add late flips
[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
8 #ifndef WORLD_GEN_C
9 #define WORLD_GEN_C
10
11 #include "world.h"
12 #include "world_gen.h"
13 #include "world_load.h"
14 #include "world_volumes.h"
15 #include "world_gate.h"
16
17 /*
18 * Add all triangles from the model, which match the material ID
19 * applies affine transform to the model
20 */
21 static void world_add_all_if_material( m4x3f transform, scene_context *scene,
22 mdl_context *mdl, u32 id )
23 {
24 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
25 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
26
27 for( u32 j=0; j<mesh->submesh_count; j++ ){
28 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
29 if( sm->material_id == id ){
30 m4x3f transform2;
31 mdl_transform_m4x3( &mesh->transform, transform2 );
32 m4x3_mul( transform, transform2, transform2 );
33
34 scene_add_mdl_submesh( scene, mdl, sm, transform2 );
35 }
36 }
37 }
38 }
39
40 /*
41 * Adds a small blob shape to the world at a raycast location. This is for the
42 * grass sprites
43 *
44 * /''''\
45 * / \
46 * | |
47 * |________|
48 */
49 static void world_gen_add_blob( world_instance *world,
50 scene_context *scene, ray_hit *hit )
51 {
52 m4x3f transform;
53 v4f qsurface, qrandom;
54 v3f axis;
55
56 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
57
58 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
59 q_axis_angle( qsurface, axis, angle );
60 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf64()*VG_TAUf );
61 q_mul( qsurface, qrandom, qsurface );
62 q_m3x3( qsurface, transform );
63 v3_copy( hit->pos, transform[3] );
64
65 scene_vert verts[] =
66 {
67 { .co = { -1.00f, 0.0f, 0.0f } },
68 { .co = { 1.00f, 0.0f, 0.0f } },
69 { .co = { -1.00f, 1.2f, 0.0f } },
70 { .co = { 1.00f, 1.2f, 0.0f } },
71 { .co = { -0.25f, 2.0f, 0.0f } },
72 { .co = { 0.25f, 2.0f, 0.0f } }
73 };
74
75 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
76
77 if( scene->vertex_count + vg_list_size(verts) > scene->max_vertices )
78 vg_fatal_error( "Scene vertex buffer overflow" );
79
80 if( scene->indice_count + vg_list_size(indices) > scene->max_indices )
81 vg_fatal_error( "Scene index buffer overflow" );
82
83 scene_vert *dst_verts = &scene->arrvertices[ scene->vertex_count ];
84 u32 *dst_indices = &scene->arrindices [ scene->indice_count ];
85
86 scene_vert *ref = &world->scene_geo.arrvertices[ hit->tri[0] ];
87
88 for( u32 i=0; i<vg_list_size(verts); i++ ){
89 scene_vert *pvert = &dst_verts[ i ],
90 *src = &verts[ i ];
91
92 m4x3_mulv( transform, src->co, pvert->co );
93 scene_vert_pack_norm( pvert, transform[1], 0.0f );
94
95 v2_copy( ref->uv, pvert->uv );
96 }
97
98 for( u32 i=0; i<vg_list_size(indices); i++ )
99 dst_indices[i] = indices[i] + scene->vertex_count;
100
101 scene->vertex_count += vg_list_size(verts);
102 scene->indice_count += vg_list_size(indices);
103 }
104
105 /*
106 * Sprinkle foliage models over the map on terrain material
107 */
108 static void world_apply_procedural_foliage( world_instance *world,
109 scene_context *scene,
110 struct world_surface *mat )
