X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=c6ffb9227f8f35eb87dc44f4d76883a1aff8f09a;hb=HEAD;hp=026701a1bf89148d574543fe9c4120b4d70438ec;hpb=791f807111a1f740f745c67db642aa7a8bee56e8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 026701a..c6ffb92 100644 --- a/world_gen.h +++ b/world_gen.h @@ -1,994 +1,15 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved + * + * World generation/population. Different to regular loading, since it needs to + * create geometry, apply procedural stuff and save that image to files etc. */ -#ifndef WORLD_GEN_H -#define WORLD_GEN_H - +#pragma once #include "world.h" -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; 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_mdl_submesh( pscene, mdl, sm, transform2 ); - } - } - } -} - -VG_STATIC void world_add_blob( world_instance *world, - scene *pscene, ray_hit *hit ) -{ - m4x3f transform; - v4f qsurface, qrandom; - v3f axis; - - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis ); - - float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f}); - q_axis_angle( qsurface, axis, angle ); - q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf ); - q_mul( qsurface, qrandom, qsurface ); - q_m3x3( qsurface, transform ); - v3_copy( hit->pos, transform[3] ); - - scene_vert verts[] = - { - { .co = { -1.00f, 0.0f, 0.0f } }, - { .co = { 1.00f, 0.0f, 0.0f } }, - { .co = { -1.00f, 1.2f, 0.0f } }, - { .co = { 1.00f, 1.2f, 0.0f } }, - { .co = { -0.25f, 2.0f, 0.0f } }, - { .co = { 0.25f, 2.0f, 0.0f } } - }; - - const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 }; - - if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices ) - vg_fatal_exit_loop( "Scene vertex buffer overflow" ); - - if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices ) - vg_fatal_exit_loop( "Scene index buffer overflow" ); - - scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ]; - u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ]; - - scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ]; - - for( u32 i=0; ico, pvert->co ); - scene_vert_pack_norm( pvert, transform[1] ); - - v2_copy( ref->uv, pvert->uv ); - } - - for( u32 i=0; ivertex_count; - - pscene->vertex_count += vg_list_size(verts); - pscene->indice_count += vg_list_size(indices); -} - -/* Sprinkle foliage models over the map on terrain material */ -VG_STATIC void world_apply_procedural_foliage( 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 ); - volume[1] = 1.0f; - - mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); - mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); - - int count = 0; - - float area = volume[0]*volume[2]; - 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( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) - { - struct world_material *m1 = ray_hit_material( world, &hit ); - if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)) - { - world_add_blob( world, world->scene_no_collide, &hit ); - count ++; - } - } - } - - 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_world_light, - (void*)&world->lights, - sizeof(struct world_light) - }, - { - k_classtype_nonlocal_gate, - (void*)&world->nonlocal_gates, - sizeof(struct nonlocal_gate) - } - }; - - for( int i=0; imeta->info.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( world->meta, i ); - - for( int j=0; jclasstype == entity_counts[j].ct ) - { - pnode->sub_uid = entity_counts[j].count; - entity_counts[j].count ++; - break; - } - } - } - - for( int i=0; iitem_size*counter->count; - *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, - bufsize ); - } -} - -VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode ) -{ - struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ]; - - v3_copy( pnode->co, rp->co ); - v4_copy( pnode->q, rp->q ); - rp->name = mdl_pstr( world->meta, pnode->pstr_name ); -} - -VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode ) -{ - if( world->water.enabled ) - { - vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( world->meta, pnode->pstr_name )); - return; - } - - world->water.enabled = 1; - water_set_surface( world, pnode->co[1] ); -} - -VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode ) -{ - struct world_audio_thing *thing = &world->audio_things[ - world->audio_things_count ]; - - memset( thing, 0, sizeof(struct world_audio_thing) ); - struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode ); - - v3_copy( pnode->co, thing->pos ); - - 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 *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( "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; - } - } - - 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_world_light( world_instance *world, mdl_node *pnode ) -{ - struct world_light *light = &world->lights[ world->light_count ++ ]; - light->node = pnode; - light->inf = mdl_get_entdata( world->meta, pnode ); -} - -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_world_light, world_pct_world_light }, - { k_classtype_nonlocal_gate, world_pct_nonlocal_gate } - }; - - for( int i=0; imeta->info.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( world->meta, i ); - - for( int j=0; jclasstype == instr->ct ) - { - instr->process( world, pnode ); - break; - } - } - } -} - -VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b ) -{ - vg_info( "Linking non-local gates\n" ); - world_instance *a = &world_global.worlds[ index_a ], - *b = &world_global.worlds[ index_b ]; - - for( int i=0; inonlocalgate_count; i++ ) - { - struct nonlocal_gate *ga = &a->nonlocal_gates[i]; - struct classtype_gate *ga_inf = mdl_get_entdata( a->meta, ga->node ); - const char *ga_name = mdl_pstr( a->meta, ga_inf->target ); - - for( int j=0; jnonlocalgate_count; j++ ) - { - struct nonlocal_gate *gb = &b->nonlocal_gates[j]; - struct classtype_gate *gb_inf = mdl_get_entdata( b->meta, gb->node ); - const char *gb_name = mdl_pstr( b->meta, gb_inf->target ); - - if( !strcmp( ga_name, gb_name ) ) - { - vg_success( "Created longjump for ID '%s'\n", ga_name ); - - v4f qYflip; - q_axis_angle( qYflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf ); - - /* TODO: Gates are created very wonkily. refactor. */ - ga->target_map_index = index_b; - gb->target_map_index = index_a; - ga->working = 1; - gb->working = 1; - - v4_copy( ga->node->q, ga->gate.q[0] ); - v4_copy( gb->node->q, ga->gate.q[1] ); - v3_copy( ga->node->co, ga->gate.co[0] ); - v3_copy( gb->node->co, ga->gate.co[1] ); - - v4_copy( gb->node->q, gb->gate.q[0] ); - v4_copy( ga->node->q, gb->gate.q[1] ); - v3_copy( gb->node->co, gb->gate.co[0] ); - v3_copy( ga->node->co, gb->gate.co[1] ); - - /* reverse B's direction */ - q_mul( gb->gate.q[0], qYflip, gb->gate.q[0] ); - q_mul( gb->gate.q[1], qYflip, gb->gate.q[1] ); - q_normalize( gb->gate.q[0] ); - q_normalize( gb->gate.q[1] ); - - gate_transform_update( &ga->gate ); - gate_transform_update( &gb->gate ); - } - } - } -} - -VG_STATIC float colour_luminance( v3f v ) -{ - return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} ); -} - -VG_STATIC float calc_light_influence( world_instance *world, v3f position, - int light ) -{ - struct world_light *world_light = &world->lights[ light ]; - struct classtype_world_light *inf = world_light->inf; - - v3f light_delta; - v3_sub( world_light->node->co, position, light_delta ); - v3_muls( light_delta, 10.0f, light_delta ); - - float quadratic = v3_dot( light_delta, light_delta ), - attenuation = 1.0f/( 1.0f + quadratic ); - - float quadratic_light = attenuation * colour_luminance( inf->colour ); - - if( (inf->type == k_light_type_point) || - (inf->type == k_light_type_point_nighttime_only) ) - { - return quadratic_light; - } - else if( (inf->type == k_light_type_spot) || - (inf->type == k_light_type_spot_nighttime_only) ) - { - v3f dir; - q_mulv( world_light->node->q, (v3f){0.0f,1.0f,0.0f}, dir ); - - float spot_theta = vg_maxf( 0.0f, v3_dot( light_delta, dir ) ), - falloff = spot_theta >= 0.0f? 1.0f: 0.0f; - - return quadratic_light * falloff; - } - else - return 0.0f; -} - -VG_STATIC void world_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] = 0; - vert->lights[1] = 1; - vert->lights[2] = 2; - vert->lights[3] = 0; - - float influences[3] = { 0.0f, 0.0f, 0.0f }; - const int N = vg_list_size( influences ); - - for( int j=0; jlight_count; j ++ ) - { - float influence = calc_light_influence( world, vert->co, j ); - - 