X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=63cb1ef98f1e91c38799f1f9d2e78a7a65e81b69;hb=0a33f65eecb5e75cddaefa08d3a5eb1a301d0479;hp=4906603eda65f04d77bc3d77a6995a1b430944cc;hpb=d13f2700b1773551307685cc7c34c804ccd6d664;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 4906603..63cb1ef 100644 --- a/world_gen.h +++ b/world_gen.h @@ -1,374 +1,848 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #ifndef WORLD_GEN_H #define WORLD_GEN_H #include "world.h" -static void world_add_all_if_material( m4x3f transform, scene *pscene, - mdl_header *mdl, u32 id ) -{ - for( int i=0; inode_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mdl, i ); +VG_STATIC void world_load( world_instance *world, const char *path ); - for( int j=0; jsubmesh_count; j++ ) - { - mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); +VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, + mdl_context *mdl, u32 id ) +{ + for( u32 i=0; imeshs); i++ ){ + mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); - 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 ); } } + } +} - 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_surface *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 ); 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 ); + int count = 0; - for( int i=0;i<100000;i++ ) - { + float area = volume[0]*volume[2]; + u32 particles = 0.08f * area; + + vg_info( "Map area: %f. Max particles: %u\n", area, particles ); + + for( u32 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( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) && - (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.foliage, 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 ++; } } } - vg_free( mfoliage ); + vg_info( "%d foliage models added\n", count ); } -static void world_load(void) + +#if 0 + +VG_STATIC void world_pct_audio( 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 world_audio_thing *thing = &world->audio_things[ + world->audio_things_count ]; - world.spawn_count = 0; - world.traffic_count = 0; - world.instance_cache = NULL; + 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++ ) + thing->volume = aud->volume; + thing->range = pnode->s[0]; + + thing->flags = aud->flags; + thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file ); + thing->temp_embedded_clip.flags = aud->flags; + + audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap ); + + pnode->sub_uid = world->audio_things_count; + world->audio_things_count ++; +} + +VG_STATIC void world_pct_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_link_nonlocal_gates( int index_a, int index_b ) +{ + vg_info( "Linking non-local gates\n" ); + world_instance *a = &world_global.worlds[ index_a ], + *b = &world_global.worlds[ index_b ]; + + for( int i=0; inonlocalgate_count; i++ ) { - 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 ++ ]; + 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 ); - v3_copy( pnode->co, rp->co ); - v4_copy( pnode->q, rp->q ); - strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) ); - } - else if( pnode->classtype == k_classtype_water ) + for( int j=0; jnonlocalgate_count; j++ ) { - if( wrender.enabled ) - { - vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( mworld, pnode->pstr_name )); - continue; - } + 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 ); - mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 ); - - if( sm ) + if( !strcmp( ga_name, gb_name ) ) { - vg_acquire_thread_sync(); - { - glmesh surf; - mdl_unpack_submesh( mworld, &surf, sm ); - water_set_surface( &surf, pnode->co[1] ); - } - vg_release_thread_sync(); + 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 ); } } - 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 ); + } +} +#endif - 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_generate( world_instance *world ) +{ + /* + * Compile meshes into the world scenes + */ + world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 ); - pnode->sub_uid = world.traffic_count ++; - } - else if( pnode->classtype == k_classtype_instance ) - { - struct classtype_instance *inst = mdl_get_entdata( mworld, pnode ); - pnode->sub_uid = 0; - - int cached = 0; - for( int i=0; ipstr_file == cache->pstr_file ) - { - cached = 1; - pnode->sub_uid = i+1; - break; - } - } + m4x3f midentity; + m4x3_identity( midentity ); - if( !cached ) - { - world.instance_cache = buffer_reserve( - world.instance_cache, world.instance_cache_count, - &world.instance_cache_cap, 1, - sizeof(struct instance_cache) ); + /* + * Generate scene: collidable geometry + * ---------------------------------------------------------------- + */ - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count]; + vg_info( "Generating collidable geometry\n" ); + + for( u32 i=0; isurface_count; i++ ){ + struct world_surface *surf = &world->surfaces[ i ]; - const char *filename = mdl_pstr(mworld, inst->pstr_file); + if( surf->info.flags & k_material_flag_collision ) + world_add_all_if_material( midentity, world->scene_geo, + &world->meta, i ); - cache->pstr_file = inst->pstr_file; - cache->mdl = mdl_load( filename ); + scene_copy_slice( world->scene_geo, &surf->sm_geo ); + } - 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 ); - } - } - } + /* compress that bad boy */ + world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo ); + + vg_acquire_thread_sync(); + { + scene_upload( world->scene_geo, &world->mesh_geo ); } + vg_release_thread_sync(); - world.instance_cache = buffer_fix( world.instance_cache, - world.instance_cache_count, - &world.instance_cache_cap, - sizeof( struct instance_cache ) ); + /* setup spacial mapping and rigidbody */ + world->geo_bh = scene_bh_create( world_global.generic_heap, + world->scene_geo ); -#if 0 - traffic_finalize( world.traffic, world.traffic_count ); - for( int i=0; irb_geo.co ); + q_identity( world->rb_geo.q ); - /* - * Compile meshes into the world scenes + 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.geo ); + vg_info( "Generating non-collidable geometry\n" ); + + world->scene_no_collide = scene_init( world_global.generic_heap, + 200000, 500000 ); + + 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 ); + } - u32 mat_surf = 0, - mat_surf_oob = 0, - mat_vertex_blend = 0, - mat_alphatest = 0, - mat_graffiti = 0, - mat_subworld = 0, - mat_terrain = 0; + if( mat->info.flags & k_material_flag_grow_grass ) + world_apply_procedural_foliage( world, mat ); - for( int i=1; imaterial_count; i++ ) + scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide ); + } + + /* upload and free that */ + vg_acquire_thread_sync(); { - 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; + scene_upload( world->scene_no_collide, &world->mesh_no_collide ); } + vg_release_thread_sync(); - m4x3f midentity; - m4x3_identity( midentity ); + vg_linear_del( world_global.generic_heap, world->scene_no_collide ); + world->scene_no_collide = NULL; +} + +float fsd_cone_infinite( v3f p, v2f c ) +{ + v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] }; + float s = vg_maxf( 0.0f, v2_dot( q, c ) ); + + v2f v0; + v2_muls( c, s, v0 ); + v2_sub( q, v0, v0 ); + + 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_compute_light_indices( world_instance *world ) +{ + /* light cubes */ + v3f cubes_min, cubes_max; + v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min ); + v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max ); - if( mat_terrain ) - world_add_all_if_material( midentity, &world.geo, mworld, mat_terrain ); - scene_copy_slice( &world.geo, &world.sm_terrain ); + 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 ); - 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 ); + v3_floor( cubes_min, cubes_min ); + v3_floor( cubes_max, cubes_max ); - if( mat_surf ) - world_add_all_if_material( midentity, &world.geo, mworld, mat_surf ); - scene_copy_slice( &world.geo, &world.sm_geo_std ); + v3i icubes_min, icubes_max; - 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 ); + for( int i=0; i<3; i++ ){ + icubes_min[i] = cubes_min[i]; + icubes_max[i] = cubes_max[i]; + } + + v3i icubes_count; + v3i_sub( icubes_max, icubes_min, icubes_count ); + + for( int i=0; i<3; i++ ){ + icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 ); + cubes_max[i] = icubes_min[i] + icubes_count[i]; + } + + v3_muls( cubes_min, k_light_cube_size, cubes_min ); + v3_muls( cubes_max, k_light_cube_size, cubes_max ); + + for( int i=0; i<3; i++ ){ + 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]; + + vg_info( "cubes[%d]: %d\n", i, icubes_count[i] ); + } + + int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2]; + + u32 *cubes_index = vg_linear_alloc( world_global.generic_heap, + total_cubes * sizeof(u32) * 2.0f ); + + vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n", + total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1], + cubes_max[0], -cubes_max[2], cubes_max[1] ); + + v3_copy( cubes_min, world->ub_lighting.g_cube_min ); + + v3f cube_size; + v3_div( (v3f){1.0f,1.0f,1.0f}, world->ub_lighting.g_cube_inv_range, + cube_size ); + float bound_radius = v3_length( cube_size ); + + for( int iz = 0; izub_lighting.g_cube_inv_range, + bbx[0] ); + 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_acquire_thread_sync(); - scene_upload( &world.geo ); - vg_release_thread_sync(); - scene_bh_create( &world.geo ); + glGenTextures( 1, &world->tex_light_cubes ); + glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes ); + glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI, + icubes_count[0], icubes_count[1], icubes_count[2], + 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index ); + glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); + glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); + vg_linear_del( world_global.generic_heap, cubes_index ); - /* Foliage /nocollide layer. - * TODO: Probably should have material traits for this - */ - scene_init( &world.foliage ); + vg_release_thread_sync(); +} - world_apply_procedural_foliage(); - scene_copy_slice( &world.foliage, &world.sm_foliage_main ); +VG_STATIC int reset_player( int argc, char const *argv[] ); +VG_STATIC void world_post_process( world_instance *world ) +{ + /* initialize audio if need be */ +#if 0 + audio_lock(); + for( int i=0; iaudio_things_count; i++ ) + { + struct world_audio_thing *thingy = &world->audio_things[ i ]; + + if( thingy->flags & AUDIO_FLAG_AUTO_START ) + { + audio_channel *ch = + audio_request_channel( &thingy->temp_embedded_clip, thingy->flags ); - world_add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest); - scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest ); + audio_channel_edit_volume( ch, thingy->volume, 1 ); + audio_channel_set_spacial( ch, thingy->pos, thingy->range ); - world_add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti ); - scene_copy_slice( &world.foliage, &world.sm_graffiti ); + if( !(ch->flags & AUDIO_FLAG_LOOP) ) + ch = audio_relinquish_channel( ch ); + } + } + audio_unlock(); +#endif + world_compute_light_indices( world ); vg_acquire_thread_sync(); { - scene_upload( &world.foliage ); + /* create scene lighting buffer */ + + u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12; + vg_info( "Upload %ubytes (lighting)\n", size ); + + glGenBuffers( 1, &world->tbo_light_entities ); + glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities ); + glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW ); + + /* buffer layout + * + * colour position direction (spots) + * | . . . . | . . . . | . . . . | + * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da | + * + */ + + v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY ); + for( u32 i=0; ient_light); i++ ){ + ent_light *light = mdl_arritm( &world->ent_light, i ); + + /* colour + night */ + v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] ); + light_dst[i*3+0][3] = -1.0f; + + if( !light->daytime ){ + u32 hash = (i * 29986577) & 0xff; + float switch_on = hash; + switch_on *= (1.0f/255.0f); + + light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f; + } + + /* position + 1/range^2 */ + v3_copy( light->transform.co, light_dst[i*3+1] ); + light_dst[i*3+1][3] = 1.0f/(light->range*light->range); + + /* direction + angle */ + q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]); + light_dst[i*3+2][3] = cosf( light->angle ); + } + + glUnmapBuffer( GL_TEXTURE_BUFFER ); + + glGenTextures( 1, &world->tex_light_entities ); + glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities ); + glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities ); + + /* Upload lighting uniform buffer */ + if( world->water.enabled ) + v4_copy( world->water.plane, world->ub_lighting.g_water_plane ); + + v4f info_vec; + v3f *bounds = world->scene_geo->bbx; + + info_vec[0] = bounds[0][0]; + info_vec[1] = bounds[0][2]; + info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]); + info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]); + v4_copy( info_vec, world->ub_lighting.g_depth_bounds ); /* * Rendering the depth map */ - 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(); 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; - 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(); + /* 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(); - world_routes_loadfrom( mworld ); +#if 0 + /* + * Setup scene collider + */ + reset_player( 1, (const char *[]){"start"} ); +#endif +} - for( int i=0; itexture_count = 0; + + world->texture_count = world->meta.textures.count+1; + 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( u32 i=0; imeta.textures); i++ ){ + mdl_texture *tex = mdl_arritm( &world->meta.textures, i ); + + 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+1] = vg_tex2d_new(); + vg_tex2d_set_error(); + vg_tex2d_qoi( mdl_arritm( &world->meta.pack, tex->file.pack_offset ), + tex->file.pack_size, + mdl_pstr( &world->meta, tex->file.pstr_path )); + vg_tex2d_nearest(); + vg_tex2d_repeat(); + } + } + vg_release_thread_sync(); + + vg_info( "Loading