111 {
112 if( vg.quality_profile == k_quality_profile_low )
113 return;
114
115 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
116
117 v3f volume;
118 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
119 volume[1] = 1.0f;
120
121 int count = 0;
122
123 float area = volume[0]*volume[2];
124 u32 particles = 0.08f * area;
125
126 /* TODO: Quasirandom? */
127 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
128
129
130 u64 t0 = SDL_GetPerformanceCounter();
131 #if 0
132 for( u32 i=0; i<particles; i++ ){
133 v3f pos;
134 v3_mul( volume, (v3f){ vg_randf64(), 1000.0f, vg_randf64() }, pos );
135 pos[1] = 1000.0f;
136 v3_add( pos, world->scene_geo.bbx[0], pos );
137
138 ray_hit hit;
139 hit.dist = INFINITY;
140
141 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit,
142 k_material_flag_ghosts )){
143 struct world_surface *m1 = ray_hit_surface( world, &hit );
144 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
145 world_gen_add_blob( world, scene, &hit );
146 count ++;
147 }
148 }
149 }
150 #else
151
152 const f32 tile_scale = 16.0f;
153 v2i tiles = { volume[0]/tile_scale, volume[2]/tile_scale };
154
155 u32 per_tile = particles/(tiles[0]*tiles[1]);
156
157 for( i32 x=0; x<tiles[0]; x ++ ){
158 for( i32 z=0; z<tiles[1]; z ++ ){
159 for( u32 i=0; i<per_tile; i ++ ){
160 v3f co = { (f32)x+vg_randf64(), 0.0f, (f32)z+vg_randf64() };
161 v3_muls( co, tile_scale, co );
162 co[1] = 1000.0f;
163 v3_add( co, world->scene_geo.bbx[0], co );
164
165 ray_hit hit;
166 hit.dist = INFINITY;
167
168 if( ray_world( world, co, (v3f){0.0f,-1.0f,0.0f}, &hit,
169 k_material_flag_ghosts )){
170 struct world_surface *m1 = ray_hit_surface( world, &hit );
171 if((hit.normal[1] > 0.8f) && (m1 == mat) &&
172 (hit.pos[1] > 0.0f+10.0f)){
173 world_gen_add_blob( world, scene, &hit );
174 count ++;
175 }
176 }
177
178 }
179 }
180 }
181
182 #endif
183
184
185
186 u64 t1 = SDL_GetPerformanceCounter(),
187 utime_blobs = t1-t0,
188 ufreq = SDL_GetPerformanceFrequency();
189 f64 ftime_blobs = ((f64)utime_blobs / (f64)ufreq)*1000.0;
190
191 vg_info( "%d foliage models added. %f%% (%fms)\n", count,
192 100.0*((f64)count/(f64)particles), ftime_blobs);
193 }
194
195 static
196 void world_unpack_submesh_dynamic( world_instance *world,
197 scene_context *scene, mdl_submesh *sm ){
198 if( sm->flags & k_submesh_flag_consumed ) return;
199
200 m4x3f identity;
201 m4x3_identity( identity );
202 scene_add_mdl_submesh( scene, &world->meta, sm, identity );
203
204 scene_copy_slice( scene, sm );
205 sm->flags |= k_submesh_flag_consumed;
206 }
207
208 /*
209 * Create the main meshes for the world
210 */
211 static void world_gen_generate_meshes( world_instance *world ){
212 /*
213 * Compile meshes into the world scenes
214 */
215 scene_init( &world->scene_geo, 320000, 1200000 );
216 u32 buf_size = scene_mem_required( &world->scene_geo );
217 u8 *buffer = vg_linear_alloc( world->heap, buf_size );
218 scene_supply_buffer( &world->scene_geo, buffer );
219
220 m4x3f midentity;
221 m4x3_identity( midentity );
222
223 /*
224 * Generate scene: collidable geometry
