some gate improvements
[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 VG_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 VG_STATIC void world_gen_add_blob( scene_context *scene, ray_hit *hit )
50 {
51 world_instance *world = world_loading_instance();
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 {
90 scene_vert *pvert = &dst_verts[ i ],
91 *src = &verts[ i ];
92
93 m4x3_mulv( transform, src->co, pvert->co );
94 scene_vert_pack_norm( pvert, transform[1] );
95
96 v2_copy( ref->uv, pvert->uv );
97 }
98
99 for( u32 i=0; i<vg_list_size(indices); i++ )
100 dst_indices[i] = indices[i] + scene->vertex_count;
101
102 scene->vertex_count += vg_list_size(verts);
103 scene->indice_count += vg_list_size(indices);
104 }
105
106 /*
107 * Sprinkle foliage models over the map on terrain material
108 */
109 VG_STATIC void world_apply_procedural_foliage( scene_context *scene,
110 struct world_surface *mat )
111 {
112 if( vg.quality_profile == k_quality_profile_low )
113 return;
114
115 world_instance *world = world_loading_instance();
116 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
117
118 v3f volume;
119 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], volume );
120 volume[1] = 1.0f;
121
122 int count = 0;
123
124 float area = volume[0]*volume[2];
125 u32 particles = 0.08f * area;
126
127 /* TODO: Quasirandom? */
128 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
129
130 for( u32 i=0; i<particles; i++ ){
131 v3f pos;
132 v3_mul( volume, (v3f){ vg_randf64(), 1000.0f, vg_randf64() }, pos );
133 pos[1] = 1000.0f;
134 v3_add( pos, world->scene_geo.bbx[0], pos );
135
136 ray_hit hit;
137 hit.dist = INFINITY;
138
139 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
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( scene, &hit );
143 count ++;
144 }
145 }
146 }
147
148 vg_info( "%d foliage models added\n", count );
149 }
150
151 VG_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 VG_STATIC void world_gen_generate_meshes(void)
168 {
169 /*
170 * Compile meshes into the world scenes
171 */
172 world_instance *world = world_loading_instance();
173 scene_init( &world->scene_geo, 320000, 1200000 );
174 u32 buf_size = scene_mem_required( &world->scene_geo );
175 u8 *buffer = vg_linear_alloc( world->heap, buf_size );
176 scene_supply_buffer( &world->scene_geo, buffer );
177
178 m4x3f midentity;
179 m4x3_identity( midentity );
180
181 /*
182 * Generate scene: collidable geometry
183 * ----------------------------------------------------------------
184 */
185
186 vg_info( "Generating collidable geometry\n" );
187
188 for( u32 i=0; i<world->surface_count; i++ ){
189 struct world_surface *surf = &world->surfaces[ i ];
190
191 if( surf->info.flags & k_material_flag_collision )
192 world_add_all_if_material( midentity, &world->scene_geo,
193 &world->meta, i );
194
195 scene_copy_slice( &world->scene_geo, &surf->sm_geo );
196 }
197
198 /* compress that bad boy */
199 u32 new_vert_max = world->scene_geo.vertex_count,
200 new_vert_size = vg_align8(new_vert_max*sizeof(scene_vert)),
201 new_indice_len = world->scene_geo.indice_count*sizeof(u32);
202
203 u32 *src_indices = world->scene_geo.arrindices,
204 *dst_indices = (u32 *)(buffer + new_vert_size);
205
206 memmove( dst_indices, src_indices, new_indice_len );
207
208 world->scene_geo.max_indices = world->scene_geo.indice_count;
209 world->scene_geo.max_vertices = world->scene_geo.vertex_count;
210 buf_size = scene_mem_required( &world->scene_geo );
211
212 buffer = vg_linear_resize( world->heap, buffer, buf_size );
213
214 world->scene_geo.arrvertices = (scene_vert *)(buffer);
215 world->scene_geo.arrindices = (u32 *)(buffer + new_vert_size);
216
217 scene_upload_async( &world->scene_geo, &world->mesh_geo );
218
219 /* need send off the memory to the gpu before we can create the bvh. */
220 vg_async_stall();
221 vg_info( "creating bvh\n" );
222
223 /* setup spacial mapping and rigidbody */
224 world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
225
226 v3_zero( world->rb_geo.rb.co );
227 v3_zero( world->rb_geo.rb.v );
228 q_identity( world->rb_geo.rb.q );
229 v3_zero( world->rb_geo.rb.w );
230
231 world->rb_geo.type = k_rb_shape_scene;
232 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
233 rb_init_object( &world->rb_geo );
234
235 /*
236 * Generate scene: non-collidable geometry
237 * ----------------------------------------------------------------
238 */
239 vg_info( "Generating non-collidable geometry\n" );
240
241 vg_async_item *call = scene_alloc_async( &world->scene_no_collide,
242 &world->mesh_no_collide,
243 250000, 500000 );
244
245 for( u32 i=0; i<world->surface_count; i++ ){
246 struct world_surface *surf = &world->surfaces[ i ];
247
248 if( !(surf->info.flags & k_material_flag_collision) ){
249 world_add_all_if_material( midentity,
250 &world->scene_no_collide, &world->meta, i );
251 }
252
253 if( surf->info.flags & k_material_flag_grow_grass )
254 world_apply_procedural_foliage( &world->scene_no_collide, surf );
255
256 scene_copy_slice( &world->scene_no_collide, &surf->sm_no_collide );
257 }
258
259 /* unpack traffic models.. TODO: should we just put all these submeshes in a
260 * dynamic models list? and then the actual entitities point to the
261 * models. we only have 2 types at the moment which need dynamic models but
262 * would make sense to do this when/if we have more.
