a couple fixmes related to allocations
[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 VG_STATIC void world_load( u32 index, const char *path );
11
12 VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene,
13 mdl_context *mdl, u32 id )
14 {
15 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i++ ){
16 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
17
18 for( u32 j=0; j<mesh->submesh_count; j++ ){
19 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
20 if( sm->material_id == id ){
21 m4x3f transform2;
22 mdl_transform_m4x3( &mesh->transform, transform2 );
23 m4x3_mul( transform, transform2, transform2 );
24
25 scene_add_mdl_submesh( pscene, mdl, sm, transform2 );
26 }
27 }
28 }
29 }
30
31 VG_STATIC void world_add_blob( world_instance *world,
32 scene *pscene, ray_hit *hit )
33 {
34 m4x3f transform;
35 v4f qsurface, qrandom;
36 v3f axis;
37
38 v3_cross( (v3f){0.0f,1.0f,0.0f}, hit->normal, axis );
39
40 float angle = v3_dot(hit->normal,(v3f){0.0f,1.0f,0.0f});
41 q_axis_angle( qsurface, axis, angle );
42 q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
43 q_mul( qsurface, qrandom, qsurface );
44 q_m3x3( qsurface, transform );
45 v3_copy( hit->pos, transform[3] );
46
47 scene_vert verts[] =
48 {
49 { .co = { -1.00f, 0.0f, 0.0f } },
50 { .co = { 1.00f, 0.0f, 0.0f } },
51 { .co = { -1.00f, 1.2f, 0.0f } },
52 { .co = { 1.00f, 1.2f, 0.0f } },
53 { .co = { -0.25f, 2.0f, 0.0f } },
54 { .co = { 0.25f, 2.0f, 0.0f } }
55 };
56
57 const u32 indices[] = { 0,1,3, 0,3,2, 2,3,5, 2,5,4 };
58
59 if( pscene->vertex_count + vg_list_size(verts) > pscene->max_vertices )
60 vg_fatal_exit_loop( "Scene vertex buffer overflow" );
61
62 if( pscene->indice_count + vg_list_size(indices) > pscene->max_indices )
63 vg_fatal_exit_loop( "Scene index buffer overflow" );
64
65 scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ];
66 u32 *dst_indices = &pscene->arrindices [ pscene->indice_count ];
67
68 scene_vert *ref = &world->scene_geo->arrvertices[ hit->tri[0] ];
69
70 for( u32 i=0; i<vg_list_size(verts); i++ )
71 {
72 scene_vert *pvert = &dst_verts[ i ],
73 *src = &verts[ i ];
74
75 m4x3_mulv( transform, src->co, pvert->co );
76 scene_vert_pack_norm( pvert, transform[1] );
77
78 v2_copy( ref->uv, pvert->uv );
79 }
80
81 for( u32 i=0; i<vg_list_size(indices); i++ )
82 dst_indices[i] = indices[i] + pscene->vertex_count;
83
84 pscene->vertex_count += vg_list_size(verts);
85 pscene->indice_count += vg_list_size(indices);
86 }
87
88 /* Sprinkle foliage models over the map on terrain material */
89 VG_STATIC void world_apply_procedural_foliage( world_instance *world,
90 struct world_surface *mat )
91 {
92 if( vg.quality_profile == k_quality_profile_low )
93 return;
94
95 vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
96
97 v3f volume;
98 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume );
99 volume[1] = 1.0f;
100
101 int count = 0;
102
103 float area = volume[0]*volume[2];
104 u32 particles = 0.08f * area;
105
106 vg_info( "Map area: %f. Max particles: %u\n", area, particles );
107
108 for( u32 i=0; i<particles; i++ ){
109 v3f pos;
110 v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
111 pos[1] = 1000.0f;
112 v3_add( pos, world->scene_geo->bbx[0], pos );
113
114 ray_hit hit;
115 hit.dist = INFINITY;
116
117 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){
118 struct world_surface *m1 = ray_hit_surface( world, &hit );
