getting stuff working on windows again
[carveJwlIkooP6JGAAIwe30JlM.git] / world_load.c
1 #ifndef WORLD_LOAD_C
2 #define WORLD_LOAD_C
3
4 #include "world_load.h"
5 #include "world_routes.h"
6 #include "world_gate.h"
7 #include "ent_skateshop.h"
8
9 /*
10 * load the .mdl file located in path (relative to exe), it will load into the
11 * slot specified by world_loader.world_index
12 */
13 VG_STATIC void world_load_mdl( const char *path )
14 {
15 vg_rand_seed( 9001 );
16
17 world_instance *world = world_loading_instance();
18 world_init_blank( world );
19 world->status = k_world_status_loading;
20
21 vg_info( "Loading world: %s\n", path );
22
23 void *allocator = NULL;
24 if( world_loader.world_index == 0 ) allocator = world_static.heap;
25 else allocator = world_static.worlds[world_loader.world_index-1].heap;
26
27 u32 heap_availible = vg_linear_remaining( allocator );
28 u32 min_overhead = sizeof(vg_linear_allocator);
29
30 if( heap_availible < (min_overhead+1024) ){
31 vg_fatal_error( "out of memory" );
32 }
33
34 u32 size = heap_availible - min_overhead;
35 void *heap = vg_create_linear_allocator( allocator, size, VG_MEMORY_SYSTEM );
36
37 world->heap = heap;
38 mdl_context *meta = &world->meta;
39
40 mdl_open( meta, path, world->heap );
41 mdl_load_metadata_block( meta, world->heap );
42 mdl_load_animation_block( meta, world->heap );
43 mdl_load_mesh_block( meta, world->heap );
44
45 mdl_load_array( meta, &world->ent_gate, "ent_gate", heap );
46 mdl_load_array( meta, &world->ent_camera, "ent_camera", heap );
47 mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap );
48 mdl_load_array( meta, &world->ent_light, "ent_light", heap );
49 mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
50 mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
51 mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
52 mdl_load_array( meta, &world->ent_route, "ent_route", heap );
53 mdl_load_array( meta, &world->ent_water, "ent_water", heap );
54 mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
55 mdl_load_array( meta, &world->ent_audio, "ent_audio", heap );
56 mdl_load_array( meta, &world->ent_volume, "ent_volume", heap );
57 mdl_load_array( meta, &world->ent_traffic, "ent_traffic", heap );
58 mdl_load_array( meta, &world->ent_marker, "ent_marker", heap );
59 mdl_load_array( meta, &world->ent_skateshop, "ent_skateshop", heap );
60 mdl_load_array( meta, &world->ent_swspreview,"ent_swspreview", heap );
61
62 mdl_array_ptr infos;
63 mdl_load_array( meta, &infos, "ent_worldinfo", vg_mem.scratch );
64
65 if( mdl_arrcount(&infos) ){
66 world->info = *((ent_worldinfo *)mdl_arritm(&infos,0));
67 }
68 else{
69 world->info.pstr_author = 0;
70 world->info.pstr_desc = 0;
71 world->info.pstr_name = 0;
72 world->info.timezone = 0.0f;
73 }
74
75 time_t t;
76 struct tm *tm;
77 time( &t );
78 tm = gmtime( &t );
79 world->time = (float)tm->tm_min/20.0f + (world->info.timezone/24.0f);
80
81 /* process resources from pack */
82 world_gen_load_surfaces();
83 world_gen_routes_ent_init();
84 world_gen_entities_init();
85 world->volume_bh = bh_create( heap, &bh_system_volumes, world,
86 mdl_arrcount( &world->ent_volume ), 1 );
87
88 /* main bulk */
89 world_gen_generate_meshes();
90 world_gen_routes_generate();
91 world_gen_compute_light_indices();
92 vg_async_call( async_world_postprocess_render, NULL, 0 );
93
94 mdl_close( meta );
95 world->status = k_world_status_loaded;
96 }
97
98 /*
99 * op: k_async_op_world_loading
100 * k_async_op_world_preloading
101 * -----------------------------------------------------------------------------
102 */
103
104 static void async_skaterift_world_loaded( void *payload, u32 size )
105 {
106 skaterift_end_op();
107 }
