poll functions
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #include "common.h"
6
7 VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
8
9 #ifndef WORLD_H
10 #define WORLD_H
11
12 #include "vg/vg_loader.h"
13
14 #include "network.h"
15 #include "network_msg.h"
16 #include "scene.h"
17 #include "render.h"
18 #include "rigidbody.h"
19 #include "bvh.h"
20 #include "model.h"
21
22 #include "shaders/terrain.h"
23 #include "shaders/sky.h"
24 #include "shaders/standard.h"
25 #include "shaders/vblend.h"
26 #include "shaders/gpos.h"
27 #include "shaders/blitcolour.h"
28 #include "shaders/alphatest.h"
29
30 typedef struct teleport_gate teleport_gate;
31
32 enum { k_max_ui_segments = 8 };
33
34 enum { k_max_ui_elements = k_max_ui_segments };
35 enum { k_max_element_verts = 10 };
36 enum { k_max_element_indices = 20 };
37
38 enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts };
39 enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices };
40
41 enum logic_type
42 {
43 k_logic_type_relay = 1,
44 k_logic_type_chance = 2,
45 k_logic_type_achievement = 3
46 };
47
48 enum geo_type
49 {
50 k_geo_type_solid = 0,
51 k_geo_type_nonsolid = 1,
52 k_geo_type_water = 2
53 };
54
55 VG_STATIC struct gworld
56 {
57 /*
58 * Allocated as system memory
59 * --------------------------------------------------------------------------
60 */
61
62 /* rendering */
63 glmesh skydome;
64 mdl_submesh dome_upper, dome_lower;
65
66 glmesh mesh_gate_surface;
67
68 double sky_time, sky_rate, sky_target_rate;
69
70 /* water rendering */
71 struct
72 {
73 struct framebuffer fbreflect, fbdepth;
74
75 boxf depthbounds;
76 int depth_computed;
77
78 float height;
79 int enabled;
80 v4f plane;
81 }
82 water;
83
84 /* split flap display */
85 struct
86 {
87 mdl_submesh *sm_module, *sm_card;
88 glmesh mesh_base, mesh_display;
89
90 u32 w, h;
91 float *buffer;
92 }
93 sfd;
94
95 /* timing bars, fixed maximum amount */
96 struct route_ui_bar
97 {
98 GLuint vao, vbo, ebo;
99
100 u32 indices_head;
101 u32 vertex_head;
102
103 struct route_ui_segment
104 {
105 float length;
106 u32 vertex_start, vertex_count,
107 index_start, index_count, notches;
108 }
109 segments[k_max_ui_segments];
110
111 u32 segment_start, segment_count, fade_start, fade_count;
112 double fade_timer_start;
113 float xpos;
114 }
115 ui_bars[16];
116
117 v3f render_gate_pos;
118 int active_route_board;
119 int in_trigger;
120
121 /* This is a small flag we use to changelevel.
122 * It will not be cleared until all sounds stop playing
123 */
124 int switching_to_new_world;
125 char world_name[ 64 ];
126
127 /*
128 * Dynamically allocated when world_load is called.
