random
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gen.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_GEN_H
6 #define WORLD_GEN_H
7
8 #include "world.h"
9
10 /* load world TODO: Put back vg back in loading state while this happens */
11 VG_STATIC void world_load(void);
12
13
14 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
15 mdl_context *mdl, u32 id )
16 {
17 for( int i=0; i<mdl->info.node_count; i++ )
18 {
19 mdl_node *pnode = mdl_node_from_id( mdl, i );
20
21 for( int j=0; j<pnode->submesh_count; j++ )
22 {
23 mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
24 if( sm->material_id == id )
25 {
26 m4x3f transform2;
27 mdl_node_transform( pnode, transform2 );
28 m4x3_mul( transform, transform2, transform2 );
29
30 scene_add_submesh( pscene, mdl, sm, transform2 );
31 }
32 }
33 }
34 }
35
36 VG_STATIC void world_add_blob( scene *pscene, ray_hit *hit )
37 {
38 m4x3f transform;
39 v4f qsurface, qrandom;
40 v3f axis;
41
42 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
43
44 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
45 q_axis_angle( qsurface, axis, angle );
46 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
47 q_mul( qsurface, qrandom, qsurface );
48 q_m3x3( qsurface, transform );
49 v3_copy( hit->pos, transform[3] );
50
51 mdl_vert verts[] =
52 {
53 { .co = { -1.00f, 0.0f, 0.0f } },
54 { .co = { 1.00f, 0.0f, 0.0f } },
55 { .co = { -1.00f, 1.2f, 0.0f } },
56 { .co = { 1.00f, 1.2f, 0.0f } },
57 { .co = { -0.25f, 2.0f, 0.0f } },
58 { .co = { 0.25f, 2.0f, 0.0f } }
59 };
60
61 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
62
63 if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
64 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
65
66 if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
67 vg_fatal_exit_loop( "Scene index buffer overflow" );
68
69 mdl_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
70 u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
71
72 mdl_vert *ref = &world.scene_geo->arrvertices[ hit->tri[0] ];
73
74 for( u32 i=0; i<vg_list_size(verts); i++ )
75 {
76 mdl_vert *pvert = &dst_verts[ i ],
77 *src = &verts[ i ];
78
79 m4x3_mulv( transform, src->co, pvert->co );
80 v3_copy( transform[1], pvert->norm );
81
82 pvert->colour[0] = 0;
83 pvert->colour[1] = 0;
84 pvert->colour[2] = 0;
85 pvert->colour[3] = 0;
86 pvert->weights[0] = 0;
87 pvert->weights[1] = 0;
88 pvert->weights[2] = 0;
89 pvert->weights[3] = 0;
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] + pscene->vertex_count;
96
97 pscene->vertex_count += vg_list_size(verts);
98 pscene->indice_count += vg_list_size(indices);
99 }
100
101 /* Sprinkle foliage models over the map on terrain material */
102 VG_STATIC void world_apply_procedural_foliage( struct world_material *mat )
103 {
104 if( vg.quality_profile == k_quality_profile_low )
105 return;
106
107 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
108
109 vg_linear_clear( vg_mem.scratch );
110
111 mdl_context *mfoliage =
112 mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl");
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 mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
119 mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
120
121 int count = 0;
122
123 float area = volume[0]*volume[2];
124 u32 particles = 0.08f * area;
125
126 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
127
128 for( int i=0;i<particles;i++ )
129 {
130 v3f pos;
131 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, 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( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
139 {
140 struct world_material *m1 = ray_hit_material( &hit );
141 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f))
142 {
143 world_add_blob( world.scene_no_collide, &hit );
144 count ++;
145 }
146 }
147 }
148
149 vg_info( "%d foliage models added\n", count );
150 }
151
152 VG_STATIC void world_ents_allocate(void)
153 {
154 vg_info( "Allocating entities\n" );
155
156 /* count entites to allocate buffers for them.
157 * maybe in the future we just store these numbers in the model file...
