2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 typedef struct world_instance world_instance
;
12 #include "vg/vg_loader.h"
15 #include "network_msg.h"
18 #include "rigidbody.h"
22 #include "shaders/scene_standard.h"
23 #include "shaders/scene_standard_alphatest.h"
24 #include "shaders/scene_vertex_blend.h"
25 #include "shaders/scene_terrain.h"
26 #include "shaders/scene_depth.h"
28 #include "shaders/model_sky.h"
30 typedef struct teleport_gate teleport_gate
;
32 enum { k_max_ui_segments
= 8 };
34 enum { k_max_ui_elements
= k_max_ui_segments
};
35 enum { k_max_element_verts
= 10 };
36 enum { k_max_element_indices
= 20 };
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
};
43 k_logic_type_relay
= 1,
44 k_logic_type_chance
= 2,
45 k_logic_type_achievement
= 3
51 k_geo_type_nonsolid
= 1,
57 /* This is a small flag we use to changelevel.
58 * It will not be cleared until all sounds stop playing
62 * -------------------------------------------------------
65 char world_name
[ 64 ];
79 struct ub_world_lighting
82 v4f g_light_colours
[3],
83 g_light_directions
[3],
94 v4f g_point_light_positions
[32];
95 v4f g_point_light_colours
[32];
101 struct framebuffer heightmap
;
104 * Dynamically allocated when world_load is called.
106 * the following arrays index somewhere into this linear
110 * --------------------------------------------------------------------------
118 * Materials / textures
124 struct world_material
134 * Named safe places to respawn
146 * Audio player entities
148 struct world_audio_thing
155 audio_clip temp_embedded_clip
;
158 u32 audio_things_count
;
170 enum classtype classtype
;
179 * Box trigger entities
183 m4x3f transform
, inv_transform
;
185 struct relay_target target
;
193 struct logic_achievement
196 const char *achievement_id
;
199 * logic_achievements
;
200 u32 achievement_count
;
214 * Routes (world_routes.h)
215 * --------------------------------------------------------------------------
219 v3f co
, right
, up
, h
;
222 u32 special_type
, special_id
, current_refs
, ref_count
;
223 u32 route_ids
[4]; /* Gates can be linked into up to four routes */
239 double best_lap
, latest_pass
; /* Session */
241 m4x3f scoreboard_transform
;
254 m4x3f to_world
, transport
;
262 u32 version
; /* Incremented on every teleport */
272 struct teleport_gate gate
;
275 u32 target_map_index
, working
;
278 u32 nonlocalgate_count
;
280 struct route_collector
282 struct route_timing timing
;
289 * ----------------------------------------------------
297 /* spacial mappings */
303 glmesh mesh_route_lines
;
308 rigidbody rb_geo
; /* todo.. ... */
311 VG_STATIC
struct world_global
314 * Allocated as system memory
315 * --------------------------------------------------------------------------
318 *audio_heap
; /* sub buffer of the audio buffer */
322 mdl_submesh dome_upper
, dome_lower
;
324 glmesh mesh_gate_surface
;
326 double sky_time
, sky_rate
, sky_target_rate
;
328 /* gates, TODO: active_gate should also know which instance */
331 double time
, rewind_from
, rewind_to
, last_use
;
333 /* water rendering */
336 struct framebuffer fbreflect
, fbdepth
;
340 /* split flap display */
343 mdl_submesh
*sm_module
, *sm_card
;
344 glmesh mesh_base
, mesh_display
;
351 /* timing bars, fixed maximum amount */
354 GLuint vao
, vbo
, ebo
;
359 struct route_ui_segment
362 u32 vertex_start
, vertex_count
,
363 index_start
, index_count
, notches
;
365 segments
[k_max_ui_segments
];
367 u32 segment_start
, segment_count
, fade_start
, fade_count
;
368 double fade_timer_start
;
374 int active_route_board
;
377 int switching_to_new_world
;
379 world_instance worlds
[4];
385 VG_STATIC world_instance
*get_active_world( void )
387 return &world_global
.worlds
[ world_global
.active_world
];
395 int ray_hit_is_ramp( world_instance
*world
, ray_hit
*hit
);
398 struct world_material
*ray_hit_material( world_instance
*world
, ray_hit
*hit
);
401 void ray_world_get_tri( world_instance
*world
, ray_hit
*hit
, v3f tri
[3] );
404 int ray_world( world_instance
*world
, v3f pos
, v3f dir
, ray_hit
*hit
);
410 #include "world_routes.h"
411 #include "world_sfd.h"
412 #include "world_render.h"
413 #include "world_water.h"
414 #include "world_gen.h"
415 #include "world_gate.h"
418 * -----------------------------------------------------------------------------
420 * -----------------------------------------------------------------------------
423 VG_STATIC
int world_stop_sound( int argc
, const char *argv
[] )
425 world_instance
*world
= get_active_world();
428 * None of our world audio runs as one shots, they always have a player.