129 *
130 * the following arrays index somewhere into this linear
131 * allocator
132 *
133 * (world_gen.h)
134 * --------------------------------------------------------------------------
135 */
136 void *dynamic_vgl,
137 *audio_vgl; /* sub buffer of the audio buffer */
138
139 /*
140 * Main world .mdl
141 */
142 mdl_context *meta;
143
144 /*
145 * Materials / textures
146 */
147
148 GLuint *textures;
149 u32 texture_count;
150
151 struct world_material
152 {
153 mdl_material info;
154 mdl_submesh sm_geo,
155 sm_no_collide;
156 }
157 * materials;
158 u32 material_count;
159
160 /*
161 * Named safe places to respawn
162 */
163 struct respawn_point
164 {
165 v3f co;
166 v4f q;
167 const char *name;
168 }
169 * spawns;
170 u32 spawn_count;
171
172 /*
173 * Audio player entities
174 */
175 struct world_audio_thing
176 {
177 v3f pos;
178 float volume;
179 u32 flags;
180
181 audio_player player;
182 audio_clip temp_embedded_clip;
183 }
184 * audio_things;
185 u32 audio_things_count;
186
187 /*
188 * Relays
189 */
190 struct logic_relay
191 {
192 v3f pos;
193
194 struct relay_target
195 {
196 u32 sub_id;
197 enum classtype classtype;
198 }
199 targets[4];
200 u32 target_count;
201 }
202 * logic_relays;
203 u32 relay_count;
204
205 /*
206 * Box trigger entities
207 */
208 struct trigger_zone
209 {
210 m4x3f transform, inv_transform;
211
212 struct relay_target target;
213 }
214 * triggers;
215 u32 trigger_count;
216
217 /*
218 * Achievements
219 */
220 struct logic_achievement
221 {
222 v3f pos;
223 const char *achievement_id;
224 u32 achieved;
225 }
226 * logic_achievements;
227 u32 achievement_count;
228
229
230 /*
231 * Routes (world_routes.h)
232 * --------------------------------------------------------------------------
233 */
234 struct route_node
235 {
236 v3f co, right, up, h;
237 u32 next[2];
238
239 u32 special_type, special_id, current_refs, ref_count;
240 u32 route_ids[4]; /* Gates can be linked into up to four routes */
241 }
242 *nodes;
243 u32 node_count;
244
245 struct route
246 {
247 u32 track_id;
248 v4f colour;
249
250 u32 start;
251 mdl_submesh sm;
252
253 int active;
254 float factive;
255
256 double best_lap, latest_pass; /* Session */
257
258 m4x3f scoreboard_transform;
259 }
260 *routes;
261 u32 route_count;
262
263 struct route_gate
264 {
265 struct teleport_gate
266 {
267 v3f co[2];
268 v4f q[2];
269 v2f dims;
270
271 m4x3f to_world, recv_to_world, transport;
272 }
273 gate;
274
275 u32 node_id;
276
277 struct route_timing
278 {
279 u32 version; /* Incremented on every teleport */
280 double time;
281 }
282 timing;
283 }
284 *gates;
285 u32 gate_count;
286
287 struct route_collector
288 {
289 struct route_timing timing;
290 }
291 *collectors;
292 u32 collector_count;
293
294
295 /* logic
296 * ----------------------------------------------------
297 */
298
299 u32 active_gate,
300 current_run_version;
301 double time, rewind_from, rewind_to, last_use;
302
303 /* world geometry */
304 scene *scene_geo,
305 *scene_no_collide,
306 *scene_lines;
307
308 struct grind_edge
309 {
310 v3f p0, p1;
311 }
312 *grind_edges;
313 u32 grind_edge_count;
314
315 /* spacial mappings */
316 bh_tree *audio_bh,
317 *trigger_bh,
318 *geo_bh,
319 *grind_bh;
320
321 /* graphics */
322 glmesh mesh_route_lines;
323
324 glmesh mesh_geo,
325 mesh_no_collide,
326 mesh_water;
327
328 mdl_submesh sm_foliage_main;
329 rigidbody rb_geo;
330 }
331 world;
332
333
334 /*
335 * API
336 */
337
338 VG_STATIC int ray_hit_is_ramp( ray_hit *hit );
339 VG_STATIC struct world_material *ray_hit_material( ray_hit *hit );
340 VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
341 VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
342
343 /*
344 * Submodules
345 */
346
347 #include "world_routes.h"
348 #include "world_sfd.h"
349 #include "world_render.h"
350 #include "world_water.h"
351 #include "world_gen.h"
352 #include "world_gate.h"
353
354 /*
355 * -----------------------------------------------------------------------------
356 * Events
357 * -----------------------------------------------------------------------------
358 */
359
360 VG_STATIC int world_stop_sound( int argc, const char *argv[] )
361 {
362 /*
363 * None of our world audio runs as one shots, they always have a player.