158 *
159 * TODO: use this in world_routes too */
160
161 struct countable
162 {
163 enum classtype ct;
164 void **to_allocate;
165 u32 item_size;
166 int count;
167 }
168 entity_counts[] =
169 {
170 {
171 k_classtype_spawn,
172 (void*)&world.spawns,
173 sizeof(struct respawn_point)
174 },
175 {
176 k_classtype_audio,
177 (void*)&world.audio_things,
178 sizeof(struct world_audio_thing)
179 },
180 {
181 k_classtype_trigger,
182 (void*)&world.triggers,
183 sizeof(struct trigger_zone)
184 },
185 {
186 k_classtype_logic_relay,
187 (void*)&world.logic_relays,
188 sizeof(struct logic_relay)
189 },
190 {
191 k_classtype_logic_achievement,
192 (void*)&world.logic_achievements,
193 sizeof(struct logic_achievement)
194 }
195 };
196
197 for( int i=0; i<vg_list_size(entity_counts); i++ )
198 entity_counts[i].count = 0;
199
200 for( int i=0; i<world.meta->info.node_count; i++ )
201 {
202 mdl_node *pnode = mdl_node_from_id( world.meta, i );
203
204 for( int j=0; j<vg_list_size(entity_counts); j ++ )
205 {
206 if( pnode->classtype == entity_counts[j].ct )
207 {
208 pnode->sub_uid = entity_counts[j].count;
209 entity_counts[j].count ++;
210 break;
211 }
212 }
213 }
214
215 for( int i=0; i<vg_list_size(entity_counts); i++ )
216 {
217 struct countable *counter = &entity_counts[i];
218
219 u32 bufsize = counter->item_size*counter->count;
220 *counter->to_allocate = vg_linear_alloc( world.dynamic_vgl, bufsize );
221 }
222 }
223
224 VG_STATIC void world_pct_spawn( mdl_node *pnode )
225 {
226 struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
227
228 v3_copy( pnode->co, rp->co );
229 v4_copy( pnode->q, rp->q );
230 rp->name = mdl_pstr( world.meta, pnode->pstr_name );
231 }
232
233 VG_STATIC void world_pct_water( mdl_node *pnode )
234 {
235 if( world.water.enabled )
236 {
237 vg_warn( "Multiple water surfaces in level! ('%s')\n",
238 mdl_pstr( world.meta, pnode->pstr_name ));
239 return;
240 }
241
242 world.water.enabled = 1;
243 water_set_surface( pnode->co[1] );
244 }
245
246 VG_STATIC void world_pct_audio( mdl_node *pnode )
247 {
248 struct world_audio_thing *thing = &world.audio_things[
249 world.audio_things_count ];
250
251 memset( thing, 0, sizeof(struct world_audio_thing) );
252 struct classtype_audio *aud = mdl_get_entdata( world.meta, pnode );
253
254 v3_copy( pnode->co, thing->pos );
255
256 if( aud->flags & AUDIO_FLAG_SPACIAL_3D )
257 thing->volume = aud->volume * pnode->s[0];
258 else
259 thing->volume = aud->volume;
260
261 thing->flags = aud->flags;
262 thing->temp_embedded_clip.path = mdl_pstr( world.meta, aud->pstr_file );
263 thing->temp_embedded_clip.source_mode = k_audio_source_mono;
264
265 audio_clip_load( &thing->temp_embedded_clip, world.audio_vgl );
266 thing->player.name = mdl_pstr( world.meta, pnode->pstr_name );
267 thing->player.enqued = 0;
268
269 pnode->sub_uid = world.audio_things_count;
270 world.audio_things_count ++;
271 }
272
273
274 VG_STATIC void world_pct_trigger( mdl_node *pnode )
275 {
276 struct trigger_zone *trigger = &world.triggers[ world.trigger_count ];
277 struct classtype_trigger *inf = mdl_get_entdata( world.meta, pnode );
278
279 if( inf->target )
280 {
281 mdl_node *target_node = mdl_node_from_id( world.meta, inf->target );
282
283 trigger->target.sub_id = target_node->sub_uid;
284 trigger->target.classtype = target_node->classtype;
285 }
286 else
287 {
288 vg_warn( "Trigger with no target...\n" );
289 return;
290 }
291
292 mdl_node_transform( pnode, trigger->transform );
293 m4x3_invert_full( trigger->transform, trigger->inv_transform );
294
295 world.trigger_count ++;
296 }
297
298
299 VG_STATIC void world_pct_relay( mdl_node *pnode )
300 {
301 struct logic_relay *relay = &world.logic_relays[ world.relay_count ];