225 * ----------------------------------------------------------------
226 */
227
228 vg_info( "Generating collidable geometry\n" );
229
230 for( u32 i=0; i<world->surface_count; i++ ){
231 struct world_surface *surf = &world->surfaces[ i ];
232
233 if( surf->info.flags & k_material_flag_collision )
234 world_add_all_if_material( midentity, &world->scene_geo,
235 &world->meta, i );
236
237 scene_copy_slice( &world->scene_geo, &surf->sm_geo );
238 scene_set_vertex_flags( &world->scene_geo,
239 surf->sm_geo.vertex_start,
240 surf->sm_geo.vertex_count,
241 (u16)(surf->info.flags & 0xffff) );
242 }
243
244 /* compress that bad boy */
245 u32 new_vert_max = world->scene_geo.vertex_count,
246 new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
247 new_indice_len = world->scene_geo.indice_count*sizeof(u32);
248
249 u32 *src_indices = world->scene_geo.arrindices,
250 *dst_indices = (u32 *)(buffer + new_vert_size);
251
252 memmove( dst_indices, src_indices, new_indice_len );
253
254 world->scene_geo.max_indices = world->scene_geo.indice_count;
255 world->scene_geo.max_vertices = world->scene_geo.vertex_count;
256 buf_size = scene_mem_required( &world->scene_geo );
257
258 buffer = vg_linear_resize( world->heap, buffer, buf_size );
259
260 world->scene_geo.arrvertices = (scene_vert *)(buffer);
261 world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
262
263 scene_upload_async( &world->scene_geo, &world->mesh_geo );
264
265 /* need send off the memory to the gpu before we can create the bvh. */
266 vg_async_stall();
267 vg_info( "creating bvh\n" );
268
269 /* setup spacial mapping and rigidbody */
270 world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
271
272 v3_zero( world->rb_geo.rb.co );
273 v3_zero( world->rb_geo.rb.v );
274 q_identity( world->rb_geo.rb.q );
275 v3_zero( world->rb_geo.rb.w );
276
277 world->rb_geo.type = k_rb_shape_scene;
278 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
279 rb_init_object( &world->rb_geo );
280
281 /*
282 * Generate scene: non-collidable geometry
283 * ----------------------------------------------------------------
284 */
285 vg_info( "Generating non-collidable geometry\n" );
286
287 vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
288 &world->mesh_no_collide,
289 250000, 500000 );
290
291 for( u32 i=0; i<world->surface_count; i++ ){
292 struct world_surface *surf = &world->surfaces[ i ];
293
294 if( !(surf->info.flags & k_material_flag_collision) ){
295 world_add_all_if_material( midentity,
296 &world->scene_no_collide, &world->meta, i );
297 }
298
299 if( surf->info.flags & k_material_flag_grow_grass ){
300 world_apply_procedural_foliage( world, &world->scene_no_collide,
301 surf );
302 }
303
304 scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
305 }
306
307 /* unpack traffic models.. TODO: should we just put all these submeshes in a
308 * dynamic models list? and then the actual entitities point to the
309 * models. we only have 2 types at the moment which need dynamic models but
310 * would make sense to do this when/if we have more.