364 * Therefore it is safe to delete clip data after the players are
365 * disconnected
366 */
367 audio_lock();
368 for( int i=0; i<world.audio_things_count; i++ )
369 {
370 struct world_audio_thing *at = &world.audio_things[i];
371
372 if( audio_player_is_playing( &at->player ) )
373 {
374 u32 cflags = audio_player_get_flags( &at->player );
375 audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL );
376 }
377 }
378 audio_unlock();
379
380 return 0;
381 }
382
383 VG_STATIC int world_change_world( int argc, const char *argv[] )
384 {
385 if( argc == 0 )
386 {
387 vg_info( "%s\n", world.world_name );
388 return 0;
389 }
390 else
391 {
392 vg_info( "Switching world...\n" );
393 strcpy( world.world_name, argv[0] );
394 world.switching_to_new_world = 1;
395 world_stop_sound( 0, NULL );
396 }
397
398 return 0;
399 }
400
401 VG_STATIC void world_init(void)
402 {
403 vg_var_push( (struct vg_var){
404 .name = "water_enable",
405 .data = &world.water.enabled,
406 .data_type = k_var_dtype_i32,
407 .opt_i32 = { .min=0, .max=1, .clamp=1 },
408 .persistent = 0
409 });
410
411 vg_function_push( (struct vg_cmd)
412 {
413 .name = "world_stop_sound",
414 .function = world_stop_sound
415 });
416
417 vg_function_push( (struct vg_cmd)
418 {
419 .name = "world",
420 .function = world_change_world
421 });
422
423 world.sky_rate = 1.0;
424 world.sky_target_rate = 1.0;
425
426 shader_terrain_register();
427 shader_sky_register();
428 shader_gpos_register();
429 shader_blitcolour_register();
430 shader_alphatest_register();
431
432 vg_info( "Loading world resources\n" );
433
434 vg_linear_clear( vg_mem.scratch );
435 mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" );
436
437 mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" );
438 world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
439
440 vg_acquire_thread_sync();
441 {
442 mdl_unpack_glmesh( msky, &world.skydome );
443 }
444 vg_release_thread_sync();
445
446 /* Other systems */
447 vg_info( "Loading other world systems\n" );
448
449 vg_loader_step( world_render_init, NULL );
450 vg_loader_step( world_sfd_init, NULL );
451 vg_loader_step( world_water_init, NULL );
452 vg_loader_step( world_gates_init, NULL );
453 vg_loader_step( world_routes_init, NULL );
454
455 /* Allocate dynamic world memory arena */
456 u32 max_size = 76*1024*1024;
457 world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
458 VG_MEMORY_SYSTEM );
459 }
460
461 VG_STATIC void world_audio_init(void)
462 {
463 u32 size = vg_linear_remaining( vg_audio.audio_pool )
464 - sizeof(vg_linear_allocator);
465
466 world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool,
467 size, VG_MEMORY_SYSTEM );
468 }
469
470 VG_STATIC void world_trigger_achievement( u32 uid )
471 {
472 struct logic_achievement *ach = &world.logic_achievements[ uid ];
473
474 if( ach->achieved )
475 return;
476
477 steam_set_achievement( ach->achievement_id );
478 steam_store_achievements();
479
480 ach->achieved = 1;
481 }
482
483 VG_STATIC void world_run_relay( struct relay_target *rt );
484 VG_STATIC void world_trigger_relay( u32 uid )
485 {
486 struct logic_relay *relay = &world.logic_relays[ uid ];
487
488 for( int i=0; i<relay->target_count; i++ )
489 {
490 world_run_relay( &relay->targets[i] );
491 }
492 }
493
494 VG_STATIC void world_trigger_audio( u32 uid )
495 {
496 struct world_audio_thing *wat = &world.audio_things[ uid ];
497
498 audio_lock();
499 audio_player_playclip( &wat->player,
500 &wat->temp_embedded_clip );
501 audio_unlock();
502 }
503
504 VG_STATIC void world_run_relay( struct relay_target *rt )
505 {
506 struct entity_instruction
507 {
508 enum classtype classtype;
509 void (*p_trigger)( u32 uid );
510 }
511 entity_instructions[] =
512 {
513 { k_classtype_logic_achievement, world_trigger_achievement },