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]; - vert->lights[k] = vert->lights[k-1]; - } - - influences[best_pos] = influence; - vert->lights[best_pos] = j; - } - } - - for( int j=0; j 0.00000125f ) - vert->lights[3] ++ ; - } - } -} - -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 ); - - m4x3f midentity; - m4x3_identity( midentity ); - - /* - * Generate scene: collidable geometry - * ---------------------------------------------------------------- - */ - - vg_info( "Generating collidable geometry\n" ); - - - 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_global.generic_heap, world->scene_geo ); - - vg_acquire_thread_sync(); - { - scene_upload( world->scene_geo, &world->mesh_geo ); - } - vg_release_thread_sync(); - - /* 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 ); - - 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 - * ---------------------------------------------------------------- - */ - 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(); - - vg_linear_del( world_global.generic_heap, world->scene_no_collide ); - world->scene_no_collide = NULL; -} - -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 ); - - 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(); - { - /* create scene lighting buffer */ - - u32 size = VG_MAX(world->light_count,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 | Dx Dy Dz Da | - * - */ - - v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY ); - - for( int i=0; ilight_count; i++ ) - { - struct world_light *light = &world->lights[i]; - struct classtype_world_light *inf = light->inf; - - /* colour + night */ - v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] ); - light_dst[i*3+0][3] = 0.0f; - - if( (inf->type == k_light_type_spot_nighttime_only) || - (inf->type == k_light_type_point_nighttime_only ) ) - { - u32 hash = (i * 29986577) & 0xff; - float switch_on = hash; - switch_on *= (1.0f/255.0f); - - light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f; - } - - /* position + nothing */ - v3_copy( light->node->co, light_dst[i*3+1] ); - - /* direction + angle */ - q_mulv( light->node->q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]); - light_dst[i*3+2][3] = inf->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 ); - - /* upload full buffer */ - glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); - glBufferSubData( GL_UNIFORM_BUFFER, 0, - sizeof(struct ub_world_lighting), &world->ub_lighting ); - - - /* - * Rendering the depth map - */ - camera ortho; - - v3f extent; - v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent ); - - float fl = world->scene_geo->bbx[0][0], - fr = world->scene_geo->bbx[1][0], - fb = world->scene_geo->bbx[0][2], - ft = world->scene_geo->bbx[1][2], - rl = 1.0f / (fr-fl), - tb = 1.0f / (ft-fb); - - m4x4_zero( ortho.mtx.p ); - ortho.mtx.p[0][0] = 2.0f * rl; - ortho.mtx.p[2][1] = 2.0f * tb; - ortho.mtx.p[3][0] = (fr + fl) * -rl; - ortho.mtx.p[3][1] = (ft + fb) * -tb; - ortho.mtx.p[3][3] = 1.0f; - m4x3_identity( ortho.transform ); - camera_update_view( &ortho ); - camera_finalize( &ortho ); - - glDisable(GL_DEPTH_TEST); - glDisable(GL_BLEND); - glDisable(GL_CULL_FACE); - render_fb_bind( &world->heightmap ); - 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_position( world, &ortho ); - glDisable(GL_BLEND); - glEnable(GL_DEPTH_TEST); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - - } - - 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( 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( 1, &world->tbo_light_entities ); - glDeleteTextures( 1, &world->tex_light_entities ); - - /* 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; - - 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->textures = NULL; - world->texture_count = 0; - world->materials = NULL; - world->material_count = 0; - - world->scene_geo = NULL; - world->scene_no_collide = NULL; - world->scene_lines = NULL; - - world->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->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 */ +void world_init_blank( world_instance *world ); +void world_gen_load_surfaces( world_instance *world ); +void world_gen_generate_meshes( world_instance *world ); +void world_gen_compute_light_indices( world_instance *world ); +void async_world_postprocess( void *payload, u32 _size );