302 struct classtype_logic_relay *inf = mdl_get_entdata( world.meta, pnode );
303
304 relay->target_count = 0;
305
306 for( int i=0; i<vg_list_size(relay->targets); i++ )
307 {
308 if( inf->targets[i] )
309 {
310 struct relay_target *target = &relay->targets[relay->target_count ++];
311 mdl_node *other = mdl_node_from_id( world.meta, inf->targets[i] );
312
313 target->classtype = other->classtype;
314 target->sub_id = other->sub_uid;
315 }
316 }
317
318 v3_copy( pnode->co, relay->pos );
319 world.relay_count ++;
320 }
321
322
323 VG_STATIC void world_pct_achievement( mdl_node *pnode )
324 {
325 struct logic_achievement *ach =
326 &world.logic_achievements[ world.achievement_count ];
327 struct classtype_logic_achievement *inf =
328 mdl_get_entdata( world.meta, pnode );
329
330 v3_copy( pnode->co, ach->pos );
331 ach->achievement_id = mdl_pstr( world.meta, inf->pstr_name );
332 ach->achieved = 0;
333
334 world.achievement_count ++;
335 }
336
337
338 VG_STATIC void world_entities_process(void)
339 {
340 struct entity_instruction
341 {
342 enum classtype ct;
343 void (*process)( mdl_node *pnode );
344 }
345 entity_instructions[] =
346 {
347 { k_classtype_spawn, world_pct_spawn },
348 { k_classtype_water, world_pct_water },
349 { k_classtype_audio, world_pct_audio },
350 { k_classtype_trigger, world_pct_trigger },
351 { k_classtype_logic_relay, world_pct_relay },
352 { k_classtype_logic_achievement, world_pct_achievement }
353 };
354
355 for( int i=0; i<world.meta->info.node_count; i++ )
356 {
357 mdl_node *pnode = mdl_node_from_id( world.meta, i );
358
359 for( int j=0; j<vg_list_size(entity_instructions); j++ )
360 {
361 struct entity_instruction *instr = &entity_instructions[j];
362
363 if( pnode->classtype == instr->ct )
364 {
365 instr->process( pnode );
366 break;
367 }
368 }
369 }
370 }
371
372 VG_STATIC void world_generate(void)
373 {
374 /*
375 * Compile meshes into the world scenes
376 */
377 world.scene_geo = scene_init( world.dynamic_vgl, 320000, 1200000 );
378
379 m4x3f midentity;
380 m4x3_identity( midentity );
381
382 /*
383 * Generate scene: collidable geometry
384 * ----------------------------------------------------------------
385 */
386
387 vg_info( "Generating collidable geometry\n" );
388
389
390 for( int i=0; i<world.material_count; i++ )
391 {
392 struct world_material *mat = &world.materials[ i ];
393
394 if( mat->info.flags & k_material_flag_collision )
395 world_add_all_if_material( midentity, world.scene_geo, world.meta, i );
396
397 scene_copy_slice( world.scene_geo, &mat->sm_geo );
398 }
399
400
401
402
403 /* compress that bad boy */
404 world.scene_geo = scene_fix( world.dynamic_vgl, world.scene_geo );
405
406 vg_acquire_thread_sync();
407 {
408 scene_upload( world.scene_geo, &world.mesh_geo );
409 }
410 vg_release_thread_sync();
411
412 /* setup spacial mapping and rigidbody */
413 world.geo_bh = scene_bh_create( world.dynamic_vgl, world.scene_geo );
414
415 v3_zero( world.rb_geo.co );
416 q_identity( world.rb_geo.q );
417
418 world.rb_geo.type = k_rb_shape_scene;
419 world.rb_geo.inf.scene.bh_scene = world.geo_bh;
420 world.rb_geo.is_world = 1;
421 rb_init( &world.rb_geo );
422
423 /*
424 * Generate scene: non-collidable geometry
425 * ----------------------------------------------------------------
426 */
427 vg_info( "Generating non-collidable geometry\n" );
428
429 world.scene_no_collide = scene_init( world.dynamic_vgl, 200000, 500000 );
430
431 for( int i=0; i<world.material_count; i++ )
432 {
433 struct world_material *mat = &world.materials[ i ];
434
435 if( !(mat->info.flags & k_material_flag_collision) )
436 {
437 world_add_all_if_material( midentity, world.scene_no_collide,
438 world.meta, i );
439 }
440
441 if( mat->info.flags & k_material_flag_grow_grass )
