revision 2
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 *
4 * World generation/population. Different to regular loading, since it needs to
5 * create geometry, apply procedural stuff and save that image to files etc.
6 */
7 #include "world.h"
8 #include "world_gen.h"
9 #include "world_load.h"
10 #include "world_volumes.h"
11 #include "world_gate.h"
12
13 /*
14 * Add all triangles from the model, which match the material ID
15 * applies affine transform to the model
16 */
17 static void world_add_all_if_material( m4x3f transform, scene_context *scene,
18 mdl_context *mdl, u32 id )
19 {
20 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
21 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
22
23 for( u32 j=0; j<mesh->submesh_count; j++ ){
24 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
25 if( sm->material_id == id ){
26 m4x3f transform2;
27 mdl_transform_m4x3( &mesh->transform, transform2 );
28 m4x3_mul( transform, transform2, transform2 );
29
30 scene_add_mdl_submesh( scene, mdl, sm, transform2 );
31 }
32 }
33 }
34 }
35
36 /*
37 * Adds a small blob shape to the world at a raycast location. This is for the
38 * grass sprites
39 *
40 * /''''\
41 * / \
42 * | |
43 * |________|
44 */
45 static void world_gen_add_blob( vg_rand *rand, world_instance *world,
46 scene_context *scene, ray_hit *hit )
47 {
48 m4x3f transform;
49 v4f qsurface, qrandom;
50 v3f axis;
51
52 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
53
54 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
55 q_axis_angle( qsurface, axis, angle );
56 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf64(rand)*VG_TAUf );
57 q_mul( qsurface, qrandom, qsurface );
58 q_m3x3( qsurface, transform );
59 v3_copy( hit->pos, transform[3] );
60
61 scene_vert verts[] =
62 {
63 { .co = { -1.00f, 0.0f, 0.0f } },
64 { .co = { 1.00f, 0.0f, 0.0f } },
65 { .co = { -1.00f, 1.2f, 0.0f } },
66 { .co = { 1.00f, 1.2f, 0.0f } },
67 { .co = { -0.25f, 2.0f, 0.0f } },
68 { .co = { 0.25f, 2.0f, 0.0f } }
69 };
70
71 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
72
73 if( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
74 vg_fatal_error( "Scene vertex buffer overflow" );
75
76 if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
77 vg_fatal_error( "Scene index buffer overflow" );
78
79 scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
80 u32 *dst_indices = &scene->arrindices [ scene->indice_count ];
81
82 scene_vert *ref = &world->scene_geo.arrvertices[ hit->tri[0] ];
83
84 for( u32 i=0; i<vg_list_size(verts); i++ ){
85 scene_vert *pvert = &dst_verts[ i ],
86 *src = &verts[ i ];
87
88 m4x3_mulv( transform, src->co, pvert->co );
89 scene_vert_pack_norm( pvert, transform[1], 0.0f );
90
91 v2_copy( ref->uv, pvert->uv );
92 }
93
94 for( u32 i=0; i<vg_list_size(indices); i++ )
95 dst_indices[i] = indices[i] + scene->vertex_count;
96
97 scene->vertex_count += vg_list_size(verts);
98 scene->indice_count += vg_list_size(indices);
99 }
100
101 /*
102 * Sprinkle foliage models over the map on terrain material
103 */
104 static void world_apply_procedural_foliage( world_instance *world,
105 scene_context *scene,
106 struct world_surface *mat )
107 {
108 if( (vg.quality_profile == k_quality_profile_low) ||
109 (vg.quality_profile == k_quality_profile_min) )
110 return;
111
112 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
113
114 v3f volume;
115 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
116 volume[1] = 1.0f;
117
118 int count = 0;
119
120 float area = volume[0]*volume[2];
121 u32 particles = 0.08f * area;
122
123 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
124
125 u64 t0 = SDL_GetPerformanceCounter();
126 #if 0
127 for( u32 i=0; i<particles; i++ ){
128 v3f pos;
129 v3_mul( volume, (v3f){ vg_randf64(), 1000.0f, vg_randf64() }, pos );
130 pos[1] = 1000.0f;
131 v3_add( pos, world->scene_geo.bbx[0], pos );
132
133 ray_hit hit;
134 hit.dist = INFINITY;
135
136 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit,
137 k_material_flag_ghosts )){
138 struct world_surface *m1 = ray_hit_surface( world, &hit );
139 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
140 world_gen_add_blob( world, scene, &hit );
141 count ++;
142 }
143 }
144 }
145 #else
146
147 vg_rand rand;
148 vg_rand_seed( &rand, 3030 );
149
150 const f32 tile_scale = 16.0f;
151 v2i tiles = { volume[0]/tile_scale, volume[2]/tile_scale };
152
153 u32 per_tile = particles/(tiles[0]*tiles[1]);
154
155 for( i32 x=0; x<tiles[0]; x ++ ){
156 for( i32 z=0; z<tiles[1]; z ++ ){