263 */
264 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
265 ent_traffic *vehc = mdl_arritm( &world->ent_traffic, i );
266
267 for( u32 j=0; j<vehc->submesh_count; j++ ){
268 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
269 vehc->submesh_start+j );
270 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
271 }
272 }
273
274 /* unpack challenge models */
275 for( u32 i=0; i<mdl_arrcount( &world->ent_challenge ); i++ ){
276 ent_challenge *challenge = mdl_arritm( &world->ent_challenge, i );
277
278 for( u32 j=0; j<challenge->submesh_count; j ++ ){
279 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
280 challenge->submesh_start+j );
281 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
282 }
283 }
284
285 /* unpack gate models */
286 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
287 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
288
289 if( !(gate->flags & k_ent_gate_custom_mesh) ) continue;
290
291 for( u32 j=0; j<gate->submesh_count; j ++ ){
292 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
293 gate->submesh_start+j );
294 world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
295 }
296 }
297
298 vg_async_dispatch( call, async_scene_upload );
299 }
300
301 /* signed distance function for cone */
302 static f32 fsd_cone_infinite( v3f p, v2f c )
303 {
304 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
305 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
306
307 v2f v0;
308 v2_muls( c, s, v0 );
309 v2_sub( q, v0, v0 );
310
311 float d = v2_length( v0 );
312 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
313 }
314
315 struct light_indices_upload_info{
316 world_instance *world;
317 v3i count;
318
319 void *data;
320 };
321
322 /*
323 * Async reciever to buffer light index data
324 */
325 VG_STATIC void async_upload_light_indices( void *payload, u32 size )
326 {
327 struct light_indices_upload_info *info = payload;
328
329 glGenTextures( 1, &info->world->tex_light_cubes );
330 glBindTexture( GL_TEXTURE_3D, info->world->tex_light_cubes );
331 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
332 info->count[0], info->count[1], info->count[2],
333 0, GL_RG_INTEGER, GL_UNSIGNED_INT, info->data );
334 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
335 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
336 }
337
338 /*
339 * Computes light indices for world
340 */
341 VG_STATIC void world_gen_compute_light_indices(void)
342 {
343 /* light cubes */
344 world_instance *world = world_loading_instance();
345 v3f cubes_min, cubes_max;
346 v3_muls( world->scene_geo.bbx[0], 1.0f/k_world_light_cube_size, cubes_min );
347 v3_muls( world->scene_geo.bbx[1], 1.0f/k_world_light_cube_size, cubes_max );
348
349 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
350 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
351
352 v3_floor( cubes_min, cubes_min );
353 v3_floor( cubes_max, cubes_max );
354
355 v3i icubes_min, icubes_max;
356
357 for( int i=0; i<3; i++ ){
358 icubes_min[i] = cubes_min[i];
359 icubes_max[i] = cubes_max[i];
360 }
361
362 v3f cube_size;
363
364 v3i icubes_count;
365 v3i_sub( icubes_max, icubes_min, icubes_count );
366
367 for( int i=0; i<3; i++ ){
368 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
369 float clamped_max = icubes_min[i] + clamped_count,
370 max = icubes_min[i] + icubes_count[i]+1;
371
372 icubes_count[i] = clamped_count;
373 cube_size[i] = (max / clamped_max) * k_world_light_cube_size;
374 cubes_max[i] = clamped_max;
375 }
376
377 v3_mul( cubes_min, cube_size, cubes_min );
378 v3_mul( cubes_max, cube_size, cubes_max );
379
380 for( int i=0; i<3; i++ ){
381 float range = cubes_max[i]-cubes_min[i];
382 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
383 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
384
385 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
386 }
387
388 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
389
390 u32 data_size = vg_align8(total_cubes*sizeof(u32)*2),
391 hdr_size = vg_align8(sizeof(struct light_indices_upload_info));
392
393 vg_async_item *call = vg_async_alloc( data_size + hdr_size );
394 struct light_indices_upload_info *info = call->payload;
395 info->data = ((u8*)call->payload) + hdr_size;