429 * Therefore it is safe to delete clip data after the players are
433 for( int i
=0; i
<world
->audio_things_count
; i
++ )
435 struct world_audio_thing
*at
= &world
->audio_things
[i
];
437 if( audio_player_is_playing( &at
->player
) )
439 u32 cflags
= audio_player_get_flags( &at
->player
);
440 audio_player_set_flags( &at
->player
, cflags
| AUDIO_FLAG_KILL
);
448 VG_STATIC
int world_change_world( int argc
, const char *argv
[] )
451 world_instance
*world
= get_active_world();
455 vg_info( "%s\n", world
.world_name
);
460 vg_info( "Switching world...\n" );
461 strcpy( world
.world_name
, argv
[0] );
462 world
.switching_to_new_world
= 1;
463 world_stop_sound( 0, NULL
);
470 VG_STATIC
void world_init(void)
473 vg_var_push( (struct vg_var
){
474 .name
= "water_enable",
475 .data
= &world
.water
.enabled
,
476 .data_type
= k_var_dtype_i32
,
477 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
482 vg_function_push( (struct vg_cmd
)
484 .name
= "world_stop_sound",
485 .function
= world_stop_sound
488 vg_function_push( (struct vg_cmd
)
491 .function
= world_change_world
494 world_global
.sky_rate
= 1.0;
495 world_global
.sky_target_rate
= 1.0;
497 shader_scene_standard_register();
498 shader_scene_standard_alphatest_register();
499 shader_scene_vertex_blend_register();
500 shader_scene_terrain_register();
501 shader_scene_depth_register();
503 shader_model_sky_register();
505 vg_info( "Loading world resources\n" );
507 vg_linear_clear( vg_mem
.scratch
);
508 mdl_context
*msky
= mdl_load_full( vg_mem
.scratch
, "models/rs_skydome.mdl" );
510 mdl_node
*nupper
= mdl_node_from_name( msky
, "dome_complete" );
511 world_global
.dome_upper
= *mdl_node_submesh( msky
, nupper
, 0 );
513 vg_acquire_thread_sync();
515 mdl_unpack_glmesh( msky
, &world_global
.skydome
);
517 vg_release_thread_sync();
520 vg_info( "Loading other world systems\n" );
522 vg_loader_step( world_render_init
, NULL
);
523 vg_loader_step( world_sfd_init
, NULL
);
524 vg_loader_step( world_water_init
, NULL
);
525 vg_loader_step( world_gates_init
, NULL
);
526 vg_loader_step( world_routes_init
, NULL
);
528 /* Allocate dynamic world memory arena */
529 u32 max_size
= 76*1024*1024;
530 world_global
.generic_heap
= vg_create_linear_allocator( vg_mem
.rtmemory
,
535 VG_STATIC
void world_audio_init(void)
537 u32 size
= vg_linear_remaining( vg_audio
.audio_pool
)
538 - sizeof(vg_linear_allocator
);
540 world_global
.audio_heap
= vg_create_linear_allocator( vg_audio
.audio_pool
,
545 VG_STATIC
void world_trigger_achievement( world_instance
*world
, u32 uid
)
547 struct logic_achievement
*ach
= &world
->logic_achievements
[ uid
];
552 steam_set_achievement( ach
->achievement_id
);
553 steam_store_achievements();
558 VG_STATIC
void world_run_relay( world_instance
*world
,
559 struct relay_target
*rt
);
561 VG_STATIC
void world_trigger_relay( world_instance
*world
, u32 uid
)
563 struct logic_relay
*relay
= &world
->logic_relays
[ uid
];
565 for( int i
=0; i
<relay
->target_count
; i
++ )
567 world_run_relay( world
, &relay
->targets
[i
] );
571 VG_STATIC
void world_trigger_audio( world_instance
*world
, u32 uid
)
573 struct world_audio_thing
*wat
= &world
->audio_things
[ uid
];
576 audio_player_playclip( &wat
->player
,
577 &wat
->temp_embedded_clip
);
581 VG_STATIC
void world_run_relay( world_instance
*world
,
582 struct relay_target
*rt
)
584 struct entity_instruction
586 enum classtype classtype
;
587 void (*p_trigger
)( world_instance
*world
, u32 uid
);
589 entity_instructions
[] =
591 { k_classtype_logic_achievement
, world_trigger_achievement
},
592 { k_classtype_logic_relay
, world_trigger_relay
},
593 { k_classtype_audio
, world_trigger_audio
}
596 for( int i
=0; i
<vg_list_size(entity_instructions
); i
++ )
598 struct entity_instruction
*instr
= &entity_instructions
[i
];
600 if( instr
->classtype
== rt
->classtype
)
602 instr
->p_trigger( world
, rt
->sub_id
);
607 vg_error( "Don't know how to trigger classtype %d\n", rt
->classtype
);
610 VG_STATIC
void world_update( world_instance
*world
, v3f pos
)
613 if( world
.switching_to_new_world
)
618 for( int i