119 if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){
120 world_add_blob( world, world->scene_no_collide, &hit );
121 count ++;
122 }
123 }
124 }
125
126 vg_info( "%d foliage models added\n", count );
127 }
128
129 VG_STATIC void world_generate( world_instance *world )
130 {
131 /*
132 * Compile meshes into the world scenes
133 */
134 world->scene_geo = scene_init( world->heap, 320000, 1200000 );
135
136 m4x3f midentity;
137 m4x3_identity( midentity );
138
139 /*
140 * Generate scene: collidable geometry
141 * ----------------------------------------------------------------
142 */
143
144 vg_info( "Generating collidable geometry\n" );
145
146 for( u32 i=0; i<world->surface_count; i++ ){
147 struct world_surface *surf = &world->surfaces[ i ];
148
149 if( surf->info.flags & k_material_flag_collision )
150 world_add_all_if_material( midentity, world->scene_geo,
151 &world->meta, i );
152
153 scene_copy_slice( world->scene_geo, &surf->sm_geo );
154 }
155
156 /* compress that bad boy */
157 world->scene_geo = scene_fix( world->heap, world->scene_geo );
158
159 vg_acquire_thread_sync();
160 {
161 scene_upload( world->scene_geo, &world->mesh_geo );
162 }
163 vg_release_thread_sync();
164
165 /* setup spacial mapping and rigidbody */
166 world->geo_bh = scene_bh_create( world->heap, world->scene_geo );
167
168 v3_zero( world->rb_geo.rb.co );
169 v3_zero( world->rb_geo.rb.v );
170 q_identity( world->rb_geo.rb.q );
171 v3_zero( world->rb_geo.rb.w );
172
173 world->rb_geo.type = k_rb_shape_scene;
174 world->rb_geo.inf.scene.bh_scene = world->geo_bh;
175 rb_init_object( &world->rb_geo );
176
177 /*
178 * Generate scene: non-collidable geometry
179 * ----------------------------------------------------------------
180 */
181 vg_info( "Generating non-collidable geometry\n" );
182
183 world->scene_no_collide = scene_init( world->heap, 200000, 500000 );
184
185 for( u32 i=0; i<world->surface_count; i++ ){
186 struct world_surface *mat = &world->surfaces[ i ];
187
188 if( !(mat->info.flags & k_material_flag_collision) ){
189 world_add_all_if_material( midentity, world->scene_no_collide,
190 &world->meta, i );
191 }
192
193 if( mat->info.flags & k_material_flag_grow_grass )
194 world_apply_procedural_foliage( world, mat );
195
196 scene_copy_slice( world->scene_no_collide, &mat->sm_no_collide );
197 }
198
199 /* upload and free that */
200 vg_acquire_thread_sync();
201 {
202 scene_upload( world->scene_no_collide, &world->mesh_no_collide );
203 }
204 vg_release_thread_sync();
205
206 vg_linear_del( world->heap, world->scene_no_collide );
207 world->scene_no_collide = NULL;
208 }
209
210 float fsd_cone_infinite( v3f p, v2f c )
211 {
212 v2f q = { v2_length( (v2f){ p[0], p[2] } ), -p[1] };
213 float s = vg_maxf( 0.0f, v2_dot( q, c ) );
214
215 v2f v0;
216 v2_muls( c, s, v0 );
217 v2_sub( q, v0, v0 );
218
219 float d = v2_length( v0 );
220 return d * ((q[0]*c[1]-q[1]*c[0]<0.0f)?-1.0f:1.0f);
221 }
222
223 VG_STATIC void world_compute_light_indices( world_instance *world )
224 {
225 /* light cubes */
226 v3f cubes_min, cubes_max;
227 v3_muls( world->scene_geo->bbx[0], 1.0f/k_light_cube_size, cubes_min );
228 v3_muls( world->scene_geo->bbx[1], 1.0f/k_light_cube_size, cubes_max );
229
230 v3_sub( cubes_min, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_min );
231 v3_add( cubes_max, (v3f){ 0.5f, 0.5f, 0.5f }, cubes_max );