396 info->world = world;
397 u32 *cubes_index = info->data;
398
399 for( int i=0; i<3; i++ )
400 info->count[i] = icubes_count[i];
401
402 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
403 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
404 cubes_max[0], -cubes_max[2], cubes_max[1] );
405 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
406
407 float bound_radius = v3_length( cube_size );
408
409 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
410 for( int iy = 0; iy<icubes_count[1]; iy++ ){
411 for( int ix = 0; ix<icubes_count[0]; ix++ ){
412 boxf bbx;
413 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
414 bbx[0] );
415 v3_div( (v3f){ ix+1, iy+1, iz+1 },
416 world->ub_lighting.g_cube_inv_range,
417 bbx[1] );
418
419 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
420 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
421
422 v3f center;
423 v3_add( bbx[0], bbx[1], center );
424 v3_muls( center, 0.5f, center );
425
426 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
427 u32 count = 0;
428
429 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
430 const int N = vg_list_size( influences );
431
432 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
433 ent_light *light = mdl_arritm( &world->ent_light, j );
434 v3f closest;
435 closest_point_aabb( light->transform.co, bbx, closest );
436
437 float dist = v3_dist( closest, light->transform.co ),
438 influence = 1.0f/(dist+1.0f);
439
440 if( dist > light->range )
441 continue;
442
443 if( light->type == k_light_type_spot){
444 v3f local;
445 m4x3_mulv( light->inverse_world, center, local );
446
447 float r = fsd_cone_infinite( local, light->angle_sin_cos );
448
449 if( r > bound_radius )
450 continue;
451 }
452
453 int best_pos = N;
454 for( int k=best_pos-1; k>=0; k -- )
455 if( influence > influences[k] )
456 best_pos = k;
457
458 if( best_pos < N ){
459 for( int k=N-1; k>best_pos; k -- ){
460 influences[k] = influences[k-1];
461 indices[k] = indices[k-1];
462 }
463
464 influences[best_pos] = influence;
465 indices[best_pos] = j;
466 }
467 }
468
469 for( int j=0; j<N; j++ )
470 if( influences[j] > 0.0f )
471 count ++;
472
473 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
474 iy * (icubes_count[0]) +
475 ix;
476
477 int lower_count = VG_MIN( 3, count );
478 u32 packed_index_lower = lower_count;
479 packed_index_lower |= indices[0]<<2;
480 packed_index_lower |= indices[1]<<12;
481 packed_index_lower |= indices[2]<<22;
482
483 int upper_count = VG_MAX( 0, count - lower_count );
484 u32 packed_index_upper = upper_count;
485 packed_index_upper |= indices[3]<<2;
486 packed_index_upper |= indices[4]<<12;
487 packed_index_upper |= indices[5]<<22;
488
489 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
490 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
491 }
492 }
493 }
494
495 vg_async_dispatch( call, async_upload_light_indices );
496 }
497
498 /*
499 * Rendering pass needed to complete the world
500 */
501 VG_STATIC void async_world_postprocess_render( void *payload, u32 _size )
502 {
503 /* create scene lighting buffer */
504 world_instance *world = world_loading_instance();
505
506 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
507 vg_info( "Upload %ubytes (lighting)\n", size );
508
509 glGenBuffers( 1, &world->tbo_light_entities );
510 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
511 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
512
513 /* buffer layout
514 *
515 * colour position direction (spots)
516 * | . . . . | . . . . | . . . . |
517 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
518 *
519 */
520
521 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
522 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
523 ent_light *light = mdl_arritm( &world->ent_light, i );
524
525 /* colour + night */
526 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
527 light_dst[i*3+0][3] = 2.0f;
528
529 if( !light->daytime ){
530 u32 hash = (i * 29986577u) & 0xffu;
531 float switch_on = hash;
532 switch_on *= (1.0f/255.0f);
533
534 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
535 }
536
537 /* position + 1/range^2 */
538 v3_copy( light->transform.co, light_dst[i*3+1] );
539 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
