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/standard.h"
25 #include "shaders/vblend.h"
26 #include "shaders/gpos.h"
27 #include "shaders/blitcolour.h"
28 #include "shaders/alphatest.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,
55 VG_STATIC
struct gworld
58 * Allocated as system memory
59 * --------------------------------------------------------------------------
64 mdl_submesh dome_upper
, dome_lower
;
66 glmesh mesh_gate_surface
;
68 double sky_time
, sky_rate
, sky_target_rate
;
73 struct framebuffer fbreflect
, fbdepth
;
84 /* split flap display */
87 mdl_submesh
*sm_module
, *sm_card
;
88 glmesh mesh_base
, mesh_display
;
95 /* timing bars, fixed maximum amount */
103 struct route_ui_segment
106 u32 vertex_start
, vertex_count
,
107 index_start
, index_count
, notches
;
109 segments
[k_max_ui_segments
];
111 u32 segment_start
, segment_count
, fade_start
, fade_count
;
112 double fade_timer_start
;
118 int active_route_board
;
121 /* This is a small flag we use to changelevel.
122 * It will not be cleared until all sounds stop playing
124 int switching_to_new_world
;
125 char world_name
[ 64 ];
128 * Dynamically allocated when world_load is called.
130 * the following arrays index somewhere into this linear
134 * --------------------------------------------------------------------------
137 *audio_vgl
; /* sub buffer of the audio buffer */
145 * Materials / textures
151 struct world_material
161 * Named safe places to respawn
173 * Audio player entities
175 struct world_audio_thing
182 audio_clip temp_embedded_clip
;
185 u32 audio_things_count
;
197 enum classtype classtype
;
206 * Box trigger entities
210 m4x3f transform
, inv_transform
;
212 struct relay_target target
;
220 struct logic_achievement
223 const char *achievement_id
;
226 * logic_achievements
;
227 u32 achievement_count
;
231 * Routes (world_routes.h)
232 * --------------------------------------------------------------------------
236 v3f co
, right
, up
, h
;
239 u32 special_type
, special_id
, current_refs
, ref_count
;
240 u32 route_ids
[4]; /* Gates can be linked into up to four routes */
256 double best_lap
, latest_pass
; /* Session */
258 m4x3f scoreboard_transform
;
271 m4x3f to_world
, recv_to_world
, transport
;
279 u32 version
; /* Incremented on every teleport */
287 struct route_collector
289 struct route_timing timing
;
296 * ----------------------------------------------------
301 double time
, rewind_from
, rewind_to
, last_use
;
313 u32 grind_edge_count
;
315 /* spacial mappings */
322 glmesh mesh_route_lines
;
328 mdl_submesh sm_foliage_main
;
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
);
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"
355 * -----------------------------------------------------------------------------
357 * -----------------------------------------------------------------------------
360 VG_STATIC
int world_stop_sound( int argc
, const char *argv
[] )
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
368 for( int i
=0; i
<world
.audio_things_count
; i
++ )
370 struct world_audio_thing
*at
= &world
.audio_things
[i
];
372 if( audio_player_is_playing( &at
->player
) )
374 u32 cflags
= audio_player_get_flags( &at
->player
);
375 audio_player_set_flags( &at
->player
, cflags
| AUDIO_FLAG_KILL
);
383 VG_STATIC
int world_change_world( int argc
, const char *argv
[] )
387 vg_info( "%s\n", world
.world_name
);
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
);
401 VG_STATIC
void world_init(void)
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 },
411 vg_function_push( (struct vg_cmd
)
413 .name
= "world_stop_sound",
414 .function
