543be6d178fb2d72426db6ba55db601c38830720
[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 for( u32 i=0; i<particles; i++ ){
130 v3f pos;
131 v3_mul( volume, (v3f){ vg_randf64(), 1000.0f, vg_randf64() }, pos );
132 pos[1] = 1000.0f;
133 v3_add( pos, world->scene_geo.bbx[0], pos );
134
135 ray_hit hit;
136 hit.dist = INFINITY;
137
138 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit,
139 k_material_flag_ghosts )){
140 struct world_surface *m1 = ray_hit_surface( world, &hit );
141 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
142 world_gen_add_blob( world, scene, &hit );
143 count ++;
144 }
145 }
146 }
147
148 vg_info( "%d foliage models added\n", count );
149 }
150
151 static
152 void world_unpack_submesh_dynamic( world_instance *world,
153 scene_context *scene, mdl_submesh *sm ){
154 if( sm->flags & k_submesh_flag_consumed ) return;
155
156 m4x3f identity;
157 m4x3_identity( identity );
158 scene_add_mdl_submesh( scene, &world->meta, sm, identity );
159
160 scene_copy_slice( scene, sm );
161 sm->flags |= k_submesh_flag_consumed;
162 }
163
164 /*
165 * Create the main meshes for the world
166 */
167 static void world_gen_generate_meshes( world_instance *world ){
168 /*
169 * Compile meshes into the world scenes
170 */
171 scene_init( &world->scene_geo, 320000, 1200000 );
172 u32 buf_size = scene_mem_required( &world->scene_geo );
173 u8 *buffer = vg_linear_alloc( world->heap, buf_size );
174 scene_supply_buffer( &world->scene_geo, buffer );
175
176 m4x3f midentity;
177 m4x3_identity( midentity );
178
179 /*
180 * Generate scene: collidable geometry
181 * ----------------------------------------------------------------
182 */
183
184 vg_info( "Generating collidable geometry\n" );
185
186 for( u32 i=0; i<world->surface_count; i++ ){
187 struct world_surface *surf = &world->surfaces[ i ];
188
189 if( surf->info.flags & k_material_flag_collision )
190 world_add_all_if_material( midentity, &world->scene_geo,
191 &world->meta, i );
192
193 scene_copy_slice( &world->scene_geo, &surf->sm_geo );
194 scene_set_vertex_flags( &world->scene_geo,
195 surf->sm_geo.vertex_start,
196 surf->sm_geo.vertex_count,
197 (u16)(surf->info.flags & 0xffff) );
198 }
199
200 /* compress that bad boy */
201 u32 new_vert_max = world->scene_geo.vertex_count,
202 new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
203 new_indice_len = world->scene_geo.indice_count*sizeof(u32);
204
205 u32 *src_indices = world->scene_geo.arrindices,
206 *dst_indices = (u32 *)(buffer + new_vert_size);
207
208 memmove( dst_indices, src_indices, new_indice_len );
209
210 world->scene_geo.max_indices = world->scene_geo.indice_count;
211 world->scene_geo.max_vertices = world->scene_geo.vertex_count;
212 buf_size = scene_mem_required( &world->scene_geo );
213
214 buffer = vg_linear_resize( world->heap, buffer, buf_size );
215
216 world->scene_geo.arrvertices = (scene_vert *)(buffer);
217 world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
218
219 scene_upload_async( &world->scene_geo, &world->mesh_geo );
220
221 /* need send off the memory to the gpu before we can create the bvh. */
222 vg_async_stall();
223 vg_info( "creating bvh\n" );
224
225 /* setup spacial mapping and rigidbody */
226 world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
227
228 v3_zero( world->rb_geo.rb.co );
229 v3_zero( world->rb_geo.rb.v );
230 q_identity( world->rb_geo.rb.q );
231 v3_zero( world->rb_geo.rb.w );
232
233 world->rb_geo.type = k_rb_shape_scene;
234 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
235 rb_init_object( &world->rb_geo );
236
237 /*
238 * Generate scene: non-collidable geometry
239 * ----------------------------------------------------------------
240 */
241 vg_info( "Generating non-collidable geometry\n" );
242
243 vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
244 &world->mesh_no_collide,
245 250000, 500000 );
246
247 for( u32 i=0; i<world->surface_count; i++ ){
248 struct world_surface *surf = &world->surfaces[ i ];
249
250 if( !(surf->info.flags & k_material_flag_collision) ){
251 world_add_all_if_material( midentity,
252 &world->scene_no_collide, &world->meta, i );
253 }
254
255 if( surf->info.flags & k_material_flag_grow_grass ){
256 world_apply_procedural_foliage( world, &world->scene_no_collide,
257 surf );
258 }
259
260 scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
261 }
262
263 /* unpack traffic models.. TODO: should we just put all these submeshes in a
264 * dynamic models list? and then the actual entitities point to the
265 * models. we only have 2 types at the moment which need dynamic models but
266 * would make sense to do this when/if we have more.
