2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
7 VG_STATIC
int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
);
12 #include "vg/vg_loader.h"
15 #include "network_msg.h"
18 #include "rigidbody.h"
22 #include "shaders/terrain.h"
23 #include "shaders/sky.h"
24 #include "shaders/planeinf.h"
25 #include "shaders/standard.h"
26 #include "shaders/vblend.h"
27 #include "shaders/gpos.h"
28 #include "shaders/fscolour.h"
29 #include "shaders/alphatest.h"
31 typedef struct teleport_gate teleport_gate
;
33 enum { k_max_ui_segments
= 8 };
35 enum { k_max_ui_elements
= k_max_ui_segments
};
36 enum { k_max_element_verts
= 10 };
37 enum { k_max_element_indices
= 20 };
39 enum { k_route_ui_max_verts
= k_max_ui_elements
*k_max_element_verts
};
40 enum { k_route_ui_max_indices
= k_max_ui_elements
*k_max_element_indices
};
44 k_logic_type_relay
= 1,
45 k_logic_type_chance
= 2,
46 k_logic_type_achievement
= 3
52 k_geo_type_nonsolid
= 1,
56 VG_STATIC
struct gworld
59 * Allocated as system memory
60 * --------------------------------------------------------------------------
65 mdl_submesh dome_upper
, dome_lower
;
67 glmesh mesh_gate_surface
;
69 double sky_time
, sky_rate
, sky_target_rate
;
74 struct framebuffer fbreflect
, fbdepth
;
85 /* split flap display */
88 mdl_submesh
*sm_module
, *sm_card
;
89 glmesh mesh_base
, mesh_display
;
96 /* timing bars, fixed maximum amount */
104 struct route_ui_segment
107 u32 vertex_start
, vertex_count
,
108 index_start
, index_count
, notches
;
110 segments
[k_max_ui_segments
];
112 u32 segment_start
, segment_count
, fade_start
, fade_count
;
113 double fade_timer_start
;
119 int active_route_board
;
122 /* This is a small flag we use to changelevel.
123 * It will not be cleared until all sounds stop playing
125 int switching_to_new_world
;
126 char world_name
[ 64 ];
129 * Dynamically allocated when world_load is called.
131 * the following arrays index somewhere into this linear
135 * --------------------------------------------------------------------------
138 *audio_vgl
; /* sub buffer of the audio buffer */
146 * Materials / textures
152 struct world_material
162 * Named safe places to respawn
174 * Audio player entities
176 struct world_audio_thing
183 audio_clip temp_embedded_clip
;
186 u32 audio_things_count
;
198 enum classtype classtype
;
207 * Box trigger entities
211 m4x3f transform
, inv_transform
;
213 struct relay_target target
;
221 struct logic_achievement
224 const char *achievement_id
;
227 * logic_achievements
;
228 u32 achievement_count
;
232 * Routes (world_routes.h)
233 * --------------------------------------------------------------------------
237 v3f co
, right
, up
, h
;
240 u32 special_type
, special_id
, current_refs
, ref_count
;
241 u32 route_ids
[4]; /* Gates can be linked into up to four routes */
257 double best_lap
, latest_pass
; /* Session */
259 m4x3f scoreboard_transform
;
272 m4x3f to_world
, recv_to_world
, transport
;
280 u32 version
; /* Incremented on every teleport */
288 struct route_collector
290 struct route_timing timing
;
297 * ----------------------------------------------------
302 double time
, rewind_from
, rewind_to
, last_use
;
314 u32 grind_edge_count
;
316 /* spacial mappings */
323 glmesh mesh_route_lines
;
329 mdl_submesh sm_foliage_main
;
339 VG_STATIC
int ray_hit_is_ramp( ray_hit
*hit
);
340 VG_STATIC
struct world_material
*ray_hit_material( ray_hit
*hit
);
341 VG_STATIC
void ray_world_get_tri( ray_hit
*hit
, v3f tri
[3] );
342 VG_STATIC
int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
);
348 #include "world_routes.h"
349 #include "world_sfd.h"
350 #include "world_render.h"
351 #include "world_water.h"
352 #include "world_gen.h"
353 #include "world_gate.h"
356 * -----------------------------------------------------------------------------
358 * -----------------------------------------------------------------------------
361 VG_STATIC
int world_stop_sound( int argc
, const char *argv
[] )
364 * None of our world audio runs as one shots, they always have a player.
