X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=c6ffb9227f8f35eb87dc44f4d76883a1aff8f09a;hb=HEAD;hp=cf713fd69c5438ff2da5a673a98a29f1b915a323;hpb=926a64f679a23d8b0f3594d73405d2486c398a59;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index cf713fd..c6ffb92 100644 --- a/world_gen.h +++ b/world_gen.h @@ -1,853 +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( u32 index, const char *path ); - -VG_STATIC void world_add_all_if_material( m4x3f transform, scene_context *scene, - mdl_context *mdl, u32 id ) -{ - for( u32 i=0; imeshs); i++ ){ - mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); - - 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_transform_m4x3( &mesh->transform, transform2 ); - m4x3_mul( transform, transform2, transform2 ); - - scene_add_mdl_submesh( scene, mdl, sm, transform2 ); - } - } - } -} - -VG_STATIC void world_add_blob( world_instance *world, - scene_context *scene, 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( scene->vertex_count + vg_list_size(verts) > scene->max_vertices ) - vg_fatal_error( "Scene vertex buffer overflow" ); - - if( scene->indice_count + vg_list_size(indices) > scene->max_indices ) - vg_fatal_error( "Scene index buffer overflow" ); - - scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ]; - u32 *dst_indices = &scene->arrindices [ scene->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; - - scene->vertex_count += vg_list_size(verts); - scene->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, - scene_context *scene, - struct world_surface *mat ) -{ - if( vg.quality_profile == k_quality_profile_low ) - return; - - vg_info( "Applying foliage (%u)\n", mat->info.pstr_name ); - - v3f volume; - v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume ); - volume[1] = 1.0f; - - 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( u32 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_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, scene, &hit ); - count ++; - } - } - } - - vg_info( "%d foliage models added\n", count ); -} - -VG_STATIC void world_generate( world_instance *world ) -{ - /* - * Compile meshes into the world scenes - */ - scene_init( &world->scene_geo, 320000, 1200000 ); - u32 buf_size = scene_mem_required( &world->scene_geo ); - u8 *buffer = vg_linear_alloc( world->heap, buf_size ); - scene_supply_buffer( &world->scene_geo, buffer ); - - m4x3f midentity; - m4x3_identity( midentity ); - - /* - * Generate scene: collidable geometry - * ---------------------------------------------------------------- - */ - - vg_info( "Generating collidable geometry\n" ); - - for( u32 i=0; isurface_count; i++ ){ - struct world_surface *surf = &world->surfaces[ i ]; - - if( surf->info.flags & k_material_flag_collision ) - world_add_all_if_material( midentity, &world->scene_geo, - &world->meta, i ); - - scene_copy_slice( &world->scene_geo, &surf->sm_geo ); - } - - /* compress that bad boy */ - u32 new_vert_max = world->scene_geo.vertex_count, - new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)), - new_indice_len = world->scene_geo.indice_count*sizeof(u32); - - u32 *src_indices = world->scene_geo.arrindices, - *dst_indices = (u32 *)(buffer + new_vert_size); - - memmove( dst_indices, src_indices, new_indice_len ); - - world->scene_geo.max_indices = world->scene_geo.indice_count; - world->scene_geo.max_vertices = world->scene_geo.vertex_count; - buf_size = scene_mem_required( &world->scene_geo ); - - buffer = vg_linear_resize( world->heap, buffer, buf_size ); - - world->scene_geo.arrvertices = (scene_vert *)(buffer); - world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size); - - scene_upload_async( &world->scene_geo, &world->mesh_geo ); - - /* need send off the memory to the gpu before we can create the bvh. */ - vg_async_stall(); - vg_info( "creating bvh\n" ); - - /* setup spacial mapping and rigidbody */ - world->geo_bh = scene_bh_create( world->heap, &world->scene_geo ); - - v3_zero( world->rb_geo.rb.co ); - v3_zero( world->rb_geo.rb.v ); - q_identity( world->rb_geo.rb.q ); - v3_zero( world->rb_geo.rb.w ); - - world->rb_geo.type = k_rb_shape_scene; - world->rb_geo.inf.scene.bh_scene = world->geo_bh; - rb_init_object( &world->rb_geo ); - - /* - * Generate scene: non-collidable geometry - * ---------------------------------------------------------------- - */ - vg_info( "Generating non-collidable geometry\n" ); - - vg_async_item *call = scene_alloc_async( &world->scene_no_collide, - &world->mesh_no_collide, - 200000, 500000 ); - - for( u32 i=0; isurface_count; i++ ){ - struct world_surface *surf = &world->surfaces[ i ]; - - if( !