442 world_apply_procedural_foliage( mat );
443
444 scene_copy_slice( world.scene_no_collide, &mat->sm_no_collide );
445 }
446
447 /* upload and free that */
448 vg_acquire_thread_sync();
449 {
450 scene_upload( world.scene_no_collide, &world.mesh_no_collide );
451 }
452 vg_release_thread_sync();
453
454 vg_linear_del( world.dynamic_vgl, world.scene_no_collide );
455 world.scene_no_collide = NULL;
456 }
457
458 VG_STATIC int reset_player( int argc, char const *argv[] );
459 VG_STATIC void world_post_process(void)
460 {
461 /* initialize audio if need be */
462 audio_lock();
463 for( int i=0; i<world.audio_things_count; i++ )
464 {
465 struct world_audio_thing *thingy = &world.audio_things[ i ];
466
467 audio_player_init( &thingy->player );
468 audio_player_set_flags( &thingy->player, thingy->flags );
469 audio_player_set_vol( &thingy->player, thingy->volume );
470 audio_player_set_pan( &thingy->player, 0.0f );
471
472 if( thingy->flags & AUDIO_FLAG_SPACIAL_3D )
473 audio_player_set_position( &thingy->player, thingy->pos );
474
475 if( thingy->flags & AUDIO_FLAG_AUTO_START )
476 audio_player_playclip( &thingy->player, &thingy->temp_embedded_clip );
477 }
478 audio_unlock();
479
480 vg_acquire_thread_sync();
481 {
482 /*
483 * Rendering the depth map
484 */
485 camera ortho;
486
487 v3f extent;
488 v3_sub( world.scene_geo->bbx[1], world.scene_geo->bbx[0], extent );
489
490 float fl = world.scene_geo->bbx[0][0],
491 fr = world.scene_geo->bbx[1][0],
492 fb = world.scene_geo->bbx[0][2],
493 ft = world.scene_geo->bbx[1][2],
494 rl = 1.0f / (fr-fl),
495 tb = 1.0f / (ft-fb);
496
497 m4x4_zero( ortho.mtx.p );
498 ortho.mtx.p[0][0] = 2.0f * rl;
499 ortho.mtx.p[2][1] = 2.0f * tb;
500 ortho.mtx.p[3][0] = (fr + fl) * -rl;
501 ortho.mtx.p[3][1] = (ft + fb) * -tb;
502 ortho.mtx.p[3][3] = 1.0f;
503 m4x3_identity( ortho.transform );
504 camera_update_view( &ortho );
505 camera_finalize( &ortho );
506
507 glDisable(GL_DEPTH_TEST);
508 glDisable(GL_BLEND);
509 glDisable(GL_CULL_FACE);
510 render_fb_bind( gpipeline.fb_heightmap );
511 shader_blitcolour_use();
512 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
513 render_fsquad();
514
515 /* todo: hmm?? */
516 glEnable(GL_BLEND);
517 glBlendFunc(GL_ONE, GL_ONE);
518 glBlendEquation(GL_MAX);
519
520 render_world_depth( &ortho );
521 glDisable(GL_BLEND);
522 glEnable(GL_DEPTH_TEST);
523 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
524
525 /*
526 * TODO: World settings entity
527 */
528 struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
529
530 if( world.water.enabled )
531 v4_copy( world.water.plane, winfo->g_water_plane );
532
533 v4f info_vec;
534 v3f *bounds = world.scene_geo->bbx;
535
536 info_vec[0] = bounds[0][0];
537 info_vec[1] = bounds[0][2];
538 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
539 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
540 v4_copy( info_vec, winfo->g_depth_bounds );
541
542 winfo->g_water_fog = 0.04f;
543 render_update_lighting_ub();
544 }
545
546 vg_release_thread_sync();
547
548 #if 0
549 /*
550 * Setup scene collider
551 */
552 reset_player( 1, (const char *[]){"start"} );
553 #endif
554 }
555
556 VG_STATIC void world_process_resources(void)
557 {
558 vg_info( "Loading textures\n" );
559 world.texture_count = world.meta->info.texture_count;
560 world.textures =
561 vg_linear_alloc( world.dynamic_vgl, sizeof(GLuint)*world.texture_count );
562
563 vg_acquire_thread_sync();
564 {
565 /* error texture */
566 world.textures[0] = vg_tex2d_new();
567 vg_tex2d_set_error();
568 vg_tex2d_nearest();
569 vg_tex2d_repeat();
570
571 for( int i=1; i<world.texture_count; i++ )
572 {
573 mdl_texture *tex = &world.meta->texture_buffer[i];
574
575 if( !tex->pack_offset )
576 {
577 vg_release_thread_sync();