365 * Therefore it is safe to delete clip data after the players are
369 for( int i
=0; i
<world
.audio_things_count
; i
++ )
371 struct world_audio_thing
*at
= &world
.audio_things
[i
];
373 if( audio_player_is_playing( &at
->player
) )
375 u32 cflags
= audio_player_get_flags( &at
->player
);
376 audio_player_set_flags( &at
->player
, cflags
| AUDIO_FLAG_KILL
);
384 VG_STATIC
int world_change_world( int argc
, const char *argv
[] )
388 vg_info( "%s\n", world
.world_name
);
393 vg_info( "Switching world...\n" );
394 strcpy( world
.world_name
, argv
[0] );
395 world
.switching_to_new_world
= 1;
396 world_stop_sound( 0, NULL
);
402 VG_STATIC
void world_init(void)
404 vg_convar_push( (struct vg_convar
){
405 .name
= "water_enable",
406 .data
= &world
.water
.enabled
,
407 .data_type
= k_convar_dtype_i32
,
408 .opt_i32
= { .min
=0, .max
=1, .clamp
=1 },
412 vg_function_push( (struct vg_cmd
)
414 .name
= "world_stop_sound",
415 .function
= world_stop_sound
418 vg_function_push( (struct vg_cmd
)
421 .function
= world_change_world
424 world
.sky_rate
= 1.0;
425 world
.sky_target_rate
= 1.0;
427 shader_terrain_register();
428 shader_sky_register();
429 shader_planeinf_register();
430 shader_gpos_register();
431 shader_fscolour_register();
432 shader_alphatest_register();
434 vg_info( "Loading world resources\n" );
436 vg_linear_clear( vg_mem
.scratch
);
437 mdl_context
*msky
= mdl_load_full( vg_mem
.scratch
, "models/rs_skydome.mdl" );
439 mdl_node
*nupper
= mdl_node_from_name( msky
, "dome_complete" );
440 world
.dome_upper
= *mdl_node_submesh( msky
, nupper
, 0 );
442 vg_acquire_thread_sync();
444 mdl_unpack_glmesh( msky
, &world
.skydome
);
446 vg_release_thread_sync();
449 vg_info( "Loading other world systems\n" );
451 vg_loader_step( world_render_init
, NULL
);
452 vg_loader_step( world_sfd_init
, NULL
);
453 vg_loader_step( world_water_init
, NULL
);
454 vg_loader_step( world_gates_init
, NULL
);
455 vg_loader_step( world_routes_init
, NULL
);
457 /* Allocate dynamic world memory arena */
458 u32 max_size
= 76*1024*1024;
459 world
.dynamic_vgl
= vg_create_linear_allocator( vg_mem
.rtmemory
, max_size
,
463 VG_STATIC
void world_audio_init(void)
465 u32 size
= vg_linear_remaining( vg_audio
.audio_pool
)
466 - sizeof(vg_linear_allocator
);
468 world
.audio_vgl
= vg_create_linear_allocator( vg_audio
.audio_pool
,
469 size
, VG_MEMORY_SYSTEM
);
472 VG_STATIC
void world_trigger_achievement( u32 uid
)
474 struct logic_achievement
*ach
= &world
.logic_achievements
[ uid
];
479 steam_set_achievement( ach
->achievement_id
);
480 steam_store_achievements();
485 VG_STATIC
void world_run_relay( struct relay_target
*rt
);
486 VG_STATIC
void world_trigger_relay( u32 uid
)
488 struct logic_relay
*relay
= &world
.logic_relays
[ uid
];
490 for( int i
=0; i
<relay
->target_count
; i
++ )
492 world_run_relay( &relay
->targets
[i
] );
496 VG_STATIC
void world_trigger_audio( u32 uid
)
498 struct world_audio_thing
*wat
= &world
.audio_things
[ uid
];
501 audio_player_playclip( &wat
->player
,
502 &wat
->temp_embedded_clip
);
506 VG_STATIC
void world_run_relay( struct relay_target
*rt
)
508 struct entity_instruction
510 enum classtype classtype
;
511 void (*p_trigger
)( u32 uid
);