267 */
268 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
269 ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
270
271 for( u32 j=0; j<vehc->submesh_count; j++ ){
272 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
273 vehc->submesh_start+j );
274 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
275 world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_TRAFFIC;
276 }
277 }
278
279 /* unpack challenge models */
280 for( u32 i=0; i<mdl_arrcount( &world->ent_objective ); i++ ){
281 ent_objective *objective = mdl_arritm( &world->ent_objective, i );
282
283 for( u32 j=0; j<objective->submesh_count; j ++ ){
284 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
285 objective->submesh_start+j );
286 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
287 }
288 }
289
290 /* unpack region models */
291 for( u32 i=0; i<mdl_arrcount( &world->ent_region ); i++ ){
292 ent_region *region = mdl_arritm( &world->ent_region, i );
293
294 for( u32 j=0; j<region->submesh_count; j ++ ){
295 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
296 region->submesh_start+j );
297 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
298 }
299 }
300
301 /* unpack gate models */
302 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
303 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
304
305 if( !(gate->flags & k_ent_gate_custom_mesh) ) continue;
306
307 for( u32 j=0; j<gate->submesh_count; j ++ ){
308 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
309 gate->submesh_start+j );
310 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
311 }
312 }
313
314 /* unpack prop models */
315 for( u32 i=0; i<mdl_arrcount( &world->ent_prop ); i++ ){
316 ent_prop *prop = mdl_arritm( &world->ent_prop, i );
317
318 for( u32 j=0; j<prop->submesh_count; j ++ ){
319 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
320 prop->submesh_start+j );
321 world->surfaces[ sm->material_id ].flags |= WORLD_SURFACE_HAS_PROPS;
322 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
323 }
324 }
325
326 vg_async_dispatch( call, async_scene_upload );
327 }
328
329 /* signed distance function for cone */
330 static f32 fsd_cone_infinite( v3f p, v2f c ){
331 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
332 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
333
334 v2f v0;
335 v2_muls( c, s, v0 );
336 v2_sub( q, v0, v0 );
337
338 float d = v2_length( v0 );
339 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
340 }
341
342 struct light_indices_upload_info{
343 world_instance *world;
344 v3i count;
345
346 void *data;
347 };
348
349 /*
350 * Async reciever to buffer light index data
351 */
352 static void async_upload_light_indices( void *payload, u32 size ){
353 struct light_indices_upload_info *info = payload;
354
355 glGenTextures( 1, &info->world->tex_light_cubes );
356 glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
357 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
358 info->count[0], info->count[1], info->count[2],
359 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
360 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
361 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
362 }
363
364 /*
365 * Computes light indices for world
366 */
367 static void world_gen_compute_light_indices( world_instance *world ){
368 /* light cubes */
369 v3f cubes_min, cubes_max;
370 v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
371 v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
372
373 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
374 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
375
376 v3_floor( cubes_min, cubes_min );
377 v3_floor( cubes_max, cubes_max );
378
379 v3i icubes_min, icubes_max;
380
381 for( int i=0; i<3; i++ ){
382 icubes_min[i] = cubes_min[i];
383 icubes_max[i] = cubes_max[i];
384 }
385
386 v3f cube_size;
387
388 v3i icubes_count;
389 v3i_sub( icubes_max, icubes_min, icubes_count );
390
391 for( int i=0; i<3; i++ ){
392 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
393 float clamped_max = icubes_min[i] + clamped_count,
394 max = icubes_min[i] + icubes_count[i]+1;
395
396 icubes_count[i] = clamped_count;
397 cube_size[i] = (max / clamped_max) * k_world_light_cube_size;
398 cubes_max[i] = clamped_max;
399 }
400
401 v3_mul( cubes_min, cube_size, cubes_min );
402 v3_mul( cubes_max, cube_size, cubes_max );
403
404 for( int i=0; i<3; i++ ){
405 float range = cubes_max[i]-cubes_min[i];
406 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
407 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
408
409 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
410 }
411
412 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
413
414 u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
415 hdr_size = vg_align8(sizeof(struct light_indices_upload_info));
416
417 vg_async_item *call = vg_async_alloc( data_size + hdr_size );