232
233 v3_floor( cubes_min, cubes_min );
234 v3_floor( cubes_max, cubes_max );
235
236 v3i icubes_min, icubes_max;
237
238 for( int i=0; i<3; i++ ){
239 icubes_min[i] = cubes_min[i];
240 icubes_max[i] = cubes_max[i];
241 }
242
243 v3f cube_size;
244
245 v3i icubes_count;
246 v3i_sub( icubes_max, icubes_min, icubes_count );
247
248 for( int i=0; i<3; i++ ){
249 int clamped_count = VG_MIN( 128, icubes_count[i]+1 );
250 float clamped_max = icubes_min[i] + clamped_count,
251 max = icubes_min[i] + icubes_count[i]+1;
252
253 icubes_count[i] = clamped_count;
254 cube_size[i] = (max / clamped_max) * k_light_cube_size;
255 cubes_max[i] = clamped_max;
256 }
257
258 v3_mul( cubes_min, cube_size, cubes_min );
259 v3_mul( cubes_max, cube_size, cubes_max );
260
261 for( int i=0; i<3; i++ ){
262 float range = cubes_max[i]-cubes_min[i];
263 world->ub_lighting.g_cube_inv_range[i] = 1.0f / range;
264 world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i];
265
266 vg_info( "cubes[%d]: %d\n", i, icubes_count[i] );
267 }
268
269 int total_cubes = icubes_count[0]*icubes_count[1]*icubes_count[2];
270
271 u32 *cubes_index = vg_linear_alloc( world->heap,
272 vg_align8(total_cubes*sizeof(u32)*2) );
273
274 vg_info( "Computing light cubes (%d) [%f %f %f] -> [%f %f %f]\n",
275 total_cubes, cubes_min[0], -cubes_min[2], cubes_min[1],
276 cubes_max[0], -cubes_max[2], cubes_max[1] );
277 v3_copy( cubes_min, world->ub_lighting.g_cube_min );
278
279 float bound_radius = v3_length( cube_size );
280
281 for( int iz = 0; iz<icubes_count[2]; iz ++ ){
282 for( int iy = 0; iy<icubes_count[1]; iy++ ){
283 for( int ix = 0; ix<icubes_count[0]; ix++ ){
284 boxf bbx;
285 v3_div( (v3f){ ix, iy, iz }, world->ub_lighting.g_cube_inv_range,
286 bbx[0] );
287 v3_div( (v3f){ ix+1, iy+1, iz+1 },
288 world->ub_lighting.g_cube_inv_range,
289 bbx[1] );
290
291 v3_add( bbx[0], world->ub_lighting.g_cube_min, bbx[0] );
292 v3_add( bbx[1], world->ub_lighting.g_cube_min, bbx[1] );
293
294 v3f center;
295 v3_add( bbx[0], bbx[1], center );
296 v3_muls( center, 0.5f, center );
297
298 u32 indices[6] = { 0, 0, 0, 0, 0, 0 };
299 u32 count = 0;
300
301 float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
302 const int N = vg_list_size( influences );
303
304 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
305 ent_light *light = mdl_arritm( &world->ent_light, j );
306 v3f closest;
307 closest_point_aabb( light->transform.co, bbx, closest );
308
309 float dist = v3_dist( closest, light->transform.co ),
310 influence = 1.0f/(dist+1.0f);
311
312 if( dist > light->range )
313 continue;
314
315 if( light->type == k_light_type_spot){
316 v3f local;
317 m4x3_mulv( light->inverse_world, center, local );
318
319 float r = fsd_cone_infinite( local, light->angle_sin_cos );
320
321 if( r > bound_radius )
322 continue;
323 }
324
325 int best_pos = N;
326 for( int k=best_pos-1; k>=0; k -- )
327 if( influence > influences[k] )
328 best_pos = k;
329
330 if( best_pos < N ){
331 for( int k=N-1; k>best_pos; k -- ){
332 influences[k] = influences[k-1];
333 indices[k] = indices[k-1];
334 }
335
336 influences[best_pos] = influence;
337 indices[best_pos] = j;
338 }
339 }
340
341 for( int j=0; j<N; j++ )
342 if( influences[j] > 0.0f )
343 count ++;
344
345 int base_index = iz * (icubes_count[0]*icubes_count[1]) +
346 iy * (icubes_count[0]) +
347 ix;
348