(surf->info.flags & k_material_flag_collision) ){ - world_add_all_if_material( midentity, - &world->scene_no_collide, &world->meta, i ); - } - - if( surf->info.flags & k_material_flag_grow_grass ) - world_apply_procedural_foliage( world, - &world->scene_no_collide, surf ); - - scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide ); - } - - for( u32 i=0; ient_traffic ); i++ ){ - ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i ); - - for( u32 j=0; jsubmesh_count; j++ ){ - mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, - vehc->submesh_start+j ); - - if( sm->flags & k_submesh_flag_consumed ){ - continue; - } - - m4x3f identity; - m4x3_identity( identity ); - scene_add_mdl_submesh( &world->scene_no_collide, - &world->meta, sm, identity ); - - scene_copy_slice( &world->scene_no_collide, sm ); - sm->flags |= k_submesh_flag_consumed; - } - } - - vg_async_dispatch( call, async_scene_upload ); -} - -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); -} - -struct light_indices_upload_info{ - world_instance *world; - v3i count; - - void *data; -}; - -VG_STATIC void async_upload_light_indices( void *payload, u32 size ) -{ - struct light_indices_upload_info *info = payload; - - glGenTextures( 1, &info->world->tex_light_cubes ); - glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes ); - glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI, - info->count[0], info->count[1], info->count[2], - 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data ); - glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); - glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); -} - -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 ); - - 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 ); - - v3_floor( cubes_min, cubes_min ); - v3_floor( cubes_max, cubes_max ); - - v3i icubes_min, icubes_max; - - for( int i=0; i<3; i++ ){ - icubes_min[i] = cubes_min[i]; - icubes_max[i] = cubes_max[i]; - } - - v3f cube_size; - - v3i icubes_count; - v3i_sub( icubes_max, icubes_min, icubes_count ); - - for( int i=0; i<3; i++ ){ - int clamped_count = VG_MIN( 128, icubes_count[i]+1 ); - float clamped_max = icubes_min[i] + clamped_count, - max = icubes_min[i] + icubes_count[i]+1; - - icubes_count[i] = clamped_count; - cube_size[i] = (max / clamped_max) * k_light_cube_size; - cubes_max[i] = clamped_max; - } - - v3_mul( cubes_min, cube_size, cubes_min ); - v3_mul( cubes_max, 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 data_size = vg_align8(total_cubes*sizeof(u32)*2), - hdr_size = vg_align8(sizeof(struct light_indices_upload_info)); - - vg_async_item *call = vg_async_alloc( data_size + hdr_size ); - struct light_indices_upload_info *info = call->payload; - info->data = ((u8*)call->payload) + hdr_size; - info->world = world; - u32 *cubes_index = info->data; - - for( int i=0; i<3; i++ ) - info->count[i] = icubes_count[i]; - - 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 ); - - 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_async_dispatch( call, async_upload_light_indices ); -} - -VG_STATIC void async_world_postprocess_render( void *payload, u32 _size ) -{ - /* create scene lighting buffer */ - world_instance *world = payload; - - 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] = 2.0f; - - if( !light->daytime ){ - u32 hash = (i * 29986577u) & 0xffu; - 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 - */ - 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, 0 ); - 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_position( world, &ortho ); - glDisable(GL_BLEND); - glEnable(GL_DEPTH_TEST); - glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - - /* upload full buffer */ - glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); - glBufferSubData( GL_UNIFORM_BUFFER, 0, - sizeof(struct ub_world_lighting), &world->ub_lighting ); -} - -VG_STATIC int reset_player( int argc, char const *argv[] ); -VG_STATIC void world_post_process( world_instance *world ) -{ - world_compute_light_indices( world ); - vg_async_call( async_world_postprocess_render, world, 0 ); -} - -VG_STATIC void world_process_resources( world_instance *world ) -{ - vg_info( "Loading textures\n" ); - - world->texture_count = 0; - - world->texture_count = world->meta.textures.count+1; - world->textures = vg_linear_alloc( world->heap, - vg_align8(sizeof(GLuint)*world->texture_count) ); - - vg_tex2d_replace_with_error( &world->textures[0] ); - - for( u32 i=0; imeta.textures); i++ ){ - mdl_texture *tex = mdl_arritm( &world->meta.textures, i ); - - if( !tex->file.pack_size ){ - vg_fatal_error( "World models must have packed textures!" ); - } - - vg_linear_clear( vg_mem.scratch ); - void *src_data = vg_linear_alloc( vg_mem.scratch, - tex->file.pack_size ); - mdl_fread_pack_file( &world->meta, &tex->file, src_data ); - - vg_tex2d_load_qoi_async( src_data, tex->file.pack_size, - VG_TEX2D_NEAREST|VG_TEX2D_REPEAT, - &world->textures[i+1] ); - } - - vg_info( "Loading materials\n" ); - - world->surface_count = world->meta.materials.count+1; - world->surfaces = vg_linear_alloc( world->heap, - vg_align8(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 ); - } -} - -#if 0 -VG_STATIC void world_free( 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 ); - - /* delete textures and meshes */ - glDeleteTextures( world->texture_count, world->textures ); - - vg_release_thread_sync(); - - world->status = k_world_status_unloaded; -} -#endif - -VG_STATIC void world_init_blank( world_instance *world ) -{ - memset( &world->meta, 0, sizeof(mdl_context) ); - - world->textures = NULL; - world->texture_count = 0; - world->surfaces = NULL; - world->surface_count = 0; - - 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 ); - - 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( u32 world_id ) -{ - world_instance *world = &world_global.worlds[world_id]; - - /* 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 ); - - if( gate->type == k_gate_type_teleport ){ - gate_transform_update( gate ); - } - else if( gate->type == k_gate_type_nonlocal_unlinked ){ - const char *key = mdl_pstr( &world->meta, gate->target ); - vg_info( "key: %s\n", key ); - - for( u32 i=0; istatus != k_world_status_loaded ) continue; - vg_info( "Checking world %u for key matches\n", i ); - - for( u32 j=0; jent_gate ); j++ ){ - ent_gate *gate2 = mdl_arritm( &other->ent_gate, j ); - if( gate2->type != k_gate_type_nonlocal_unlinked ) continue; - - const char *key2 = mdl_pstr( &other->meta, gate2->target ); - vg_info( " key2: %s\n", key2 ); - - if( strcmp( key, key2 ) ) continue; - - vg_success( "Non-local matching pair '%s' found. (%u:%u)\n", - key, world_id, i ); - - gate->type = k_gate_type_nonlocel; - gate2->type = k_gate_type_nonlocel; - gate->target = i; - gate2->target = world_id; - - v3_copy( gate->co[0], gate2->co[1] ); - v3_copy( gate2->co[0], gate->co[1] ); - v4_copy( gate->q[0], gate2->q[1] ); - v4_copy( gate2->q[0], gate->q[1] ); - - v4f qflip; - q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf ); - q_mul( gate->q[0], qflip, gate->q[0] ); - q_mul( gate->q[1], qflip, gate->q[1] ); - - gate_transform_update( gate ); - gate_transform_update( gate2 ); - - goto matched; - } - } -matched:; - } - } - - /* 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] ); - } - - /* volumes */ - for( u32 j=0; jent_volume); j++ ){ - ent_volume *volume = mdl_arritm( &world->ent_volume, j ); - mdl_transform_m4x3( &volume->transform, volume->to_world ); - m4x3_invert_full( volume->to_world, volume->to_local ); - } - - /* audio packs */ - for( u32 j=0; jent_audio); j++ ){ - ent_audio *audio = mdl_arritm( &world->ent_audio, j ); - - for( u32 k=0; kclip_count; k++ ){ - ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip, - audio->clip_start+k ); - - if( clip->file.pack_size ){ - u32 size = clip->file.pack_size, - offset = clip->file.pack_offset; - - /* embedded files are fine to clear the scratch buffer, only - * external audio uses it */ - - vg_linear_clear( vg_mem.scratch ); - void *data = vg_linear_alloc( vg_mem.scratch, - clip->file.pack_size ); - - mdl_fread_pack_file( &world->meta, &clip->file, data ); - - clip->clip.path = NULL; - clip->clip.flags = audio->flags; - clip->clip.data = data; - clip->clip.size = size; - } - else{ - clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path ); - clip->clip.flags = audio->flags; - clip->clip.data = NULL; - clip->clip.size = 0; - } - - audio_clip_load( &clip->clip, world->heap ); - } - } -} - -VG_STATIC void world_load( u32 index, const char *path ) -{ - world_instance *world = &world_global.worlds[index]; - world_init_blank( world ); - world->status = k_world_status_loading; - - vg_info( "Loading world: %s\n", path ); - - void *allocator = NULL; - if( index == 0 ) allocator = world_global.heap; - else allocator = world_global.worlds[index-1].heap; - - u32 heap_availible = vg_linear_remaining( allocator ); - u32 min_overhead = sizeof(vg_linear_allocator); - - if( heap_availible < (min_overhead+1024) ){ - vg_fatal_error( "out of memory" ); - } - - u32 size = heap_availible - min_overhead; - void *heap = vg_create_linear_allocator( allocator, size, - VG_MEMORY_SYSTEM ); - - world->heap = heap; - mdl_context *meta = &world->meta; - - mdl_open( meta, path, world->heap ); - mdl_load_metadata_block( meta, world->heap ); - mdl_load_animation_block( meta, world->heap ); - mdl_load_mesh_block( meta, world->heap ); - - mdl_load_array( meta, &world->ent_gate, "ent_gate", heap ); - mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap ); - mdl_load_array( meta, &world->ent_light, "ent_light", heap ); - mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap ); - mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap ); - mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap ); - mdl_load_array( meta, &world->ent_route, "ent_route", heap ); - mdl_load_array( meta, &world->ent_water, "ent_water", heap ); - mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap ); - mdl_load_array( meta, &world->ent_audio, "ent_audio", heap ); - mdl_load_array( meta, &world->ent_volume, "ent_volume", heap ); - mdl_load_array( meta, &world->ent_traffic, "ent_traffic", heap ); - - /* process resources from pack */ - world_process_resources( world ); - - world_routes_ent_init( world ); - world_entities_init( index ); - world->volume_bh = bh_create( heap, &bh_system_volumes, world, - mdl_arrcount( &world->ent_volume ), 1 ); - - /* main bulk */ - world_generate( world ); - world_routes_generate( world ); - world_post_process( world ); - - mdl_close( meta ); - - world->status = k_world_status_loaded; -} - -#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 );