311 */
312 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
313 ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
314
315 for( u32 j=0; j<vehc->submesh_count; j++ ){
316 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
317 vehc->submesh_start+j );
318 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
319 world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_TRAFFIC;
320 }
321 }
322
323 /* unpack challenge models */
324 for( u32 i=0; i<mdl_arrcount( &world->ent_objective ); i++ ){
325 ent_objective *objective = mdl_arritm( &world->ent_objective, i );
326
327 for( u32 j=0; j<objective->submesh_count; j ++ ){
328 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
329 objective->submesh_start+j );
330 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
331 }
332 }
333
334 /* unpack region models */
335 for( u32 i=0; i<mdl_arrcount( &world->ent_region ); i++ ){
336 ent_region *region = mdl_arritm( &world->ent_region, i );
337
338 for( u32 j=0; j<region->submesh_count; j ++ ){
339 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
340 region->submesh_start+j );
341 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
342 }
343 }
344
345 /* unpack gate models */
346 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
347 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
348
349 if( !(gate->flags & k_ent_gate_custom_mesh) ) continue;
350
351 for( u32 j=0; j<gate->submesh_count; j ++ ){
352 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
353 gate->submesh_start+j );
354 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
355 }
356 }
357
358 /* unpack prop models */
359 for( u32 i=0; i<mdl_arrcount( &world->ent_prop ); i++ ){
360 ent_prop *prop = mdl_arritm( &world->ent_prop, i );
361
362 for( u32 j=0; j<prop->submesh_count; j ++ ){
363 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
364 prop->submesh_start+j );
365 world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_PROPS;
366 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
367 }
368 }
369
370 vg_async_dispatch( call, async_scene_upload );
371 }
372
373 /* signed distance function for cone */
374 static f32 fsd_cone_infinite( v3f p, v2f c ){
375 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
376 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
377
378 v2f v0;
379 v2_muls( c, s, v0 );
380 v2_sub( q, v0, v0 );
381
382 float d = v2_length( v0 );
383 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
384 }
385
386 struct light_indices_upload_info{
387 world_instance *world;
388 v3i count;
389
390 void *data;
391 };
392
393 /*
394 * Async reciever to buffer light index data
395 */
396 static void async_upload_light_indices( void *payload, u32 size ){
397 struct light_indices_upload_info *info = payload;
398
399 glGenTextures( 1, &info->world->tex_light_cubes );
400 glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
401 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
402 info->count[0], info->count[1], info->count[2],
403 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
404 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
405 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
406 }
407
408 /*
409 * Computes light indices for world
410 */
411 static void world_gen_compute_light_indices( world_instance *world ){
412 /* light cubes */
413 v3f cubes_min, cubes_max;
414 v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
415 v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
416
417 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
418 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
419
420 v3_floor( cubes_min, cubes_min );
421 v3_floor( cubes_max, cubes_max );
422
423 v3i icubes_min, icubes_max;
424
425 for( int i=0; i<3; i++ ){
426 icubes_min[i] = cubes_min[i];
427 icubes_max[i] = cubes_max[i];
428 }
429
430 v3f cube_size;
431
432 v3i icubes_count;
433 v3i_sub( icubes_max, icubes_min, icubes_count );
434
435 for( int i=0; i<3; i++ ){
436 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
437 float clamped_max = icubes_min[i] + clamped_count,
438 max = icubes_min[i] + icubes_count[i]+1;
439
440 icubes_count[i] = clamped_count;
441 cube_size[i] = (max / clamped_max) * k_world_light_cube_size;
442 cubes_max[i] = clamped_max;
443 }
444
445 v3_mul( cubes_min, cube_size, cubes_min );
446 v3_mul( cubes_max, cube_size, cubes_max );
447
448 for( int i=0; i<3; i++ ){
449 float range = cubes_max[i]-cubes_min[i];
450 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
451 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
452
453 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
454 }
455
456 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
457
458 u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
459 hdr_size = vg_align8(sizeof(struct light_indices_upload_info));
460
461 vg_async_item *call = vg_async_alloc( data_size + hdr_size );