108
109 /*
110 * Does a complete world switch using the remaining free slots
111 */
112 static void skaterift_world_changer_thread( void *data )
113 {
114 if( world_loader.location == k_world_load_type_workshop ){
115 vg_fatal_error( "Unimplemented\n" );
116 }
117
118 char path_buf[4096];
119 vg_str path;
120 vg_strnull( &path, path_buf, 4096 );
121 vg_strcat( &path, "maps/" );
122
123 vg_str folder = path;
124 vg_strcat( &folder, world_loader.name );
125 if( !vg_strgood( &folder ) ) {
126 vg_error( "Load target too long\n" );
127 vg_async_call( workshop_async_any_complete, NULL, 0 );
128 return;
129 }
130
131 char worlds[3][4096];
132 u32 i=0;
133
134 vg_dir dir;
135 if( !vg_dir_open(&dir, folder.buffer) ){
136 vg_error( "opendir('%s') failed\n", folder.buffer );
137 vg_async_call( async_skaterift_world_loaded, NULL, 0 );
138 return;
139 }
140
141 while( vg_dir_next_entry(&dir) ){
142 if( vg_dir_entry_type(&dir) == k_vg_entry_type_file ){
143 const char *d_name = vg_dir_entry_name(&dir);
144 if( d_name[0] == '.' ) continue;
145
146 vg_str file = folder;
147 vg_strcat( &file, "/" );
148 vg_strcat( &file, d_name );
149 if( !vg_strgood( &file ) ) continue;
150
151 char *ext = vg_strch( &file, '.' );
152 if( !ext ) continue;
153 if( strcmp(ext,".mdl") ) continue;
154
155 if( i == 3 ){
156 vg_warn( "There are too many .mdl files in the map folder!(3)\n" );
157 break;
158 }
159
160 strcpy( worlds[i++], file.buffer );
161 }
162 }
163 vg_dir_close(&dir);
164
165 if( i == 0 ){
166 vg_warn( "There are no .mdl files in the map folder.\n" );
167 }
168
169 u32 first_index = 0;
170 for( u32 j=0; j<i; j++ ){
171 vg_str name = { .buffer = worlds[j], .i=strlen(worlds[j]),
172 sizeof(worlds[j]) };
173 char *fname = vg_strch( &name, '/' );
174 if( fname ){
175 if( !strcmp( fname+1, "main.mdl" ) ){
176 first_index = j;
177 }
178 }
179 }
180
181 world_loader.generate_point_cloud = 1;
182 world_loader.world_index = 1;
183 world_load_mdl( worlds[first_index] );
184
185 world_loader.generate_point_cloud = 0;
186 for( u32 j=0; j<i; j++ ){
187 if( j != first_index ){
188 world_loader.world_index = j+1;
189 world_load_mdl( worlds[j] );
190 }
191 }
192
193 vg_async_call( async_skaterift_world_loaded, NULL, 0 );
194 }
195
196 /* holding pattern before we can start loading the new world, since we might be
197 * waiting for audio to stop */
198 static void skaterift_change_world_preupdate(void)
199 {
200 for( u32 i=1; i<vg_list_size(world_static.worlds); i++ ){
201 world_instance *inst = &world_static.worlds[i];
202
203 if( inst->status == k_world_status_unloading ){
204 if( world_freeable( inst ) ){
205 world_free( inst );
206 }
207 return;
208 }
209 }
210
211 vg_info( "worlds cleared, begining load\n" );
212 skaterift_shift_op( k_async_op_world_loading );
213
214 /* finally can start the loader */
215 vg_loader_start( skaterift_world_changer_thread, NULL );
216 }
217
218 /* places all loaded worlds into unloading state */
219 static void skaterift_change_world( const char *world_name )
220 {
221 vg_info( "switching to %s\n", world_name );
222
223 if( world_static.active_world != 0 ){
224 vg_error( "Cannot change worlds while in non-root world\n" );
225 }
226 else{
227 skaterift_begin_op( k_async_op_world_preloading );
228
229 vg_linear_clear( vg_mem.scratch );
230 vg_strncpy( world_name, world_loader.name,
231 vg_list_size(world_loader.name), k_strncpy_overflow_fatal );
232
233 vg_info( "unloading old worlds\n" );
234 world_unlink_nonlocal( &world_static.worlds[0] );
235
236 for( u32 i=1; i<vg_list_size(world_static.worlds); i++ ){
237 world_instance *inst = &world_static.worlds[i];
238
239 if( inst->status == k_world_status_loaded ){