349 int lower_count = VG_MIN( 3, count );
350 u32 packed_index_lower = lower_count;
351 packed_index_lower |= indices[0]<<2;
352 packed_index_lower |= indices[1]<<12;
353 packed_index_lower |= indices[2]<<22;
354
355 int upper_count = VG_MAX( 0, count - lower_count );
356 u32 packed_index_upper = upper_count;
357 packed_index_upper |= indices[3]<<2;
358 packed_index_upper |= indices[4]<<12;
359 packed_index_upper |= indices[5]<<22;
360
361 cubes_index[ base_index*2 + 0 ] = packed_index_lower;
362 cubes_index[ base_index*2 + 1 ] = packed_index_upper;
363 }
364 }
365 }
366
367 vg_acquire_thread_sync();
368
369 glGenTextures( 1, &world->tex_light_cubes );
370 glBindTexture( GL_TEXTURE_3D, world->tex_light_cubes );
371 glTexImage3D( GL_TEXTURE_3D, 0, GL_RG32UI,
372 icubes_count[0], icubes_count[1], icubes_count[2],
373 0, GL_RG_INTEGER, GL_UNSIGNED_INT, cubes_index );
374 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
375 glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
376
377 vg_linear_del( world->heap, cubes_index );
378
379 vg_release_thread_sync();
380 }
381
382 VG_STATIC int reset_player( int argc, char const *argv[] );
383 VG_STATIC void world_post_process( world_instance *world )
384 {
385 /* initialize audio if need be */
386 #if 0
387 audio_lock();
388 for( int i=0; i<world->audio_things_count; i++ )
389 {
390 struct world_audio_thing *thingy = &world->audio_things[ i ];
391
392 if( thingy->flags & AUDIO_FLAG_AUTO_START )
393 {
394 audio_channel *ch =
395 audio_request_channel( &thingy->temp_embedded_clip, thingy->flags );
396
397 audio_channel_edit_volume( ch, thingy->volume, 1 );
398 audio_channel_set_spacial( ch, thingy->pos, thingy->range );
399
400 if( !(ch->flags & AUDIO_FLAG_LOOP) )
401 ch = audio_relinquish_channel( ch );
402 }
403 }
404 audio_unlock();
405 #endif
406
407 world_compute_light_indices( world );
408
409 vg_acquire_thread_sync();
410 {
411 /* create scene lighting buffer */
412
413 u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12;
414 vg_info( "Upload %ubytes (lighting)\n", size );
415
416 glGenBuffers( 1, &world->tbo_light_entities );
417 glBindBuffer( GL_TEXTURE_BUFFER, world->tbo_light_entities );
418 glBufferData( GL_TEXTURE_BUFFER, size, NULL, GL_DYNAMIC_DRAW );
419
420 /* buffer layout
421 *
422 * colour position direction (spots)
423 * | . . . . | . . . . | . . . . |
424 * | Re Ge Be Night | Xco Yco Zco Range | Dx Dy Dz Da |
425 *
426 */
427
428 v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY );
429 for( u32 i=0; i<mdl_arrcount(&world->ent_light); i++ ){
430 ent_light *light = mdl_arritm( &world->ent_light, i );
431
432 /* colour + night */
433 v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] );
434 light_dst[i*3+0][3] = 2.0f;
435
436 if( !light->daytime ){
437 u32 hash = (i * 29986577u) & 0xffu;
438 float switch_on = hash;
439 switch_on *= (1.0f/255.0f);
440
441 light_dst[i*3+0][3] = 0.44f + switch_on * 0.015f;
442 }
443
444 /* position + 1/range^2 */
445 v3_copy( light->transform.co, light_dst[i*3+1] );
446 light_dst[i*3+1][3] = 1.0f/(light->range*light->range);
447
448 /* direction + angle */
449 q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]);
450 light_dst[i*3+2][3] = cosf( light->angle );
451 }
452
453 glUnmapBuffer( GL_TEXTURE_BUFFER );
454
455 glGenTextures( 1, &world->tex_light_entities );
456 glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities );
457 glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities );
458
459 /* Upload lighting uniform buffer */
460 if( world->water.enabled )
461 v4_copy( world->water.plane, world->ub_lighting.g_water_plane );
462
463 v4f info_vec;
464 v3f *bounds = world->scene_geo->bbx;
465
466 info_vec[0] = bounds[0][0];
467 info_vec[1] = bounds[0][2];
468 info_vec[2] = 1.0f/ (bounds[1][0]-bounds[0][0]);
469 info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]);
470 v4_copy( info_vec, world->ub_lighting.g_depth_bounds );
471
472 /*
473 * Rendering the depth map
474 */
475 camera ortho;
476
477 v3f extent;
478 v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], extent );
479
480 float fl = world->scene_geo->bbx[0][0],
481 fr = world->scene_geo->bbx[1][0],
482 fb = world->scene_geo->bbx[0][2],
483 ft = world->scene_geo->bbx[1][2],
484 rl = 1.0f / (fr-fl),
485 tb = 1.0f / (ft-fb);
486
487 m4x4_zero( ortho.mtx.p );
488 ortho.mtx.p[0][0] = 2.0f * rl;
489 ortho.mtx.p[2][1] = 2.0f * tb;
490 ortho.mtx.p[3][0] = (fr + fl) * -rl;
491 ortho.mtx.p[3][1] = (ft + fb) * -tb;
492 ortho.mtx.p[3][3] = 1.0f;
493 m4x3_identity( ortho.transform );
494 camera_update_view( &ortho );
495 camera_finalize( &ortho );
496
497 glDisable(GL_DEPTH_TEST);
498 glDisable(GL_BLEND);
499 glDisable(GL_CULL_FACE);
500 render_fb_bind( &world->heightmap, 0 );
501 shader_blitcolour_use();
502 shader_blitcolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
503 render_fsquad();
504
505 glEnable(GL_BLEND);
506 glBlendFunc(GL_ONE, GL_ONE);
507 glBlendEquation(GL_MAX);
508
509 render_world_position( world, &ortho );
510 glDisable(GL_BLEND);
511 glEnable(GL_DEPTH_TEST);
512 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
513
514 /* upload full buffer */
515 glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
516 glBufferSubData( GL_UNIFORM_BUFFER, 0,
517 sizeof(struct ub_world_lighting), &world->ub_lighting );
518 }
519
520 vg_release_thread_sync();
521 }
522
523 VG_STATIC void world_process_resources( world_instance *world )
524 {
525 vg_info( "Loading textures\n" );
526
527 world->texture_count = 0;
528
529 world->texture_count = world->meta.textures.count+1;
530 world->textures = vg_linear_alloc( world->heap,
531 vg_align8(sizeof(GLuint)*world->texture_count) );
532
533 vg_acquire_thread_sync();
534 {
535 /* error texture */
536 world->textures[0] = vg_tex2d_new();
537 vg_tex2d_set_error();
538 vg_tex2d_nearest();
539 vg_tex2d_repeat();
540
541 for( u32 i=0; i<mdl_arrcount(&world->meta.textures); i++ ){
542 mdl_texture *tex = mdl_arritm( &world->meta.textures, i );
543
544 if( !tex->file.pack_size ){
545 vg_release_thread_sync();
546 vg_fatal_exit_loop( "World models must have packed textures!" );
547 }
548
549 vg_linear_clear( vg_mem.scratch );
550 void *src_data = vg_linear_alloc( vg_mem.scratch,
551 tex->file.pack_size );
552 mdl_fread_pack_file( &world->meta, &tex->file, src_data );
553
554 world->textures[i+1] = vg_tex2d_new();
555 vg_tex2d_set_error();
556 vg_tex2d_qoi( src_data, tex->file.pack_size,
557 mdl_pstr( &world->meta, tex->file.pstr_path ));
558 vg_tex2d_nearest();
559 vg_tex2d_repeat();
560 }
561 }
562 vg_release_thread_sync();
563
564 vg_info( "Loading materials\n" );
565
566 world->surface_count = world->meta.materials.count+1;
567 world->surfaces = vg_linear_alloc( world->heap,
568 vg_align8(sizeof(struct world_surface)*world->surface_count) );