462 struct light_indices_upload_info *info = call->payload;
463 info->data = ((u8*)call->payload) + hdr_size;
464 info->world = world;
465 u32 *cubes_index = info->data;
466
467 for( int i=0; i<3; i++ )
468 info->count[i] = icubes_count[i];
469
470 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
471 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
472 cubes_max[0], -cubes_max[2], cubes_max[1] );
473 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
474
475 float bound_radius = v3_length( cube_size );
476
477 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
478 for( int iy = 0; iy<icubes_count[1]; iy++ ){
479 for( int ix = 0; ix<icubes_count[0]; ix++ ){
480 boxf bbx;
481 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
482 bbx[0] );
483 v3_div( (v3f){ ix+1, iy+1, iz+1 },
484 world->ub_lighting.g_cube_inv_range,
485 bbx[1] );
486
487 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
488 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
489
490 v3f center;
491 v3_add( bbx[0], bbx[1], center );
492 v3_muls( center, 0.5f, center );
493
494 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
495 u32 count = 0;
496
497 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
498 const int N = vg_list_size( influences );
499
500 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
501 ent_light *light = mdl_arritm( &world->ent_light, j );
502 v3f closest;
503 closest_point_aabb( light->transform.co, bbx, closest );
504
505 f32 dist2 = v3_dist2( closest, light->transform.co );
506
507 if( dist2 > light->range*light->range )
508 continue;
509
510 f32 dist = sqrtf(dist2),
511 influence = 1.0f/(dist+1.0f);
512
513 if( light->type == k_light_type_spot){
514 v3f local;
515 m4x3_mulv( light->inverse_world, center, local );
516
517 float r = fsd_cone_infinite( local, light->angle_sin_cos );
518
519 if( r > bound_radius )
520 continue;
521 }
522
523 int best_pos = N;
524 for( int k=best_pos-1; k>=0; k -- )
525 if( influence > influences[k] )
526 best_pos = k;
527
528 if( best_pos < N ){
529 for( int k=N-1; k>best_pos; k -- ){
530 influences[k] = influences[k-1];
531 indices[k] = indices[k-1];
532 }
533
534 influences[best_pos] = influence;
535 indices[best_pos] = j;
536 }
537 }
538
539 for( int j=0; j<N; j++ )
540 if( influences[j] > 0.0f )
541 count ++;
542
543 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
544 iy * (icubes_count[0]) +
545 ix;
546
547 int lower_count = VG_MIN( 3, count );
548 u32 packed_index_lower = lower_count;
549 packed_index_lower |= indices[0]<<2;
550 packed_index_lower |= indices[1]<<12;
551 packed_index_lower |= indices[2]<<22;
552
553 int upper_count = VG_MAX( 0, count - lower_count );
554 u32 packed_index_upper = upper_count;
555 packed_index_upper |= indices[3]<<2;
556 packed_index_upper |= indices[4]<<12;
557 packed_index_upper |= indices[5]<<22;
558
559 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
560 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
561 }
562 }
563 }
564
565 vg_async_dispatch( call, async_upload_light_indices );
566 }
567
568 /*
569 * Rendering pass needed to complete the world
570 */
571 static void async_world_postprocess( void *payload, u32 _size ){
572 /* create scene lighting buffer */
573 world_instance *world = payload;
574
575 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
576 vg_info( "Upload %ubytes (lighting)\n", size );
577
578 glGenBuffers( 1, &world->tbo_light_entities );
579 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
580 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
581
582 /* buffer layout
583 *
584 * colour position direction (spots)
585 * | . . . . | . . . . | . . . . |
586 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
587 *
588 */
589
590 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
591 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
592 ent_light *light = mdl_arritm( &world->ent_light, i );
593
594 /* colour + night */
595 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
596 light_dst[i*3+0][3] = 2.0f;
597
598 if( !light->daytime ){
599 u32 hash = (i * 29986577u) & 0xffu;
600 float switch_on = hash;
601 switch_on *= (1.0f/255.0f);
602
603 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
604 }
605
606 /* position + 1/range^2 */
607 v3_copy( light->transform.co, light_dst[i*3+1] );
608 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
609
610 /* direction + angle */
611 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
612 light_dst[i*3+2][3] = cosf( light->angle );
613 }
614
615 glUnmapBuffer( GL_TEXTURE_BUFFER );
616
617 glGenTextures( 1, &world->tex_light_entities );
618 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
619 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
620
621 /* Upload lighting uniform buffer */
622 if( world->water.enabled )
623 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
624
625 v4f info_vec;
