X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=c6ffb9227f8f35eb87dc44f4d76883a1aff8f09a;hb=HEAD;hp=40d6f4c9653c4473c58de098038ae2948cae9ee7;hpb=a64c18c5996fd5ac9601239f91b12275f04f9cd9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 40d6f4c..c6ffb92 100644 --- a/world_gen.h +++ b/world_gen.h @@ -1,686 +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" -/* load world TODO: Put back vg back in loading state while this happens */ -VG_STATIC void world_load(void); - - -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_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; - - m4x3f transform2; - mdl_node_transform( pnode, transform2 ); - m4x3_mul( transform, transform2, transform2 ); - - world_add_all_if_material( transform2, pscene, mdl2, id ); - } - } -#endif - } -} - -/* Sprinkle foliage models over the map on terrain material */ -VG_STATIC void world_apply_procedural_foliage(void) -{ - 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; - - 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++ ) - { - v3f pos; - v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos ); - pos[1] = 1000.0f; - 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( (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.scene_no_collide, mfoliage, - sm_blob, transform); - } - } - } -} - -VG_STATIC void world_ents_allocate(void) -{ - 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) - } - }; - - for( int i=0; iinfo.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( world.meta, i ); - - for( int j=0; jclasstype == entity_counts[j].ct ) - { - entity_counts[j].count ++; - break; - } - } - } - - for( int i=0; iitem_size*counter->count; - *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize ); - } -} - -VG_STATIC void world_pct_spawn( mdl_node *pnode ) -{ - struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; - - v3_copy( pnode->co, rp->co ); - v4_copy( pnode->q, rp->q ); - rp->name = mdl_pstr( world.meta, pnode->pstr_name ); -} - -VG_STATIC void world_pct_water( mdl_node *pnode ) -{ - if( world.water.enabled ) - { - vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( world.meta, pnode->pstr_name )); - return; - } - - mdl_submesh *sm = mdl_node_submesh( world.meta, pnode, 0 ); - - if( sm ) - { - 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(); - } - else - { - vg_warn( "Water entity has no submeshes!\n" ); - } -} - -VG_STATIC void world_pct_instance( 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; ipstr_file == cache->pstr_file ) - { - cache_entry = 1; - pnode->sub_uid = i+1; - break; - } - } - - if( !cache_entry ) - { - if( world.instance_cache_count == vg_list_size(world.instance_cache) ) - vg_fatal_exit_loop( "Instance cache is full!" ); - - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count ++ ]; - - cache->pstr_file = inst->pstr_file; - -#if 0 - cache->mdl = mdl_load( filename ); - - 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 - } -} - -VG_STATIC void world_pct_audio( 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 ); - audio_clip_load( &thing->temp_embedded_clip ); - 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_entities_process(void) -{ - struct entity_instruction - { - enum classtype ct; - void (*process)( mdl_node *pnode ); - } - entity_instructions[] = - { - { k_classtype_spawn, world_pct_spawn }, - { k_classtype_water, world_pct_water }, - { k_classtype_instance, world_pct_instance }, - { k_classtype_audio, world_pct_audio }, - }; - - for( int i=0; iinfo.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( world.meta, i ); - - for( int j=0; jclasstype == instr->ct ) - { - instr->process( 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 ++ ]; - - - struct classtype_achievement_box *box = mdl_get_entdata(mworld,pnode); - - 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; - - if( box->trigger ) - zone->ptarget_delegated = mdl_node_from_id( mworld, box->trigger ); - else - zone->ptarget_delegated = NULL; - } -#endif - } - -#if 0 - /* fixup links */ - for( int i=0; iptarget_delegated ) - { - u32 id = ach->ptarget_delegated->sub_uid; - ach->ptarget = &world.audio_things[ id ]; - } - else - ach->ptarget = NULL; - } -#endif -} - -VG_STATIC void world_load_instance_cache(void) -{ - vg_linear_clear( vg_mem.scratch ); - - for( int i=0; ipstr_file ); - inst->mdl = mdl_load_full( vg_mem.scratch, filename ); - } -} - -VG_STATIC void world_generate(void) -{ - /* - * 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; - } - - 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 ); - - /* compress that bad boy */ - world.scene_geo = scene_fix( world.dynamic_vgl, 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.dynamic_vgl, 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.dynamic_vgl, 200000, 500000 ); - - vg_info( "Applying foliage\n" ); - world_apply_procedural_foliage(); - scene_copy_slice( world.scene_no_collide, &world.sm_foliage_main ); - - 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 ); - - 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 ); - - - /* upload and free that */ - vg_acquire_thread_sync(); - { - scene_upload( world.scene_no_collide, &world.mesh_no_collide ); - } - vg_release_thread_sync(); - - vg_linear_del( world.dynamic_vgl, world.scene_no_collide ); - world.scene_no_collide = NULL; -} - -VG_STATIC void world_post_process(void) -{ - /* initialize audio if need be */ - audio_lock(); - for( int i=0; iplayer ); - audio_player_set_flags( &thingy->player, thingy->flags ); - audio_player_set_vol( &thingy->player, thingy->volume ); - audio_player_set_pan( &thingy->player, 0.0f ); - - 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(); - { - /* - * Rendering the depth map - */ - m4x4f ortho; - m4x3f camera; - - 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 ); - 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 ); - - 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_fsquad(); - - /* todo: hmm?? */ - glEnable(GL_BLEND); - glBlendFunc(GL_ONE, GL_ONE); - glBlendEquation(GL_MAX); - render_world_depth( ortho, camera ); - 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(); - - /* - * Setup scene collider - */ -} - - -VG_STATIC void world_unload(void) -{ - /* 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; 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 the entire block of memory */ - memset( world.dynamic_vgl, 0xff, 72*1024*1024 ); - - vg_linear_clear( world.dynamic_vgl ); - - for( u32 i=0; i<72*1024*1024; i++ ) - ((u8 *)world.dynamic_vgl)[i] = 0xff^i; - - /* clean dangling pointers */ - world.meta = NULL; - - world.scene_geo = NULL; - world.scene_lines = NULL; - world.scene_no_collide = 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.logic_entities = NULL; - world.logic_entity_count = 0; - - world.logic_actions = NULL; - world.logic_action_count = 0; - - world.triggers = NULL; - world.trigger_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.instance_cache_count = 0; - world.water.enabled = 0; -} - -VG_STATIC void world_load(void) -{ - world_unload(); - - world.meta = mdl_load_full( world.dynamic_vgl, world.world_name ); - vg_info( "Loading world: %s\n", world.world_name ); - - /* dynamic allocations */ - world_ents_allocate(); - world_routes_allocate(); - - /* meta processing */ - world_routes_process(); - world_entities_process(); - - /* main bulk */ - world_generate(); - world_routes_generate(); - world_post_process(); -} - -#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 );