X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=c6ffb9227f8f35eb87dc44f4d76883a1aff8f09a;hb=HEAD;hp=89fea39c9f5068227257a806da896f1aad23db4a;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index 89fea39..c6ffb92 100644 --- a/world_gen.h +++ b/world_gen.h @@ -1,714 +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_mdl_submesh( pscene, mdl, sm, transform2 ); - } - } - } -} - -VG_STATIC void world_add_blob( 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( 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;ibbx[0], pos ); - - ray_hit hit; - hit.dist = INFINITY; - - if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) - { - struct world_material *m1 = ray_hit_material( &hit ); - if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)) - { - world_add_blob( world.scene_no_collide, &hit ); - count ++; - } - } - } - - vg_info( "%d foliage models added\n", count ); -} - -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) - }, - { - k_classtype_logic_relay, - (void*)&world.logic_relays, - sizeof(struct logic_relay) - }, - { - k_classtype_logic_achievement, - (void*)&world.logic_achievements, - sizeof(struct logic_achievement) - } - }; - - 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 ) - { - 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.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; - } - - world.water.enabled = 1; - water_set_surface( pnode->co[1] ); -} - -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 ); - thing->temp_embedded_clip.source_mode = k_audio_source_mono; - - audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl ); - 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( 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( 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( 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_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_audio, world_pct_audio }, - { k_classtype_trigger, world_pct_trigger }, - { k_classtype_logic_relay, world_pct_relay }, - { k_classtype_logic_achievement, world_pct_achievement } - }; - - 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; - } - } - } -} - -VG_STATIC void world_generate(void) -{ - /* - * Compile meshes into the world scenes - */ - world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 ); - - m4x3f midentity; - m4x3_identity( midentity ); - - /* - * Generate scene: collidable geometry - * ---------------------------------------------------------------- - */ - - vg_info( "Generating collidable geometry\n" ); - - - for( int i=0; iinfo.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 ); - } - - - - - /* 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 ); - - for( int i=0; iinfo.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( mat ); - - scene_copy_slice( world.scene_no_collide, &mat->sm_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.dynamic_vgl, 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(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 - */ - 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( gpipeline.fb_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 ); - glDisable(GL_BLEND); - glEnable(GL_DEPTH_TEST); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - - /* - * TODO: World settings entity - */ - struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting; - - if( world.water.enabled ) - v4_copy( world.water.plane, winfo->g_water_plane ); - - v4f info_vec; - v3f *bounds = world.scene_geo->bbx; - - info_vec[0] = bounds[0][0]; - info_vec[1] = bounds[0][2]; - info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]); - info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]); - v4_copy( info_vec, winfo->g_depth_bounds ); - - winfo->g_water_fog = 0.04f; - render_update_lighting_ub(); - } - - vg_release_thread_sync(); - -#if 0 - /* - * Setup scene collider - */ - reset_player( 1, (const char *[]){"start"} ); -#endif -} - -VG_STATIC void world_process_resources(void) -{ - vg_info( "Loading textures\n" ); - world.texture_count = world.meta->info.texture_count; - world.textures = - vg_linear_alloc( world.dynamic_vgl, 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_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.dynamic_vgl, size ); - - world.material_count = world.meta->info.material_count; - memset( world.materials, 0, size ); - - for( int i=1; imaterial_buffer[i]; - - /* error material */ - struct world_material *errmat = &world.materials[0]; - v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour ); - v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 ); - errmat->info.flags = 0x00; - errmat->info.pstr_name = 0; /* useless? */ - errmat->info.shader = -1; - errmat->info.tex_decal = 0; - errmat->info.tex_diffuse = 0; - errmat->info.tex_normal = 0; -} - -VG_STATIC void world_unload(void) -{ - vg_acquire_thread_sync(); - - /* free meshes */ - mesh_free( &world.mesh_route_lines ); - mesh_free( &world.mesh_geo ); - mesh_free( &world.mesh_no_collide ); - - 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 textures and meshes */ - glDeleteTextures( world.texture_count, world.textures ); - - /* delete the entire block of memory */ - vg_linear_clear( world.dynamic_vgl ); - vg_linear_clear( world.audio_vgl ); - - /* 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.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.water.enabled = 0; - - vg_release_thread_sync(); -} - -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 ); - - /* process resources from pack */ - world_process_resources(); - - /* 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 );