626 v3f *bounds = world->scene_geo.bbx;
627
628 info_vec[0] = bounds[0][0];
629 info_vec[1] = bounds[0][2];
630 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
631 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
632 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
633
634 /*
635 * Rendering the depth map
636 */
637 camera ortho;
638
639 v3f extent;
640 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
641
642 float fl = world->scene_geo.bbx[0][0],
643 fr = world->scene_geo.bbx[1][0],
644 fb = world->scene_geo.bbx[0][2],
645 ft = world->scene_geo.bbx[1][2],
646 rl = 1.0f / (fr-fl),
647 tb = 1.0f / (ft-fb);
648
649 m4x4_zero( ortho.mtx.p );
650 ortho.mtx.p[0][0] = 2.0f * rl;
651 ortho.mtx.p[2][1] = 2.0f * tb;
652 ortho.mtx.p[3][0] = (fr + fl) * -rl;
653 ortho.mtx.p[3][1] = (ft + fb) * -tb;
654 ortho.mtx.p[3][3] = 1.0f;
655 m4x3_identity( ortho.transform );
656 camera_update_view( &ortho );
657 camera_finalize( &ortho );
658
659 glDisable(GL_DEPTH_TEST);
660 glDisable(GL_BLEND);
661 glDisable(GL_CULL_FACE);
662 render_fb_bind( &world->heightmap, 0 );
663 shader_blitcolour_use();
664 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
665 render_fsquad();
666
667 glEnable(GL_BLEND);
668 glBlendFunc(GL_ONE, GL_ONE);
669 glBlendEquation(GL_MAX);
670
671 render_world_position( world, &ortho );
672 glDisable(GL_BLEND);
673 glEnable(GL_DEPTH_TEST);
674 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
675
676 /* upload full buffer */
677 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
678 glBufferSubData( GL_UNIFORM_BUFFER, 0,
679 sizeof(struct ub_world_lighting), &world->ub_lighting );
680
681 /*
682 * Allocate cubemaps
683 */
684 for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
685 ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
686
687 glGenTextures( 1, &cm->texture_id );
688 glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
689 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
690 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
691 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
692 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
693 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
694
695 for( u32 j=0; j<6; j ++ ) {
696 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB,
697 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES,
698 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
699 }
700
701 glGenFramebuffers( 1, &cm->framebuffer_id );
702 glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
703 glGenRenderbuffers(1, &cm->renderbuffer_id );
704 glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id );
705 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24,
706 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
707
708 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
709 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
710 glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
711 GL_RENDERBUFFER, cm->renderbuffer_id );
712
713 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
714 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
715
716 if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){
717 vg_error( "Cubemap framebuffer incomplete.\n" );
718 }
719 }
720
721 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
722 }
723
724 /* Loads textures from the pack file */
725 static void world_gen_load_surfaces( world_instance *world ){
726 vg_info( "Loading textures\n" );
727 world->texture_count = 0;
728
729 world->texture_count = world->meta.textures.count+1;
730 world->textures = vg_linear_alloc( world->heap,
731 vg_align8(sizeof(GLuint)*world->texture_count) );
732 world->textures[0] = vg.tex_missing;
733
734 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
735 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
736
737 if( !tex->file.pack_size ){
738 vg_fatal_error( "World models must have packed textures!" );
739 }
740
741 vg_linear_clear( vg_mem.scratch );
742 void *src_data = vg_linear_alloc( vg_mem.scratch,
743 tex->file.pack_size );
744 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
745
746 vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
747 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
748 &world->textures[i+1] );
749 }
750
751 vg_info( "Loading materials\n" );
752
753 world->surface_count = world->meta.materials.count+1;
754 world->surfaces = vg_linear_alloc( world->heap,
755 vg_align8(sizeof(struct world_surface)*world->surface_count) );
756
757 /* error material */
758 struct world_surface *errmat = &world->surfaces[0];
759 memset( errmat, 0, sizeof(struct world_surface) );
760
761 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
762 struct world_surface *surf = &world->surfaces[i+1];
763 surf->info = *(mdl_material *)mdl_arritm( &world->meta.materials, i );
764 surf->flags = 0;
765 }
766 }
767
768 #endif /* WORLD_GEN_C */