569
570 /* error material */
571 struct world_surface *errmat = &world->surfaces[0];
572 memset( errmat, 0, sizeof(struct world_surface) );
573
574 for( u32 i=0; i<mdl_arrcount(&world->meta.materials); i++ ){
575 world->surfaces[i+1].info =
576 *(mdl_material *)mdl_arritm( &world->meta.materials, i );
577 }
578 }
579
580 VG_STATIC void world_free( world_instance *world )
581 {
582 vg_acquire_thread_sync();
583
584 /* free meshes */
585 mesh_free( &world->mesh_route_lines );
586 mesh_free( &world->mesh_geo );
587 mesh_free( &world->mesh_no_collide );
588
589 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
590 * existing buffer objects.
591 * */
592 glDeleteBuffers( 1, &world->tbo_light_entities );
593 glDeleteTextures( 1, &world->tex_light_entities );
594 glDeleteTextures( 1, &world->tex_light_cubes );
595
596 /* delete textures and meshes */
597 glDeleteTextures( world->texture_count, world->textures );
598
599 vg_release_thread_sync();
600 }
601
602 VG_STATIC void world_init_blank( world_instance *world )
603 {
604 memset( &world->meta, 0, sizeof(mdl_context) );
605
606 world->textures = NULL;
607 world->texture_count = 0;
608 world->surfaces = NULL;
609 world->surface_count = 0;
610
611 world->scene_geo = NULL;
612 world->scene_no_collide = NULL;
613 world->scene_lines = NULL;
614
615 world->geo_bh = NULL;
616 world->volume_bh = NULL;
617 world->audio_bh = NULL;
618 world->rendering_gate = NULL;
619
620 world->water.enabled = 0;
621
622 /* default lighting conditions
623 * -------------------------------------------------------------*/
624 struct ub_world_lighting *state = &world->ub_lighting;
625
626 state->g_light_preview = 0;
627 state->g_shadow_samples = 8;
628 state->g_water_fog = 0.04f;
629
630 v4_zero( state->g_water_plane );
631 v4_zero( state->g_depth_bounds );
632
633 state->g_shadow_length = 9.50f;
634 state->g_shadow_spread = 0.65f;
635
636 v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
637 v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
638 v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
639 v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
640 v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
641 v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
642 }
643
644 VG_STATIC void world_entities_init( world_instance *world )
645 {
646 /* lights */
647 for( u32 j=0; j<mdl_arrcount(&world->ent_light); j ++ ){
648 ent_light *light = mdl_arritm( &world->ent_light, j );
649
650 m4x3f to_world;
651 q_m3x3( light->transform.q, to_world );
652 v3_copy( light->transform.co, to_world[3] );
653 m4x3_invert_affine( to_world, light->inverse_world );
654
655 light->angle_sin_cos[0] = sinf( light->angle * 0.5f );
656 light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
657 }
658
659 /* gates */
660 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
661 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
662 gate_transform_update( gate );
663 }
664
665 /* water */
666 for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
667 ent_water *water = mdl_arritm( &world->ent_water, j );
668 if( world->water.enabled ){
669 vg_warn( "Multiple water surfaces in level!\n" );
670 break;
671 }
672
673 world->water.enabled = 1;
674 water_set_surface( world, water->transform.co[1] );
675 }
676
677 /* volumes */
678 for( u32 j=0; j<mdl_arrcount(&world->ent_volume); j++ ){