157 for( u32 i=0; i<per_tile; i ++ ){
158 v3f co = { (f32)x+vg_randf64(&rand), 0, (f32)z+vg_randf64(&rand) };
159 v3_muls( co, tile_scale, co );
160 co[1] = 1000.0f;
161 v3_add( co, world->scene_geo.bbx[0], co );
162
163 ray_hit hit;
164 hit.dist = INFINITY;
165
166 if( ray_world( world, co, (v3f){0.0f,-1.0f,0.0f}, &hit,
167 k_material_flag_ghosts )){
168 struct world_surface *m1 = ray_hit_surface( world, &hit );
169 if((hit.normal[1] > 0.8f) && (m1 == mat) &&
170 (hit.pos[1] > 0.0f+10.0f)){
171 world_gen_add_blob( &rand, world, scene, &hit );
172 count ++;
173 }
174 }
175
176 }
177 }
178 }
179
180 #endif
181
182
183
184 u64 t1 = SDL_GetPerformanceCounter(),
185 utime_blobs = t1-t0,
186 ufreq = SDL_GetPerformanceFrequency();
187 f64 ftime_blobs = ((f64)utime_blobs / (f64)ufreq)*1000.0;
188
189 vg_info( "%d foliage models added. %f%% (%fms)\n", count,
190 100.0*((f64)count/(f64)particles), ftime_blobs);
191 }
192
193 static
194 void world_unpack_submesh_dynamic( world_instance *world,
195 scene_context *scene, mdl_submesh *sm ){
196 if( sm->flags & k_submesh_flag_consumed ) return;
197
198 m4x3f identity;
199 m4x3_identity( identity );
200 scene_add_mdl_submesh( scene, &world->meta, sm, identity );
201
202 scene_copy_slice( scene, sm );
203 sm->flags |= k_submesh_flag_consumed;
204 }
205
206 /*
207 * Create the main meshes for the world
208 */
209 static void world_gen_generate_meshes( world_instance *world ){
210 /*
211 * Compile meshes into the world scenes
212 */
213 scene_init( &world->scene_geo, 320000, 1200000 );
214 u32 buf_size = scene_mem_required( &world->scene_geo );
215 u8 *buffer = vg_linear_alloc( world->heap, buf_size );
216 scene_supply_buffer( &world->scene_geo, buffer );
217
218 m4x3f midentity;
219 m4x3_identity( midentity );
220
221 /*
222 * Generate scene: collidable geometry
223 * ----------------------------------------------------------------
224 */
225
226 vg_info( "Generating collidable geometry\n" );
227
228 for( u32 i=0; i<world->surface_count; i++ ){
229 struct world_surface *surf = &world->surfaces[ i ];
230
231 if( surf->info.flags & k_material_flag_collision )
232 world_add_all_if_material( midentity, &world->scene_geo,
233 &world->meta, i );
234
235 scene_copy_slice( &world->scene_geo, &surf->sm_geo );
236 scene_set_vertex_flags( &world->scene_geo,
237 surf->sm_geo.vertex_start,
238 surf->sm_geo.vertex_count,
239 (u16)(surf->info.flags & 0xffff) );
240 }
241
242 /* compress that bad boy */
243 u32 new_vert_max = world->scene_geo.vertex_count,
244 new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
245 new_indice_len = world->scene_geo.indice_count*sizeof(u32);
246
247 u32 *src_indices = world->scene_geo.arrindices,
248 *dst_indices = (u32 *)(buffer + new_vert_size);
249
250 memmove( dst_indices, src_indices, new_indice_len );
251
252 world->scene_geo.max_indices = world->scene_geo.indice_count;
253 world->scene_geo.max_vertices = world->scene_geo.vertex_count;
254 buf_size = scene_mem_required( &world->scene_geo );
255
256 buffer = vg_linear_resize( world->heap, buffer, buf_size );
257
258 world->scene_geo.arrvertices = (scene_vert *)(buffer);
259 world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
260
261 scene_upload_async( &world->scene_geo, &world->mesh_geo );
262
263 /* need send off the memory to the gpu before we can create the bvh. */
264 vg_async_stall();
265 vg_info( "creating bvh\n" );
266 world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
267
268 /*
269 * Generate scene: non-collidable geometry
270 * ----------------------------------------------------------------
271 */
272 vg_info( "Generating non-collidable geometry\n" );
273
274 vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
275 &world->mesh_no_collide,
276 250000, 500000 );
277
278 for( u32 i=0; i<world->surface_count; i++ ){
279 struct world_surface *surf = &world->surfaces[ i ];
280
281 if( !(surf->info.flags & k_material_flag_collision) ){
282 world_add_all_if_material( midentity,
283 &world->scene_no_collide, &world->meta, i );
284 }
285
286 if( surf->info.flags & k_material_flag_grow_grass ){
287 world_apply_procedural_foliage( world, &world->scene_no_collide,
288 surf );
289 }
290
291 scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
292 }
293
294 /* unpack traffic models.. TODO: should we just put all these submeshes in a
295 * dynamic models list? and then the actual entitities point to the
296 * models. we only have 2 types at the moment which need dynamic models but
297 * would make sense to do this when/if we have more.