578 vg_fatal_exit_loop( "World models must have packed textures!" );
579 }
580
581 vg_linear_clear( vg_mem.scratch );
582 world.textures[i] = vg_tex2d_new();
583 vg_tex2d_set_error();
584 vg_tex2d_qoi( world.meta->pack + tex->pack_offset, tex->pack_length,
585 mdl_pstr( world.meta, tex->pstr_name ));
586 vg_tex2d_nearest();
587 vg_tex2d_repeat();
588 }
589 }
590 vg_release_thread_sync();
591
592 vg_info( "Loading materials\n" );
593
594 u32 size = sizeof(struct world_material) * world.meta->info.material_count;
595 world.materials = vg_linear_alloc( world.dynamic_vgl, size );
596
597 world.material_count = world.meta->info.material_count;
598 memset( world.materials, 0, size );
599
600 for( int i=1; i<world.material_count; i++ )
601 world.materials[i].info = world.meta->material_buffer[i];
602
603 /* error material */
604 struct world_material *errmat = &world.materials[0];
605 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour );
606 v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 );
607 errmat->info.flags = 0x00;
608 errmat->info.pstr_name = 0; /* useless? */
609 errmat->info.shader = -1;
610 errmat->info.tex_decal = 0;
611 errmat->info.tex_diffuse = 0;
612 errmat->info.tex_normal = 0;
613 }
614
615 VG_STATIC void world_unload(void)
616 {
617 vg_acquire_thread_sync();
618
619 /* free meshes */
620 mesh_free( &world.mesh_route_lines );
621 mesh_free( &world.mesh_geo );
622 mesh_free( &world.mesh_no_collide );
623
624 world.time = 0.0;
625 world.rewind_from = 0.0;
626 world.rewind_to = 0.0;
627 world.last_use = 0.0;
628 world.active_gate = 0;
629 world.current_run_version = 2;
630 world.active_route_board = 0;
631 v3_zero( world.render_gate_pos );
632
633 for( int i=0; i<vg_list_size(world.ui_bars); i++ )
634 {
635 struct route_ui_bar *uib = &world.ui_bars[i];
636 uib->segment_start = 0;
637 uib->segment_count = 0;
638 uib->fade_start = 0;
639 uib->fade_count = 0;
640 uib->fade_timer_start = 0.0;
641 uib->xpos = 0.0f;
642 }
643
644 /* delete textures and meshes */
645 glDeleteTextures( world.texture_count, world.textures );
646
647 /* delete the entire block of memory */
648 vg_linear_clear( world.dynamic_vgl );
649 vg_linear_clear( world.audio_vgl );
650
651 /* clean dangling pointers */
652 world.meta = NULL;
653
654 world.textures = NULL;
655 world.texture_count = 0;
656 world.materials = NULL;
657 world.material_count = 0;
658
659 world.scene_geo = NULL;
660 world.scene_no_collide = NULL;
661 world.scene_lines = NULL;
662
663 world.geo_bh = NULL;
664 world.trigger_bh = NULL;
665 world.audio_bh = NULL;
666
667 world.spawns = NULL;
668 world.spawn_count = 0;
669
670 world.audio_things = NULL;
671 world.audio_things_count = 0;
672
673 world.triggers = NULL;
674 world.trigger_count = 0;
675
676 world.logic_relays = NULL;
677 world.relay_count = 0;
678
679 world.logic_achievements = NULL;
680 world.achievement_count = 0;
681
682 world.nodes = NULL;
683 world.node_count = 0;
684
685 world.routes = NULL;
686 world.route_count = 0;
687
688 world.gates = NULL;
689 world.gate_count = 0;
690
691 world.collectors = NULL;
692 world.collector_count = 0;
693
694 world.water.enabled = 0;
695
696 vg_release_thread_sync();
697 }
698
699 VG_STATIC void world_load(void)
700 {
701 world_unload();
702
703 world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
704 vg_info( "Loading world: %s\n", world.world_name );
705
706 /* process resources from pack */
707 world_process_resources();
708
709 /* dynamic allocations */
710 world_ents_allocate();
711 world_routes_allocate();
712
713 /* meta processing */
714 world_routes_process();
715 world_entities_process();
716
717 /* main bulk */
718 world_generate();
719 world_routes_generate();
720 world_post_process();
721 }
722
723 #endif /* WORLD_GEN_H */