418 struct light_indices_upload_info *info = call->payload;
419 info->data = ((u8*)call->payload) + hdr_size;
420 info->world = world;
421 u32 *cubes_index = info->data;
422
423 for( int i=0; i<3; i++ )
424 info->count[i] = icubes_count[i];
425
426 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
427 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
428 cubes_max[0], -cubes_max[2], cubes_max[1] );
429 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
430
431 float bound_radius = v3_length( cube_size );
432
433 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
434 for( int iy = 0; iy<icubes_count[1]; iy++ ){
435 for( int ix = 0; ix<icubes_count[0]; ix++ ){
436 boxf bbx;
437 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
438 bbx[0] );
439 v3_div( (v3f){ ix+1, iy+1, iz+1 },
440 world->ub_lighting.g_cube_inv_range,
441 bbx[1] );
442
443 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
444 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
445
446 v3f center;
447 v3_add( bbx[0], bbx[1], center );
448 v3_muls( center, 0.5f, center );
449
450 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
451 u32 count = 0;
452
453 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
454 const int N = vg_list_size( influences );
455
456 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
457 ent_light *light = mdl_arritm( &world->ent_light, j );
458 v3f closest;
459 closest_point_aabb( light->transform.co, bbx, closest );
460
461 f32 dist2 = v3_dist2( closest, light->transform.co );
462
463 if( dist2 > light->range*light->range )
464 continue;
465
466 f32 dist = sqrtf(dist2),
467 influence = 1.0f/(dist+1.0f);
468
469 if( light->type == k_light_type_spot){
470 v3f local;
471 m4x3_mulv( light->inverse_world, center, local );
472
473 float r = fsd_cone_infinite( local, light->angle_sin_cos );
474
475 if( r > bound_radius )
476 continue;
477 }
478
479 int best_pos = N;
480 for( int k=best_pos-1; k>=0; k -- )
481 if( influence > influences[k] )
482 best_pos = k;
483
484 if( best_pos < N ){
485 for( int k=N-1; k>best_pos; k -- ){
486 influences[k] = influences[k-1];
487 indices[k] = indices[k-1];
488 }
489
490 influences[best_pos] = influence;
491 indices[best_pos] = j;
492 }
493 }
494
495 for( int j=0; j<N; j++ )
496 if( influences[j] > 0.0f )
497 count ++;
498
499 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
500 iy * (icubes_count[0]) +
501 ix;
502
503 int lower_count = VG_MIN( 3, count );
504 u32 packed_index_lower = lower_count;
505 packed_index_lower |= indices[0]<<2;
506 packed_index_lower |= indices[1]<<12;
507 packed_index_lower |= indices[2]<<22;
508
509 int upper_count = VG_MAX( 0, count - lower_count );
510 u32 packed_index_upper = upper_count;
511 packed_index_upper |= indices[3]<<2;
512 packed_index_upper |= indices[4]<<12;
513 packed_index_upper |= indices[5]<<22;
514
515 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
516 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
517 }
518 }
519 }
520
521 vg_async_dispatch( call, async_upload_light_indices );
522 }
523
524 /*
525 * Rendering pass needed to complete the world
526 */
527 static void async_world_postprocess( void *payload, u32 _size ){
528 /* create scene lighting buffer */
529 world_instance *world = payload;
530
531 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
532 vg_info( "Upload %ubytes (lighting)\n", size );
533
534 glGenBuffers( 1, &world->tbo_light_entities );
535 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
536 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
537
538 /* buffer layout
539 *
540 * colour position direction (spots)
541 * | . . . . | . . . . | . . . . |
542 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
543 *
544 */
545
546 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
547 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
548 ent_light *light = mdl_arritm( &world->ent_light, i );
549
550 /* colour + night */
551 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
552 light_dst[i*3+0][3] = 2.0f;
553
554 if( !light->daytime ){
555 u32 hash = (i * 29986577u) & 0xffu;
556 float switch_on = hash;
557 switch_on *= (1.0f/255.0f);
558
559 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
560 }
561
562 /* position + 1/range^2 */
563 v3_copy( light->transform.co, light_dst[i*3+1] );
564 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
565
566 /* direction + angle */
567 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
568 light_dst[i*3+2][3] = cosf( light->angle );
569 }
570
571 glUnmapBuffer( GL_TEXTURE_BUFFER );
572
573 glGenTextures( 1, &world->tex_light_entities );
574 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
575 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
576
577 /* Upload lighting uniform buffer */
578 if( world->water.enabled )
579 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
580