298 */
299 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
300 ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
301
302 for( u32 j=0; j<vehc->submesh_count; j++ ){
303 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
304 vehc->submesh_start+j );
305 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
306 world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_TRAFFIC;
307 }
308 }
309
310 /* unpack challenge models */
311 for( u32 i=0; i<mdl_arrcount( &world->ent_objective ); i++ ){
312 ent_objective *objective = mdl_arritm( &world->ent_objective, i );
313
314 for( u32 j=0; j<objective->submesh_count; j ++ ){
315 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
316 objective->submesh_start+j );
317 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
318 }
319 }
320
321 /* unpack region models */
322 for( u32 i=0; i<mdl_arrcount( &world->ent_region ); i++ ){
323 ent_region *region = mdl_arritm( &world->ent_region, i );
324
325 for( u32 j=0; j<region->submesh_count; j ++ ){
326 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
327 region->submesh_start+j );
328 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
329 }
330 }
331
332 /* unpack gate models */
333 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
334 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
335
336 if( !(gate->flags & k_ent_gate_custom_mesh) ) continue;
337
338 for( u32 j=0; j<gate->submesh_count; j ++ ){
339 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
340 gate->submesh_start+j );
341 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
342 }
343 }
344
345 /* unpack prop models */
346 for( u32 i=0; i<mdl_arrcount( &world->ent_prop ); i++ ){
347 ent_prop *prop = mdl_arritm( &world->ent_prop, i );
348
349 for( u32 j=0; j<prop->submesh_count; j ++ ){
350 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
351 prop->submesh_start+j );
352 world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_PROPS;
353 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
354 }
355 }
356
357 vg_async_dispatch( call, async_scene_upload );
358 }
359
360 /* signed distance function for cone */
361 static f32 fsd_cone_infinite( v3f p, v2f c ){
362 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
363 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
364
365 v2f v0;
366 v2_muls( c, s, v0 );
367 v2_sub( q, v0, v0 );
368
369 float d = v2_length( v0 );
370 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
371 }
372
373 struct light_indices_upload_info{
374 world_instance *world;
375 v3i count;
376
377 void *data;
378 };
379
380 /*
381 * Async reciever to buffer light index data
382 */
383 static void async_upload_light_indices( void *payload, u32 size ){
384 struct light_indices_upload_info *info = payload;
385
386 glGenTextures( 1, &info->world->tex_light_cubes );
387 glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
388 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
389 info->count[0], info->count[1], info->count[2],
390 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
391 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
392 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
393 }
394
395 /*
396 * Computes light indices for world
397 */
398 static void world_gen_compute_light_indices( world_instance *world ){
399 /* light cubes */
400 v3f cubes_min, cubes_max;
401 v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
402 v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
403
404 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
405 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
406
407 v3_floor( cubes_min, cubes_min );
408 v3_floor( cubes_max, cubes_max );
409
410 v3i icubes_min, icubes_max;
411
412 for( int i=0; i<3; i++ ){
413 icubes_min[i] = cubes_min[i];
414 icubes_max[i] = cubes_max[i];
415 }
416
417 v3f cube_size;
418
419 v3i icubes_count;
420 v3i_sub( icubes_max, icubes_min, icubes_count );
421
422 for( int i=0; i<3; i++ ){
423 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
424 float clamped_max = icubes_min[i] + clamped_count,
425 max = icubes_min[i] + icubes_count[i]+1;
426
427 icubes_count[i] = clamped_count;
428 cube_size[i] = (max / clamped_max) * k_world_light_cube_size;
429 cubes_max[i] = clamped_max;
430 }
431
432 v3_mul( cubes_min, cube_size, cubes_min );
433 v3_mul( cubes_max, cube_size, cubes_max );
434
435 for( int i=0; i<3; i++ ){
436 float range = cubes_max[i]-cubes_min[i];
437 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
438 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
439
440 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
441 }
442
443 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
444
445 u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
446 hdr_size = vg_align8(sizeof(struct light_indices_upload_info));
447
448 vg_async_item *call = vg_async_alloc( data_size + hdr_size );