=0; i
<world
.audio_things_count
; i
++ )
620 struct world_audio_thing
*at
= &world
.audio_things
[i
];
622 if( audio_player_is_playing( &at
->player
) )
632 world
.switching_to_new_world
= 0;
634 vg_loader_start( world_load
);
639 world
.sky_time
+= world
.sky_rate
* vg
.time_delta
;
640 world
.sky_rate
= vg_lerp( world
.sky_rate
, world
.sky_target_rate
,
641 vg
.time_delta
* 5.0 );
644 world_routes_update( world
);
646 world_routes_debug();
649 if( world
->route_count
> 0 )
652 float min_dist
= INFINITY
;
654 for( int i
=0; i
<world
->route_count
; i
++ )
656 float d
= v3_dist2( world
->routes
[i
].scoreboard_transform
[3], pos
);
665 if( (world_global
.active_route_board
!= closest
)
666 || network_scores_updated
)
668 network_scores_updated
= 0;
669 world_global
.active_route_board
= closest
;
671 struct route
*route
= &world
->routes
[closest
];
673 u32 id
= route
->track_id
;
675 if( id
!= 0xffffffff )
677 struct netmsg_board
*local_board
=
678 &scoreboard_client_data
.boards
[id
];
680 for( int i
=0; i
<13; i
++ )
682 sfd_encode( i
, &local_board
->data
[27*i
] );
689 for( int i
=0; i
<world
->trigger_count
; i
++ )
691 struct trigger_zone
*zone
= &world
->triggers
[i
];
694 m4x3_mulv( zone
->inv_transform
, pos
, local
);
696 if( (fabsf(local
[0]) <= 1.0f
) &&
697 (fabsf(local
[1]) <= 1.0f
) &&
698 (fabsf(local
[2]) <= 1.0f
) )
702 if( !world_global
.in_trigger
)
704 world_run_relay( world
, &zone
->target
);
708 vg_line_boxf_transformed( zone
->transform
, (boxf
){{-1.0f
,-1.0f
,-1.0f
},
709 { 1.0f
, 1.0f
, 1.0f
}},
713 for( int i
=0; i
<world
->light_count
; i
++ )
715 struct world_light
*light
= &world
->lights
[i
];
717 u32 colour
= 0xff000000;
718 u8 r
= light
->colour
[0] * 255.0f
,
719 g
= light
->colour
[1] * 255.0f
,
720 b
= light
->colour
[2] * 255.0f
;
726 vg_line_pt3( light
->co
, 0.25f
, colour
);
729 world_global
.in_trigger
= in_trigger
;
734 * -----------------------------------------------------------------------------
736 * -----------------------------------------------------------------------------
739 VG_STATIC
void ray_world_get_tri( world_instance
*world
,
740 ray_hit
*hit
, v3f tri
[3] )
742 for( int i
=0; i
<3; i
++ )
743 v3_copy( world
->scene_geo
->arrvertices
[ hit
->tri
[i
] ].co
, tri
[i
] );
746 VG_STATIC
int ray_world( world_instance
*world
,
747 v3f pos
, v3f dir
, ray_hit
*hit
)
749 return scene_raycast( world
->scene_geo
, world
->geo_bh
, pos
, dir
, hit
);
753 * Cast a sphere from a to b and see what time it hits
755 VG_STATIC
int spherecast_world( world_instance
*world
,
756 v3f pa
, v3f pb
, float r
, float *t
, v3f n
)
759 bh_iter_init( 0, &it
);
762 box_init_inf( region
);
763 box_addpt( region
, pa
);
764 box_addpt( region
, pb
);
766 v3_add( (v3f
){ r
, r
, r
}, region
[1], region
[1] );
767 v3_add( (v3f
){-r
,-r
,-r
}, region
[0], region
[0] );
770 v3_sub( pb
, pa
, dir
);
773 dir_inv
[0] = 1.0f
/dir
[0];
774 dir_inv
[1] = 1.0f
/dir
[1];
775 dir_inv
[2] = 1.0f
/dir
[2];
781 while( bh_next( world
->geo_bh
, &it
, region
, &idx
) )
783 u32
*ptri
= &world
->scene_geo
->arrindices
[ idx
*3 ];
789 for( int j
=0; j
<3; j
++ )
791 v3_copy( world
->scene_geo
->arrvertices
[ptri
[j
]].co
, tri
[j
] );
792 box_addpt( box
, tri
[j
] );
795 v3_add( (v3f
){ r
, r
, r
}, box
[1], box
[1] );
796 v3_add( (v3f
){-r
,-r
,-r
}, box
[0], box
[0] );
798 if( !ray_aabb1( box
, pa
, dir_inv
, 1.0f
) )
803 if( spherecast_triangle( tri
, pa
, dir
, r
, &t
, n1
) )
819 struct world_material
*world_tri_index_material( world_instance
*world
,
822 for( int i
=1; i
<world
->material_count
; i
++ )
824 struct world_material
*mat
= &world
->materials
[i
];
826 if( (index
>= mat
->sm_geo
.vertex_start
) &&
827 (index
< mat
->sm_geo
.vertex_start
+mat
->sm_geo
.vertex_count
) )
834 return &world
->materials
[0];
837 VG_STATIC
struct world_material
*world_contact_material( world_instance
*world
,
840 return world_tri_index_material( world
, ct
->element_id
);
843 VG_STATIC
struct world_material
*ray_hit_material( world_instance
*world
,
846 return world_tri_index_material( world
, hit
->tri
[0] );