ); + vg_info( "Loading world: %s\n", path ); + + /* 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 ); + + /* main bulk */ + world_generate( world ); + world_routes_generate( world ); + world_post_process( world ); } #endif /* WORLD_GEN_H */