449 struct light_indices_upload_info *info = call->payload;
450 info->data = ((u8*)call->payload) + hdr_size;
451 info->world = world;
452 u32 *cubes_index = info->data;
453
454 for( int i=0; i<3; i++ )
455 info->count[i] = icubes_count[i];
456
457 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
458 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
459 cubes_max[0], -cubes_max[2], cubes_max[1] );
460 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
461
462 float bound_radius = v3_length( cube_size );
463
464 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
465 for( int iy = 0; iy<icubes_count[1]; iy++ ){
466 for( int ix = 0; ix<icubes_count[0]; ix++ ){
467 boxf bbx;
468 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
469 bbx[0] );
470 v3_div( (v3f){ ix+1, iy+1, iz+1 },
471 world->ub_lighting.g_cube_inv_range,
472 bbx[1] );
473
474 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
475 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
476
477 v3f center;
478 v3_add( bbx[0], bbx[1], center );
479 v3_muls( center, 0.5f, center );
480
481 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
482 u32 count = 0;
483
484 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
485 const int N = vg_list_size( influences );
486
487 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
488 ent_light *light = mdl_arritm( &world->ent_light, j );
489 v3f closest;
490 closest_point_aabb( light->transform.co, bbx, closest );
491
492 f32 dist2 = v3_dist2( closest, light->transform.co );
493
494 if( dist2 > light->range*light->range )
495 continue;
496
497 f32 dist = sqrtf(dist2),
498 influence = 1.0f/(dist+1.0f);
499
500 if( light->type == k_light_type_spot){
501 v3f local;
502 m4x3_mulv( light->inverse_world, center, local );
503
504 float r = fsd_cone_infinite( local, light->angle_sin_cos );
505
506 if( r > bound_radius )
507 continue;
508 }
509
510 int best_pos = N;
511 for( int k=best_pos-1; k>=0; k -- )
512 if( influence > influences[k] )
513 best_pos = k;
514
515 if( best_pos < N ){
516 for( int k=N-1; k>best_pos; k -- ){
517 influences[k] = influences[k-1];
518 indices[k] = indices[k-1];
519 }
520
521 influences[best_pos] = influence;
522 indices[best_pos] = j;
523 }
524 }
525
526 for( int j=0; j<N; j++ )
527 if( influences[j] > 0.0f )
528 count ++;
529
530 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
531 iy * (icubes_count[0]) +
532 ix;
533
534 int lower_count = VG_MIN( 3, count );
535 u32 packed_index_lower = lower_count;
536 packed_index_lower |= indices[0]<<2;
537 packed_index_lower |= indices[1]<<12;
538 packed_index_lower |= indices[2]<<22;
539
540 int upper_count = VG_MAX( 0, count - lower_count );
541 u32 packed_index_upper = upper_count;
542 packed_index_upper |= indices[3]<<2;
543 packed_index_upper |= indices[4]<<12;
544 packed_index_upper |= indices[5]<<22;
545
546 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
547 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
548 }
549 }
550 }
551
552 vg_async_dispatch( call, async_upload_light_indices );
553 }
554
555 /*
556 * Rendering pass needed to complete the world
557 */
558 static void async_world_postprocess( void *payload, u32 _size ){
559 /* create scene lighting buffer */
560 world_instance *world = payload;
561
562 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
563 vg_info( "Upload %ubytes (lighting)\n", size );
564
565 glGenBuffers( 1, &world->tbo_light_entities );
566 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
567 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
568
569 /* buffer layout
570 *
571 * colour position direction (spots)
572 * | . . . . | . . . . | . . . . |
573 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
574 *
575 */
576
577 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
578 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
579 ent_light *light = mdl_arritm( &world->ent_light, i );
580
581 /* colour + night */
582 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
583 light_dst[i*3+0][3] = 2.0f;
584
585 if( !light->daytime ){
586 u32 hash = (i * 29986577u) & 0xffu;
587 float switch_on = hash;
588 switch_on *= (1.0f/255.0f);
589
590 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
591 }
592
593 /* position + 1/range^2 */
594 v3_copy( light->transform.co, light_dst[i*3+1] );
595 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
596
597 /* direction + angle */
598 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
599 light_dst[i*3+2][3] = cosf( light->angle );
600 }
601
602 glUnmapBuffer( GL_TEXTURE_BUFFER );
603
604 glGenTextures( 1, &world->tex_light_entities );
605 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
606 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
607
608 /* Upload lighting uniform buffer */
609 if( world->water.enabled )
610 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