514 { k_classtype_logic_relay, world_trigger_relay },
515 { k_classtype_audio, world_trigger_audio }
516 };
517
518 for( int i=0; i<vg_list_size(entity_instructions); i++ )
519 {
520 struct entity_instruction *instr = &entity_instructions[i];
521
522 if( instr->classtype == rt->classtype )
523 {
524 instr->p_trigger( rt->sub_id );
525 return;
526 }
527 }
528
529 vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
530 }
531
532 VG_STATIC void world_update( v3f pos )
533 {
534 if( world.switching_to_new_world )
535 {
536 int all_stopped = 1;
537
538 audio_lock();
539 for( int i=0; i<world.audio_things_count; i++ )
540 {
541 struct world_audio_thing *at = &world.audio_things[i];
542
543 if( audio_player_is_playing( &at->player ) )
544 {
545 all_stopped = 0;
546 break;
547 }
548 }
549 audio_unlock();
550
551 if( all_stopped )
552 {
553 world.switching_to_new_world = 0;
554 world_unload();
555 vg_loader_start( world_load );
556 return;
557 }
558 }
559
560 world.sky_time += world.sky_rate * vg.time_delta;
561 world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate,
562 vg.time_delta * 5.0 );
563
564 world_routes_update();
565 #if 0
566 world_routes_debug();
567 #endif
568
569 if( world.route_count > 0 )
570 {
571 int closest = 0;
572 float min_dist = INFINITY;
573
574 for( int i=0; i<world.route_count; i++ )
575 {
576 float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
577
578 if( d < min_dist )
579 {
580 min_dist = d;
581 closest = i;
582 }
583 }
584
585 if( (world.active_route_board != closest) || network_scores_updated )
586 {
587 network_scores_updated = 0;
588 world.active_route_board = closest;
589
590 struct route *route = &world.routes[closest];
591
592 u32 id = route->track_id;
593
594 if( id != 0xffffffff )
595 {
596 struct netmsg_board *local_board =
597 &scoreboard_client_data.boards[id];
598
599 for( int i=0; i<13; i++ )
600 {
601 sfd_encode( i, &local_board->data[27*i] );
602 }
603 }
604 }
605 }
606
607 int in_trigger = 0;
608 for( int i=0; i<world.trigger_count; i++ )
609 {
610 struct trigger_zone *zone = &world.triggers[i];
611
612 v3f local;
613 m4x3_mulv( zone->inv_transform, pos, local );
614
615 if( (fabsf(local[0]) <= 1.0f) &&
616 (fabsf(local[1]) <= 1.0f) &&
617 (fabsf(local[2]) <= 1.0f) )
618 {
619 in_trigger = 1;
620
621 if( !world.in_trigger )
622 {
623 world_run_relay( &zone->target );
624 }
625 }
626
627 vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
628 { 1.0f, 1.0f, 1.0f}},
629 0xff00ff00 );
630 }
631
632 world.in_trigger = in_trigger;
633 sfd_update();
634 }
635
636 /*
637 * -----------------------------------------------------------------------------
638 * API implementation
639 * -----------------------------------------------------------------------------
640 */
641
642 VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
643 {
644 for( int i=0; i<3; i++ )
645 v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
646 }
647
648 VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit )
649 {
650 return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
651 }
652
653 VG_STATIC struct world_material *world_tri_index_material( u32 index )
654 {
655 for( int i=1; i<world.material_count; i++ )
656 {
657 struct world_material *mat = &world.materials[i];
658
659 if( (index >= mat->sm_geo.vertex_start) &&
660 (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
661 {
662 return mat;
663 }
664 }
665
666 /* error material */
667 return &world.materials[0];
668 }
669
670 VG_STATIC struct world_material *world_contact_material( rb_ct *ct )
671 {
672 return world_tri_index_material( ct->element_id );
673 }
674
675 VG_STATIC struct world_material *ray_hit_material( ray_hit *hit )
676 {
677 return world_tri_index_material( hit->tri[0] );
678 }
679
680 #endif /* WORLD_H */