581 v4f info_vec;
582 v3f *bounds = world->scene_geo.bbx;
583
584 info_vec[0] = bounds[0][0];
585 info_vec[1] = bounds[0][2];
586 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
587 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
588 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
589
590 /*
591 * Rendering the depth map
592 */
593 camera ortho;
594
595 v3f extent;
596 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
597
598 float fl = world->scene_geo.bbx[0][0],
599 fr = world->scene_geo.bbx[1][0],
600 fb = world->scene_geo.bbx[0][2],
601 ft = world->scene_geo.bbx[1][2],
602 rl = 1.0f / (fr-fl),
603 tb = 1.0f / (ft-fb);
604
605 m4x4_zero( ortho.mtx.p );
606 ortho.mtx.p[0][0] = 2.0f * rl;
607 ortho.mtx.p[2][1] = 2.0f * tb;
608 ortho.mtx.p[3][0] = (fr + fl) * -rl;
609 ortho.mtx.p[3][1] = (ft + fb) * -tb;
610 ortho.mtx.p[3][3] = 1.0f;
611 m4x3_identity( ortho.transform );
612 camera_update_view( &ortho );
613 camera_finalize( &ortho );
614
615 glDisable(GL_DEPTH_TEST);
616 glDisable(GL_BLEND);
617 glDisable(GL_CULL_FACE);
618 render_fb_bind( &world->heightmap, 0 );
619 shader_blitcolour_use();
620 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
621 render_fsquad();
622
623 glEnable(GL_BLEND);
624 glBlendFunc(GL_ONE, GL_ONE);
625 glBlendEquation(GL_MAX);
626
627 render_world_position( world, &ortho );
628 glDisable(GL_BLEND);
629 glEnable(GL_DEPTH_TEST);
630 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
631
632 /* upload full buffer */
633 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
634 glBufferSubData( GL_UNIFORM_BUFFER, 0,
635 sizeof(struct ub_world_lighting), &world->ub_lighting );
636
637 /*
638 * Allocate cubemaps
639 */
640 for( u32 i=0; i<mdl_arrcount(&world->ent_cubemap); i++ ){
641 ent_cubemap *cm = mdl_arritm(&world->ent_cubemap,i);
642
643 glGenTextures( 1, &cm->texture_id );
644 glBindTexture( GL_TEXTURE_CUBE_MAP, cm->texture_id );
645 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
646 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
647 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
648 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
649 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
650
651 for( u32 j=0; j<6; j ++ ) {
652 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X + j, 0, GL_RGB,
653 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES,
654 0, GL_RGB, GL_UNSIGNED_BYTE, NULL );
655 }
656
657 glGenFramebuffers( 1, &cm->framebuffer_id );
658 glBindFramebuffer( GL_FRAMEBUFFER, cm->framebuffer_id );
659 glGenRenderbuffers(1, &cm->renderbuffer_id );
660 glBindRenderbuffer( GL_RENDERBUFFER, cm->renderbuffer_id );
661 glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24,
662 WORLD_CUBEMAP_RES, WORLD_CUBEMAP_RES );
663
664 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
665 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
666 glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
667 GL_RENDERBUFFER, cm->renderbuffer_id );
668
669 glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
670 GL_TEXTURE_CUBE_MAP_POSITIVE_X, cm->texture_id, 0 );
671
672 if( glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE ){
673 vg_error( "Cubemap framebuffer incomplete.\n" );
674 }
675 }
676
677 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
678 }
679
680 /* Loads textures from the pack file */
681 static void world_gen_load_surfaces( world_instance *world ){
682 vg_info( "Loading textures\n" );
683 world->texture_count = 0;
684
685 world->texture_count = world->meta.textures.count+1;
686 world->textures = vg_linear_alloc( world->heap,
687 vg_align8(sizeof(GLuint)*world->texture_count) );
688 world->textures[0] = vg.tex_missing;
689
690 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
691 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
692
693 if( !tex->file.pack_size ){
694 vg_fatal_error( "World models must have packed textures!" );
695 }
696
697 vg_linear_clear( vg_mem.scratch );
698 void *src_data = vg_linear_alloc( vg_mem.scratch,
699 tex->file.pack_size );
700 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
701
702 vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
703 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
704 &world->textures[i+1] );
705 }
706
707 vg_info( "Loading materials\n" );
708
709 world->surface_count = world->meta.materials.count+1;
710 world->surfaces = vg_linear_alloc( world->heap,
711 vg_align8(sizeof(struct world_surface)*world->surface_count) );
712
713 /* error material */
714 struct world_surface *errmat = &world->surfaces[0];
715 memset( errmat, 0, sizeof(struct world_surface) );
716
717 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
718 struct world_surface *surf = &world->surfaces[i+1];
719 surf->info = *(mdl_material *)mdl_arritm( &world->meta.materials, i );
720 surf->flags = 0;
721 }
722 }
723
724 #endif /* WORLD_GEN_C */