611
612 v4f info_vec;
613 v3f *bounds = world->scene_geo.bbx;
614
615 info_vec[0] = bounds[0][0];
616 info_vec[1] = bounds[0][2];
617 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
618 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
619 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
620
621 /*
622 * Rendering the depth map
623 */
624 vg_camera ortho;
625
626 v3f extent;
627 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
628
629 float fl = world->scene_geo.bbx[0][0],
630 fr = world->scene_geo.bbx[1][0],
631 fb = world->scene_geo.bbx[0][2],
632 ft = world->scene_geo.bbx[1][2],
633 rl = 1.0f / (fr-fl),
634 tb = 1.0f / (ft-fb);
635
636 m4x4_zero( ortho.mtx.p );
637 ortho.mtx.p[0][0] = 2.0f * rl;
638 ortho.mtx.p[2][1] = 2.0f * tb;
639 ortho.mtx.p[3][0] = (fr + fl) * -rl;
640 ortho.mtx.p[3][1] = (ft + fb) * -tb;
641 ortho.mtx.p[3][3] = 1.0f;
642 m4x3_identity( ortho.transform );
643 vg_camera_update_view( &ortho );
644 vg_camera_finalize( &ortho );
645
646 glDisable(GL_DEPTH_TEST);
647 glDisable(GL_BLEND);
648 glDisable(GL_CULL_FACE);
649 render_fb_bind( &world->heightmap, 0 );
650 shader_blitcolour_use();
651 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
652 render_fsquad();
653
654 glEnable(GL_BLEND);
655 glBlendFunc(GL_ONE, GL_ONE);
656 glBlendEquation(GL_MAX);
657
658 render_world_position( world, &ortho );
659 glDisable(GL_BLEND);
660 glEnable(GL_DEPTH_TEST);
661 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
662
663 /* upload full buffer */
664 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
665 glBufferSubData( GL_UNIFORM_BUFFER, 0,
666 sizeof(struct ub_world_lighting), &world->ub_lighting );
667
668 /*
669 * Allocate cubemaps
670 */
671 for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
672 ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
673
674 glGenTextures( 1, &cm->texture_id );
675 glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
676 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
677 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
678 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
679 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
680 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
681
682 for( u32 j=0; j<6; j ++ ) {
683 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB,
684 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES,
685 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
686 }
687
688 glGenFramebuffers( 1, &cm->framebuffer_id );
689 glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
690 glGenRenderbuffers(1, &cm->renderbuffer_id );
691 glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id );
692 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24,
693 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
694
695 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
696 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
697 glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
698 GL_RENDERBUFFER, cm->renderbuffer_id );
699
700 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
701 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
702
703 if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){
704 vg_error( "Cubemap framebuffer incomplete.\n" );
705 }
706 }
707
708 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
709 }
710
711 /* Loads textures from the pack file */
712 static void world_gen_load_surfaces( world_instance *world ){
713 vg_info( "Loading textures\n" );
714 world->texture_count = 0;
715
716 world->texture_count = world->meta.textures.count+1;
717 world->textures = vg_linear_alloc( world->heap,
718 vg_align8(sizeof(GLuint)*world->texture_count) );
719 world->textures[0] = vg.tex_missing;
720
721 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
722 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
723
724 if( !tex->file.pack_size ){
725 vg_fatal_error( "World models must have packed textures!" );
726 }
727
728 vg_linear_clear( vg_mem.scratch );
729 void *src_data = vg_linear_alloc( vg_mem.scratch,
730 tex->file.pack_size );
731 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
732
733 vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
734 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
735 &world->textures[i+1] );
736 }
737
738 vg_info( "Loading materials\n" );
739
740 world->surface_count = world->meta.materials.count+1;
741 world->surfaces = vg_linear_alloc( world->heap,
742 vg_align8(sizeof(struct world_surface)*world->surface_count) );
743
744 /* error material */
745 struct world_surface *errmat = &world->surfaces[0];
746 memset( errmat, 0, sizeof(struct world_surface) );
747
748 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
749 struct world_surface *surf = &world->surfaces[i+1];
750 surf->info = *(mdl_material *)mdl_arritm( &world->meta.materials, i );
751 surf->flags = 0;
752 }
753 }