513 entity_instructions
[] =
515 { k_classtype_logic_achievement
, world_trigger_achievement
},
516 { k_classtype_logic_relay
, world_trigger_relay
},
517 { k_classtype_audio
, world_trigger_audio
}
520 for( int i
=0; i
<vg_list_size(entity_instructions
); i
++ )
522 struct entity_instruction
*instr
= &entity_instructions
[i
];
524 if( instr
->classtype
== rt
->classtype
)
526 instr
->p_trigger( rt
->sub_id
);
531 vg_error( "Don't know how to trigger classtype %d\n", rt
->classtype
);
534 VG_STATIC
void world_update( v3f pos
)
536 if( world
.switching_to_new_world
)
541 for( int i
=0; i
<world
.audio_things_count
; i
++ )
543 struct world_audio_thing
*at
= &world
.audio_things
[i
];
545 if( audio_player_is_playing( &at
->player
) )
555 world
.switching_to_new_world
= 0;
557 vg_loader_start( world_load
);
562 world
.sky_time
+= world
.sky_rate
* vg
.time_delta
;
563 world
.sky_rate
= vg_lerp( world
.sky_rate
, world
.sky_target_rate
,
564 vg
.time_delta
* 5.0 );
566 world_routes_update();
568 world_routes_debug();
571 if( world
.route_count
> 0 )
574 float min_dist
= INFINITY
;
576 for( int i
=0; i
<world
.route_count
; i
++ )
578 float d
= v3_dist2( world
.routes
[i
].scoreboard_transform
[3], pos
);
587 if( (world
.active_route_board
!= closest
) || network_scores_updated
)
589 network_scores_updated
= 0;
590 world
.active_route_board
= closest
;
592 struct route
*route
= &world
.routes
[closest
];
594 u32 id
= route
->track_id
;
596 if( id
!= 0xffffffff )
598 struct netmsg_board
*local_board
=
599 &scoreboard_client_data
.boards
[id
];
601 for( int i
=0; i
<13; i
++ )
603 sfd_encode( i
, &local_board
->data
[27*i
] );
610 for( int i
=0; i
<world
.trigger_count
; i
++ )
612 struct trigger_zone
*zone
= &world
.triggers
[i
];
615 m4x3_mulv( zone
->inv_transform
, pos
, local
);
617 if( (fabsf(local
[0]) <= 1.0f
) &&
618 (fabsf(local
[1]) <= 1.0f
) &&
619 (fabsf(local
[2]) <= 1.0f
) )
623 if( !world
.in_trigger
)
625 world_run_relay( &zone
->target
);
629 vg_line_boxf_transformed( zone
->transform
, (boxf
){{-1.0f
,-1.0f
,-1.0f
},
630 { 1.0f
, 1.0f
, 1.0f
}},
634 world
.in_trigger
= in_trigger
;
639 * -----------------------------------------------------------------------------
641 * -----------------------------------------------------------------------------
644 VG_STATIC
void ray_world_get_tri( ray_hit
*hit
, v3f tri
[3] )
646 for( int i
=0; i
<3; i
++ )
647 v3_copy( world
.scene_geo
->arrvertices
[ hit
->tri
[i
] ].co
, tri
[i
] );
650 VG_STATIC
int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
)
652 return scene_raycast( world
.scene_geo
, world
.geo_bh
, pos
, dir
, hit
);
655 VG_STATIC
struct world_material
*world_tri_index_material( u32 index
)
657 for( int i
=1; i
<world
.material_count
; i
++ )
659 struct world_material
*mat
= &world
.materials
[i
];
661 if( (index
>= mat
->sm_geo
.vertex_start
) &&
662 (index
< mat
->sm_geo
.vertex_start
+mat
->sm_geo
.vertex_count
) )
669 return &world
.materials
[0];
672 VG_STATIC
struct world_material
*world_contact_material( rb_ct
*ct
)
674 return world_tri_index_material( ct
->element_id
);
677 VG_STATIC
struct world_material
*ray_hit_material( ray_hit
*hit
)
679 return world_tri_index_material( hit
->tri
[0] );