540
541 /* direction + angle */
542 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
543 light_dst[i*3+2][3] = cosf( light->angle );
544 }
545
546 glUnmapBuffer( GL_TEXTURE_BUFFER );
547
548 glGenTextures( 1, &world->tex_light_entities );
549 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
550 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
551
552 /* Upload lighting uniform buffer */
553 if( world->water.enabled )
554 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
555
556 v4f info_vec;
557 v3f *bounds = world->scene_geo.bbx;
558
559 info_vec[0] = bounds[0][0];
560 info_vec[1] = bounds[0][2];
561 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
562 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
563 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
564
565 /*
566 * Rendering the depth map
567 */
568 camera ortho;
569
570 v3f extent;
571 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], extent );
572
573 float fl = world->scene_geo.bbx[0][0],
574 fr = world->scene_geo.bbx[1][0],
575 fb = world->scene_geo.bbx[0][2],
576 ft = world->scene_geo.bbx[1][2],
577 rl = 1.0f / (fr-fl),
578 tb = 1.0f / (ft-fb);
579
580 m4x4_zero( ortho.mtx.p );
581 ortho.mtx.p[0][0] = 2.0f * rl;
582 ortho.mtx.p[2][1] = 2.0f * tb;
583 ortho.mtx.p[3][0] = (fr + fl) * -rl;
584 ortho.mtx.p[3][1] = (ft + fb) * -tb;
585 ortho.mtx.p[3][3] = 1.0f;
586 m4x3_identity( ortho.transform );
587 camera_update_view( &ortho );
588 camera_finalize( &ortho );
589
590 glDisable(GL_DEPTH_TEST);
591 glDisable(GL_BLEND);
592 glDisable(GL_CULL_FACE);
593 render_fb_bind( &world->heightmap, 0 );
594 shader_blitcolour_use();
595 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
596 render_fsquad();
597
598 glEnable(GL_BLEND);
599 glBlendFunc(GL_ONE, GL_ONE);
600 glBlendEquation(GL_MAX);
601
602 render_world_position( world, &ortho );
603 glDisable(GL_BLEND);
604 glEnable(GL_DEPTH_TEST);
605 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
606
607 /* upload full buffer */
608 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
609 glBufferSubData( GL_UNIFORM_BUFFER, 0,
610 sizeof(struct ub_world_lighting), &world->ub_lighting );
611
612 /* yes we are using this as the entity begin thing. FIXME */
613 world->probabilities[ k_probability_curve_constant ] = 1.0f;
614 for( u32 i=0; i<mdl_arrcount(&world->ent_audio); i++ ){
615 ent_audio *audio = mdl_arritm(&world->ent_audio,i);
616 if( audio->flags & AUDIO_FLAG_AUTO_START ){
617 ent_call call;
618 call.data = NULL;
619 call.function = k_ent_function_trigger;
620 call.id = mdl_entity_id( k_ent_audio, i );
621 entity_call( world, &call );
622 }
623 }
624 }
625
626 /* Loads textures from the pack file */
627 VG_STATIC void world_gen_load_surfaces(void)
628 {
629 world_instance *world = world_loading_instance();
630 vg_info( "Loading textures\n" );
631 world->texture_count = 0;
632
633 world->texture_count = world->meta.textures.count+1;
634 world->textures = vg_linear_alloc( world->heap,
635 vg_align8(sizeof(GLuint)*world->texture_count) );
636
637 vg_tex2d_replace_with_error( &world->textures[0] );
638
639 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
640 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
641
642 if( !tex->file.pack_size ){
643 vg_fatal_error( "World models must have packed textures!" );
644 }
645
646 vg_linear_clear( vg_mem.scratch );
647 void *src_data = vg_linear_alloc( vg_mem.scratch,
648 tex->file.pack_size );
649 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
650
651 vg_tex2d_load_qoi_async( src_data, tex->file.pack_size,
652 VG_TEX2D_NEAREST|VG_TEX2D_REPEAT,
653 &world->textures[i+1] );
654 }
655
656 vg_info( "Loading materials\n" );
657
658 world->surface_count = world->meta.materials.count+1;
659 world->surfaces = vg_linear_alloc( world->heap,
660 vg_align8(sizeof(struct world_surface)*world->surface_count) );
661
662 /* error material */
663 struct world_surface *errmat = &world->surfaces[0];
664 memset( errmat, 0, sizeof(struct world_surface) );
665
666 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
667 world->surfaces[i+1].info =
668 *(mdl_material *)mdl_arritm( &world->meta.materials, i );
669 }
670 }
671
672 #endif /* WORLD_GEN_C */