X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gen.h;h=fea44fc8d9ded2926860f1c83410a9e2c9fd98da;hb=98b9bcf0e10bc02cf679d03fa269613e140ba878;hp=f5e7599c7fe260f17439259f3ea1e0e49ac16e85;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gen.h b/world_gen.h index f5e7599..fea44fc 100644 --- a/world_gen.h +++ b/world_gen.h @@ -7,9 +7,7 @@ #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_load( world_instance *world, const char *path ); VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, mdl_context *mdl, u32 id ) @@ -33,7 +31,8 @@ VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, } } -VG_STATIC void world_add_blob( scene *pscene, ray_hit *hit ) +VG_STATIC void world_add_blob( world_instance *world, + scene *pscene, ray_hit *hit ) { m4x3f transform; v4f qsurface, qrandom; @@ -69,7 +68,7 @@ VG_STATIC void world_add_blob( scene *pscene, ray_hit *hit ) 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] ]; + scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ]; for( u32 i=0; ibbx[1], world.scene_geo->bbx[0], 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" ); @@ -121,17 +121,17 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) 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 ); + 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( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) { - struct world_material *m1 = ray_hit_material( &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.scene_no_collide, &hit ); + world_add_blob( world, world->scene_no_collide, &hit ); count ++; } } @@ -140,7 +140,7 @@ VG_STATIC void world_apply_procedural_foliage( struct world_material *mat ) vg_info( "%d foliage models added\n", count ); } -VG_STATIC void world_ents_allocate(void) +VG_STATIC void world_ents_allocate( world_instance *world ) { vg_info( "Allocating entities\n" ); @@ -160,42 +160,47 @@ VG_STATIC void world_ents_allocate(void) { { k_classtype_spawn, - (void*)&world.spawns, + (void*)&world->spawns, sizeof(struct respawn_point) }, { k_classtype_audio, - (void*)&world.audio_things, + (void*)&world->audio_things, sizeof(struct world_audio_thing) }, { k_classtype_trigger, - (void*)&world.triggers, + (void*)&world->triggers, sizeof(struct trigger_zone) }, { k_classtype_logic_relay, - (void*)&world.logic_relays, + (void*)&world->logic_relays, sizeof(struct logic_relay) }, { k_classtype_logic_achievement, - (void*)&world.logic_achievements, + (void*)&world->logic_achievements, sizeof(struct logic_achievement) }, { - k_classtype_point_light, - (void*)&world.lights, + 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; iinfo.node_count; i++ ) + for( int i=0; imeta->info.node_count; i++ ) { - mdl_node *pnode = mdl_node_from_id( world.meta, i ); + mdl_node *pnode = mdl_node_from_id( world->meta, i ); for( int j=0; jitem_size*counter->count; - *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize ); + *counter->to_allocate = vg_linear_alloc( world_global.generic_heap, + bufsize ); } } -VG_STATIC void world_pct_spawn( mdl_node *pnode ) +VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode ) { - struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; + 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 ); + rp->name = mdl_pstr( world->meta, pnode->pstr_name ); } -VG_STATIC void world_pct_water( mdl_node *pnode ) +VG_STATIC void world_pct_water( world_instance *world, mdl_node *pnode ) { - if( world.water.enabled ) + if( world->water.enabled ) { vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( world.meta, pnode->pstr_name )); + mdl_pstr( world->meta, pnode->pstr_name )); return; } - world.water.enabled = 1; - water_set_surface( pnode->co[1] ); + world->water.enabled = 1; + water_set_surface( world, pnode->co[1] ); } -VG_STATIC void world_pct_audio( mdl_node *pnode ) +VG_STATIC void world_pct_audio( world_instance *world, mdl_node *pnode ) { - struct world_audio_thing *thing = &world.audio_things[ - world.audio_things_count ]; + 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 ); + struct classtype_audio *aud = mdl_get_entdata( world->meta, pnode ); v3_copy( pnode->co, thing->pos ); @@ -255,26 +261,25 @@ VG_STATIC void world_pct_audio( mdl_node *pnode ) thing->volume = aud->volume; thing->flags = aud->flags; - thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file ); + 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 ); + 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 ++; + pnode->sub_uid = world->audio_things_count; + world->audio_things_count ++; } - -VG_STATIC void world_pct_trigger( mdl_node *pnode ) +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 ); + 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 ); + 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; @@ -288,14 +293,14 @@ VG_STATIC void world_pct_trigger( mdl_node *pnode ) mdl_node_transform( pnode, trigger->transform ); m4x3_invert_full( trigger->transform, trigger->inv_transform ); - world.trigger_count ++; + world->trigger_count ++; } -VG_STATIC void world_pct_relay( mdl_node *pnode ) +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 ); + 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; @@ -304,7 +309,7 @@ VG_STATIC void world_pct_relay( mdl_node *pnode ) 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] ); + mdl_node *other = mdl_node_from_id( world->meta, inf->targets[i] ); target->classtype = other->classtype; target->sub_id = other->sub_uid; @@ -312,41 +317,56 @@ VG_STATIC void world_pct_relay( mdl_node *pnode ) } v3_copy( pnode->co, relay->pos ); - world.relay_count ++; + world->relay_count ++; } -VG_STATIC void world_pct_achievement( mdl_node *pnode ) +VG_STATIC void world_pct_achievement( world_instance *world, mdl_node *pnode ) { struct logic_achievement *ach = - &world.logic_achievements[ world.achievement_count ]; + &world->logic_achievements[ world->achievement_count ]; struct classtype_logic_achievement *inf = - mdl_get_entdata( world.meta, pnode ); + mdl_get_entdata( world->meta, pnode ); v3_copy( pnode->co, ach->pos ); - ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name ); + ach->achievement_id = mdl_pstr( world->meta, inf->pstr_name ); ach->achieved = 0; - world.achievement_count ++; + world->achievement_count ++; } -VG_STATIC void world_pct_point_light( mdl_node *pnode ) +VG_STATIC void world_pct_world_light( world_instance *world, mdl_node *pnode ) { - struct world_light *light = &world.lights[ world.light_count ]; - v3_copy( pnode->co, light->co ); + struct world_light *light = &world->lights[ world->light_count ++ ]; + light->node = pnode; + light->inf = mdl_get_entdata( world->meta, pnode ); - struct classtype_point_light *inf = mdl_get_entdata( world.meta, pnode ); - v4_copy( inf->colour, light->colour ); + q_m3x3( pnode->q, light->inverse_world ); + v3_copy( pnode->co, light->inverse_world[3] ); + m4x3_invert_affine( light->inverse_world, light->inverse_world ); - world.light_count ++; + light->angle_sin_cos[0] = sinf( light->inf->angle * 0.5f ); + light->angle_sin_cos[1] = cosf( light->inf->angle * 0.5f ); } -VG_STATIC void world_entities_process(void) +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)( mdl_node *pnode ); + void (*process)( world_instance *world, mdl_node *pnode ); } entity_instructions[] = { @@ -356,12 +376,13 @@ VG_STATIC void world_entities_process(void) { k_classtype_trigger, world_pct_trigger }, { k_classtype_logic_relay, world_pct_relay }, { k_classtype_logic_achievement, world_pct_achievement }, - { k_classtype_point_light, world_pct_point_light } + { k_classtype_world_light, world_pct_world_light }, + { k_classtype_nonlocal_gate, world_pct_nonlocal_gate } }; - for( int i=0; iinfo.node_count; i++ ) + for( int i=0; imeta->info.node_count; i++ ) { - mdl_node *pnode = mdl_node_from_id( world.meta, i ); + mdl_node *pnode = mdl_node_from_id( world->meta, i ); for( int j=0; jclasstype == instr->ct ) { - instr->process( pnode ); + instr->process( world, pnode ); break; } } } } -VG_STATIC void world_scene_compute_light_clusters( scene *sc ) +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] = 255; - vert->lights[1] = 255; - vert->lights[2] = 255; - vert->lights[3] = 255; + vert->lights[0] = 0; + vert->lights[1] = 1; + vert->lights[2] = 2; + vert->lights[3] = 0; - float distances[4] = { INFINITY, INFINITY, INFINITY, INFINITY }; + float influences[3] = { 0.0f, 0.0f, 0.0f }; + const int N = vg_list_size( influences ); - for( int j=0; jlight_count; j ++ ) { - float dist = v3_dist2( world.lights[j].co, vert->co ); + float influence = calc_light_influence( world, vert->co, j ); - int best_pos = 4; + int best_pos = N; for( int k=best_pos-1; k>=0; k -- ) - if( dist < distances[k] ) + if( influence > influences[k] ) best_pos = k; - if( best_pos < 4 ) + if( best_pos < N ) { - for( int k=3; k>best_pos; k -- ) + for( int k=N-1; k>best_pos; k -- ) { - distances[k] = distances[k-1]; + influences[k] = influences[k-1]; vert->lights[k] = vert->lights[k-1]; } - distances[best_pos] = dist; + influences[best_pos] = influence; vert->lights[best_pos] = j; } } + + for( int j=0; j 0.00000125f ) + vert->lights[3] ++ ; + } } } -VG_STATIC void world_generate(void) +VG_STATIC void world_generate( world_instance *world ) { /* * Compile meshes into the world scenes */ - world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 ); + world->scene_geo = scene_init( world_global.generic_heap, 320000, 1200000 ); m4x3f midentity; m4x3_identity( midentity ); @@ -430,36 +553,37 @@ VG_STATIC void world_generate(void) vg_info( "Generating collidable geometry\n" ); - for( int i=0; imaterial_count; i++ ) { - struct world_material *mat = &world.materials[ 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 ); + world_add_all_if_material( midentity, world->scene_geo, world->meta, i ); - scene_copy_slice( world.scene_geo, &mat->sm_geo ); + scene_copy_slice( world->scene_geo, &mat->sm_geo ); } - world_scene_compute_light_clusters( world.scene_geo ); + world_scene_compute_light_clusters( world, world->scene_geo ); /* compress that bad boy */ - world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo ); + world->scene_geo = scene_fix( world_global.generic_heap, world->scene_geo ); vg_acquire_thread_sync(); { - scene_upload( world.scene_geo, &world.mesh_geo ); + 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 ); + 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 ); + 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 ); + 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 @@ -467,44 +591,58 @@ VG_STATIC void world_generate(void) */ vg_info( "Generating non-collidable geometry\n" ); - world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 ); + 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 ]; + 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 ); + 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 ); + world_apply_procedural_foliage( world, mat ); - scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide ); + scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide ); } - world_scene_compute_light_clusters( world.scene_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 ); + 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_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 int reset_player( int argc, char const *argv[] ); -VG_STATIC void world_post_process(void) +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 ]; + struct world_audio_thing *thingy = &world->audio_things[ i ]; audio_player_init( &thingy->player ); audio_player_set_flags( &thingy->player, thingy->flags ); @@ -521,18 +659,87 @@ VG_STATIC void world_post_process(void) 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 Range | 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] = -1.0f; + + 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 + 1/range^2 */ + v3_copy( light->node->co, light_dst[i*3+1] ); + light_dst[i*3+1][3] = 1.0f/(inf->range*inf->range); + + /* 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] = cosf( 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 ); + + /* * Rendering the depth map */ camera ortho; v3f extent; - v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], 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], + 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); @@ -549,7 +756,7 @@ VG_STATIC void world_post_process(void) glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); glDisable(GL_CULL_FACE); - render_fb_bind( gpipeline.fb_heightmap ); + render_fb_bind( &world->heightmap ); shader_blitcolour_use(); shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} ); render_fsquad(); @@ -559,41 +766,192 @@ VG_STATIC void world_post_process(void) glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_MAX); - render_world_depth( &ortho ); + 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; - 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 ); + /* 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 ); - winfo->g_water_fog = 0.04f; + v3_floor( cubes_min, cubes_min ); + v3_floor( cubes_max, cubes_max ); - for( int i=0; iub_lighting.g_cube_inv_range[i] = 1.0f / range; + world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i]; - v3_muls( light->colour, light->colour[3] * 2.0f, - gpipeline.ub_world_lighting.g_point_light_colours[i] ); - v3_copy( light->co, - gpipeline.ub_world_lighting.g_point_light_positions[i] ); + vg_info( "cubes[%d]: %d\n", i, icubes_count[i] ); } - render_update_lighting_ub(); + 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 ); + + vg_info( "g_cube_min[%f %f %f]\n", + world->ub_lighting.g_cube_min[0], + world->ub_lighting.g_cube_min[1], + world->ub_lighting.g_cube_min[2] ); + vg_info( "g_cube_inv_range[%f %f %f]\n", + world->ub_lighting.g_cube_inv_range[0], + world->ub_lighting.g_cube_inv_range[1], + world->ub_lighting.g_cube_inv_range[2] ); + + 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( int j=0; jlight_count; j ++ ) + { + struct world_light *light = &world->lights[j]; + v3f closest; + closest_point_aabb( light->node->co, bbx, closest ); + + float dist = v3_dist( closest, light->node->co ), + influence = 1.0f/(dist+1.0f); + + if( dist > light->inf->range ) + continue; + + if( (light->inf->type == k_light_type_spot) || + (light->inf->type == k_light_type_spot_nighttime_only) ) + { + 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; + } + } + } + + glGenTextures( 1, &world->tex_light_cubes ); /* FIXME: glDeleteTextures */ + 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 ); + + + + + + /* 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(); @@ -606,24 +964,24 @@ VG_STATIC void world_post_process(void) #endif } -VG_STATIC void world_process_resources(void) +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.dynamic_vgl, sizeof(GLuint)*world.texture_count ); + 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(); + 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]; + mdl_texture *tex = &world->meta->texture_buffer[i]; if( !tex->pack_offset ) { @@ -632,10 +990,10 @@ VG_STATIC void world_process_resources(void) } vg_linear_clear( vg_mem.scratch ); - world.textures[i] = vg_tex2d_new(); + 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_qoi( world->meta->pack + tex->pack_offset, tex->pack_length, + mdl_pstr( world->meta, tex->pstr_name )); vg_tex2d_nearest(); vg_tex2d_repeat(); } @@ -644,17 +1002,17 @@ VG_STATIC void world_process_resources(void) 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 ); + 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 ); + world->material_count = world->meta->info.material_count; + memset( world->materials, 0, size ); - for( int i=1; imaterial_buffer[i]; + 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]; + 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; @@ -665,27 +1023,30 @@ VG_STATIC void world_process_resources(void) errmat->info.tex_normal = 0; } -VG_STATIC void world_unload(void) +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 ); - - 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; imesh_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; @@ -695,85 +1056,136 @@ VG_STATIC void world_unload(void) } /* delete textures and meshes */ - glDeleteTextures( world.texture_count, world.textures ); + glDeleteTextures( world->texture_count, world->textures ); /* delete the entire block of memory */ - vg_linear_clear( world.dynamic_vgl ); - vg_linear_clear( world.audio_vgl ); + /* 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->meta = NULL; - world.textures = NULL; - world.texture_count = 0; - world.materials = NULL; - world.material_count = 0; + 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->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->geo_bh = NULL; + world->trigger_bh = NULL; + world->audio_bh = NULL; - world.spawns = NULL; - world.spawn_count = 0; + world->spawns = NULL; + world->spawn_count = 0; - world.audio_things = NULL; - world.audio_things_count = 0; + world->audio_things = NULL; + world->audio_things_count = 0; - world.triggers = NULL; - world.trigger_count = 0; + world->triggers = NULL; + world->trigger_count = 0; - world.lights = NULL; - world.light_count = 0; + world->lights = NULL; + world->light_count = 0; - world.logic_relays = NULL; - world.relay_count = 0; + world->logic_relays = NULL; + world->relay_count = 0; - world.logic_achievements = NULL; - world.achievement_count = 0; + world->logic_achievements = NULL; + world->achievement_count = 0; - world.nodes = NULL; - world.node_count = 0; + world->nodes = NULL; + world->node_count = 0; - world.routes = NULL; - world.route_count = 0; + world->routes = NULL; + world->route_count = 0; - world.gates = NULL; - world.gate_count = 0; + world->gates = NULL; + world->gate_count = 0; - world.collectors = NULL; - world.collector_count = 0; + world->collectors = NULL; + world->collector_count = 0; - world.water.enabled = 0; + world->nonlocal_gates = NULL; + world->nonlocalgate_count = 0; - vg_release_thread_sync(); + 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(void) +VG_STATIC void world_load( world_instance *world, const char *path ) { - world_unload(); + world_unload( world ); + world_clean( world ); - world.meta = mdl_load_full( world.dynamic_vgl, world.world_name ); - vg_info( "Loading world: %s\n", world.world_name ); + 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_process_resources( world ); /* dynamic allocations */ - world_ents_allocate(); - world_routes_allocate(); + world_ents_allocate( world ); + world_routes_allocate( world ); /* meta processing */ - world_routes_process(); - world_entities_process(); + world_routes_process( world ); + world_entities_process( world ); /* main bulk */ - world_generate(); - world_routes_generate(); - world_post_process(); + world_generate( world ); + world_routes_generate( world ); + world_post_process( world ); } #endif /* WORLD_GEN_H */