materials\n" ); + + world->surface_count = world->meta.materials.count+1; + world->surfaces = vg_linear_alloc( world_global.generic_heap, + sizeof(struct world_surface)*world->surface_count ); + + /* error material */ + struct world_surface *errmat = &world->surfaces[0]; + memset( errmat, 0, sizeof(struct world_surface) ); + + for( u32 i=0; imeta.materials); i++ ){ + world->surfaces[i+1].info = + *(mdl_material *)mdl_arritm( &world->meta.materials, i ); + } +} + +VG_STATIC void world_unload( world_instance *world ) +{ + vg_acquire_thread_sync(); + + /* free meshes */ + mesh_free( &world->mesh_route_lines ); + mesh_free( &world->mesh_geo ); + mesh_free( &world->mesh_no_collide ); + + /* glDeleteBuffers silently ignores 0's and names that do not correspond to + * existing buffer objects. + * */ + glDeleteBuffers( 1, &world->tbo_light_entities ); + glDeleteTextures( 1, &world->tex_light_entities ); + glDeleteTextures( 1, &world->tex_light_cubes ); + + /* FIXME: CANT DO THIS HERE */ + /* whynot? */ + /* oh this should be moved to a global function */ + 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.sfd.active_route_board = 0; + + /* 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_clean( world_instance *world ) +{ + memset( &world->meta, 0, sizeof(mdl_context) ); /* - * Setup scene collider - */ - v3_zero( world.rb_geo.co ); - q_identity( world.rb_geo.q ); + * TODO: Theres probably a better way to do this? */ + /* yep, find all members that can be memsetted to 0. this is probably + * every member anyway, given the below is just setting to 0 + * + * also: rename clean to init? */ + + 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->geo_bh = NULL; + world->volume_bh = NULL; + world->audio_bh = NULL; + world->rendering_gate = NULL; + + world->water.enabled = 0; + + /* default lighting conditions + * -------------------------------------------------------------*/ + struct ub_world_lighting *state = &world->ub_lighting; + + state->g_light_preview = 0; + state->g_shadow_samples = 8; + state->g_water_fog = 0.04f; + + v4_zero( state->g_water_plane ); + v4_zero( state->g_depth_bounds ); - 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 ); + state->g_shadow_length = 9.50f; + state->g_shadow_spread = 0.65f; + + 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 ); +} + +VG_STATIC void world_entities_init( world_instance *world ) +{ + /* lights */ + for( u32 j=0; jent_light); j ++ ){ + ent_light *light = mdl_arritm( &world->ent_light, j ); + + m4x3f to_world; + q_m3x3( light->transform.q, to_world ); + v3_copy( light->transform.co, to_world[3] ); + m4x3_invert_affine( to_world, light->inverse_world ); + + light->angle_sin_cos[0] = sinf( light->angle * 0.5f ); + light->angle_sin_cos[1] = cosf( light->angle * 0.5f ); + } + + /* gates */ + for( u32 j=0; jent_gate); j ++ ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, j ); + gate_transform_update( gate ); + } + + /* 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] ); + } +} + +VG_STATIC void world_load( world_instance *world, const char *path ) +{ + world_unload( world ); + world_clean( world ); + + vg_info( "Loading world: %s\n", path ); + + mdl_open( &world->meta, path, world_global.generic_heap ); + mdl_load_metadata_block( &world->meta, world_global.generic_heap ); + mdl_load_animation_block( &world->meta, world_global.generic_heap ); + mdl_load_mesh_block( &world->meta, world_global.generic_heap ); + mdl_load_pack_block( &world->meta, world_global.generic_heap ); + + mdl_load_array( &world->meta, &world->ent_gate, + "ent_gate", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_spawn, + "ent_spawn", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_light, + "ent_light", world_global.generic_heap ); + + mdl_load_array( &world->meta, &world->ent_route_node, + "ent_route_node", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_path_index, + "ent_path_index", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_checkpoint, + "ent_checkpoint", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_route, + "ent_route", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_water, + "ent_water", world_global.generic_heap ); + + mdl_close( &world->meta ); + + /* process resources from pack */ + world_process_resources( world ); + +#if 0 + /* dynamic allocations */ + world_ents_allocate( world ); + world_routes_allocate( world ); + + /* meta processing */ +#endif + world_routes_ent_init( world ); + world_entities_init( world ); + + /* main bulk */ + world_generate( world ); + world_routes_generate( world ); + world_post_process( world ); } #endif /* WORLD_GEN_H */