679 ent_volume *volume = mdl_arritm( &world->ent_volume, j );
680 mdl_transform_m4x3( &volume->transform, volume->to_world );
681 m4x3_invert_full( volume->to_world, volume->to_local );
682 }
683
684 /* audio packs */
685 for( u32 j=0; j<mdl_arrcount(&world->ent_audio); j++ ){
686 ent_audio *audio = mdl_arritm( &world->ent_audio, j );
687
688 for( u32 k=0; k<audio->clip_count; k++ ){
689 ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
690 audio->clip_start+k );
691
692 if( clip->file.pack_size ){
693 u32 size = clip->file.pack_size,
694 offset = clip->file.pack_offset;
695
696 /* embedded files are fine to clear the scratch buffer, only
697 * external audio uses it */
698
699 vg_linear_clear( vg_mem.scratch );
700 void *data = vg_linear_alloc( vg_mem.scratch,
701 clip->file.pack_size );
702
703 mdl_fread_pack_file( &world->meta, &clip->file, data );
704
705 clip->clip.path = NULL;
706 clip->clip.flags = audio->flags;
707 clip->clip.data = data;
708 clip->clip.size = size;
709 }
710 else{
711 clip->clip.path = mdl_pstr( &world->meta, clip->file.pstr_path );
712 clip->clip.flags = audio->flags;
713 clip->clip.data = NULL;
714 clip->clip.size = 0;
715 }
716
717 audio_clip_load( &clip->clip, world->heap );
718 }
719 }
720 }
721
722 VG_STATIC void world_load( u32 index, const char *path )
723 {
724 world_instance *world = &world_global.worlds[index];
725 world_init_blank( world );
726
727 vg_info( "Loading world: %s\n", path );
728
729 void *allocator = NULL;
730 if( index == 0 ) allocator = world_global.heap;
731 else allocator = world_global.worlds[index-1].heap;
732
733 u32 heap_availible = vg_linear_remaining( allocator );
734 u32 min_overhead = sizeof(vg_linear_allocator);
735
736 if( heap_availible < (min_overhead+1024) ){
737 vg_fatal_exit_loop( "out of memory" );
738 }
739
740 u32 size = heap_availible - min_overhead;
741 void *heap = vg_create_linear_allocator( allocator, size,
742 VG_MEMORY_SYSTEM );
743
744 world->heap = heap;
745 mdl_context *meta = &world->meta;
746
747 mdl_open( meta, path, world->heap );
748 mdl_load_metadata_block( meta, world->heap );
749 mdl_load_animation_block( meta, world->heap );
750 mdl_load_mesh_block( meta, world->heap );
751
752 mdl_load_array( meta, &world->ent_gate, "ent_gate", heap );
753 mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap );
754 mdl_load_array( meta, &world->ent_light, "ent_light", heap );
755 mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
756 mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
757 mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
758 mdl_load_array( meta, &world->ent_route, "ent_route", heap );
759 mdl_load_array( meta, &world->ent_water, "ent_water", heap );
760 mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
761 mdl_load_array( meta, &world->ent_audio, "ent_audio", heap );
762 mdl_load_array( meta, &world->ent_volume, "ent_volume", heap );
763
764 /* process resources from pack */
765 world_process_resources( world );
766
767 world_routes_ent_init( world );
768 world_entities_init( world );
769 world->volume_bh = bh_create( heap, &bh_system_volumes, world,
770 mdl_arrcount( &world->ent_volume ), 1 );
771
772 /* main bulk */
773 world_generate( world );
774 world_routes_generate( world );
775 world_post_process( world );
776
777 mdl_close( meta );
778 }
779
780 #endif /* WORLD_GEN_H */