240 inst->status = k_world_status_unloading;
241 world_fadeout_audio( inst );
242 }
243 }
244 }
245 }
246
247 /* console command for the above function */
248 static int skaterift_change_world_command( int argc, const char *argv[] )
249 {
250 if( argc == 1 )
251 skaterift_change_world( argv[0] );
252
253 return 0;
254 }
255
256
257 static world_instance *world_loading_instance(void){
258 return &world_static.worlds[ world_loader.world_index ];
259 }
260
261 /*
262 * checks:
263 * 1. to see if all audios owned by the world have been stopped
264 * 2. that this is the least significant world
265 */
266 static int world_freeable( world_instance *world )
267 {
268 if( world->status != k_world_status_unloading ) return 0;
269 u8 world_id = (world - world_static.worlds) + 1;
270
271 for( u32 i=world_id; i<vg_list_size(world_static.worlds); i++ ){
272 if( world_static.worlds[i].status != k_world_status_unloaded ){
273 return 0;
274 }
275 }
276
277 int freeable = 1;
278 audio_lock();
279 for( u32 i=0; i<AUDIO_CHANNELS; i++ ){
280 audio_channel *ch = &vg_audio.channels[i];
281
282 if( ch->allocated && (ch->world_id == world_id)){
283 if( !audio_channel_finished( ch ) ){
284 freeable = 0;
285 break;
286 }
287 }
288 }
289 audio_unlock();
290 return freeable;
291 }
292
293 /*
294 * Free all resources for world instance
295 */
296 static void world_free( world_instance *world )
297 {
298 vg_info( "Free world @%p\n", world );
299
300 /* free meshes */
301 mesh_free( &world->mesh_route_lines );
302 mesh_free( &world->mesh_geo );
303 mesh_free( &world->mesh_no_collide );
304 mesh_free( &world->mesh_water );
305
306 /* glDeleteBuffers silently ignores 0's and names that do not correspond to
307 * existing buffer objects.
308 * */
309 glDeleteBuffers( 1, &world->tbo_light_entities );
310 glDeleteTextures( 1, &world->tex_light_entities );
311 glDeleteTextures( 1, &world->tex_light_cubes );
312
313 /* delete textures and meshes */
314 glDeleteTextures( world->texture_count, world->textures );
315
316 u32 world_index = world - world_static.worlds;
317 if( world_index ){
318 vg_linear_del( world_static.worlds[world_index-1].heap,
319 vg_linear_header(world->heap) );
320 }
321
322 world->status = k_world_status_unloaded;
323 }
324
325 /*
326 * reset the world structure without deallocating persistent buffers
327 * TODO: Make this a memset(0), and have persistent items live in a static loc
328 */
329 VG_STATIC void world_init_blank( world_instance *world )
330 {
331 memset( &world->meta, 0, sizeof(mdl_context) );
332
333 world->textures = NULL;
334 world->texture_count = 0;
335 world->surfaces = NULL;
336 world->surface_count = 0;
337
338 world->geo_bh = NULL;
339 world->volume_bh = NULL;
340 world->audio_bh = NULL;
341 world->rendering_gate = NULL;
342
343 world->water.enabled = 0;
344 world->time = 0.0;
345
346 /* default lighting conditions
347 * -------------------------------------------------------------*/
348 struct ub_world_lighting *state = &world->ub_lighting;
349
350 state->g_light_preview = 0;
351 state->g_shadow_samples = 8;
352 state->g_water_fog = 0.04f;
353
354 v4_zero( state->g_water_plane );
355 v4_zero( state->g_depth_bounds );
356
357 state->g_shadow_length = 9.50f;
358 state->g_shadow_spread = 0.65f;
359
360 v3_copy( (v3f){0.37f, 0.54f, 0.97f}, state->g_daysky_colour );
361 v3_copy( (v3f){0.03f, 0.05f, 0.20f}, state->g_nightsky_colour );
362 v3_copy( (v3f){1.00f, 0.32f, 0.01f}, state->g_sunset_colour );
363 v3_copy( (v3f){0.13f, 0.17f, 0.35f}, state->g_ambient_colour );
364 v3_copy( (v3f){0.25f, 0.17f, 0.51f}, state->g_sunset_ambient );
365 v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour );
366 }
367
368
369
370 #endif /* WORLD_LOAD_C */