= world_stop_sound
417 vg_function_push( (struct vg_cmd
)
420 .function
= world_change_world
423 world
.sky_rate
= 1.0;
424 world
.sky_target_rate
= 1.0;
426 shader_terrain_register();
427 shader_sky_register();
428 shader_gpos_register();
429 shader_blitcolour_register();
430 shader_alphatest_register();
432 vg_info( "Loading world resources\n" );
434 vg_linear_clear( vg_mem
.scratch
);
435 mdl_context
*msky
= mdl_load_full( vg_mem
.scratch
, "models/rs_skydome.mdl" );
437 mdl_node
*nupper
= mdl_node_from_name( msky
, "dome_complete" );
438 world
.dome_upper
= *mdl_node_submesh( msky
, nupper
, 0 );
440 vg_acquire_thread_sync();
442 mdl_unpack_glmesh( msky
, &world
.skydome
);
444 vg_release_thread_sync();
447 vg_info( "Loading other world systems\n" );
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
);
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
,
461 VG_STATIC
void world_audio_init(void)
463 u32 size
= vg_linear_remaining( vg_audio
.audio_pool
)
464 - sizeof(vg_linear_allocator
);
466 world
.audio_vgl
= vg_create_linear_allocator( vg_audio
.audio_pool
,
467 size
, VG_MEMORY_SYSTEM
);
470 VG_STATIC
void world_trigger_achievement( u32 uid
)
472 struct logic_achievement
*ach
= &world
.logic_achievements
[ uid
];
477 steam_set_achievement( ach
->achievement_id
);
478 steam_store_achievements();
483 VG_STATIC
void world_run_relay( struct relay_target
*rt
);
484 VG_STATIC
void world_trigger_relay( u32 uid
)
486 struct logic_relay
*relay
= &world
.logic_relays
[ uid
];
488 for( int i
=0; i
<relay
->target_count
; i
++ )
490 world_run_relay( &relay
->targets
[i
] );
494 VG_STATIC
void world_trigger_audio( u32 uid
)
496 struct world_audio_thing
*wat
= &world
.audio_things
[ uid
];
499 audio_player_playclip( &wat
->player
,
500 &wat
->temp_embedded_clip
);
504 VG_STATIC
void world_run_relay( struct relay_target
*rt
)
506 struct entity_instruction
508 enum classtype classtype
;
509 void (*p_trigger
)( u32 uid
);
511 entity_instructions
[] =
513 { k_classtype_logic_achievement
, world_trigger_achievement
},
514 { k_classtype_logic_relay
, world_trigger_relay
},
515 { k_classtype_audio
, world_trigger_audio
}
518 for( int i
=0; i
<vg_list_size(entity_instructions
); i
++ )
520 struct entity_instruction
*instr
= &entity_instructions
[i
];
522 if( instr
->classtype
== rt
->classtype
)
524 instr
->p_trigger( rt
->sub_id
);
529 vg_error( "Don't know how to trigger classtype %d\n", rt
->classtype
);
532 VG_STATIC
void world_update( v3f pos
)
534 if( world
.switching_to_new_world
)
539 for( int i
=0; i
<world
.audio_things_count
; i
++ )
541 struct world_audio_thing
*at
= &world
.audio_things
[i
];
543 if( audio_player_is_playing( &at
->player
) )
553 world
.switching_to_new_world
= 0;
555 vg_loader_start( world_load
);
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 );
564 world_routes_update();
566 world_routes_debug();
569 if( world
.route_count
> 0 )
572 float min_dist
= INFINITY
;
574 for( int i
=0; i
<world
.route_count
; i
++ )
576 float d
= v3_dist2( world
.routes
[i
].scoreboard_transform
[3], pos
);
585 if( (world
.active_route_board
!= closest
) || network_scores_updated
)
587 network_scores_updated
= 0;
588 world
.active_route_board
= closest
;
590 struct route
*route
= &world
.routes
[closest
];
592 u32 id
= route
->track_id
;
594 if( id
!= 0xffffffff )
596 struct netmsg_board
*local_board
=
597 &scoreboard_client_data
.boards
[id
];
599 for( int i
=0; i
<13; i
++ )
601 sfd_encode( i
, &local_board
->data
[27*i
] );
608 for( int i
=0; i
<world
.trigger_count
; i
++ )
610 struct trigger_zone
*zone
= &world
.triggers
[i
];
613 m4x3_mulv( zone
->inv_transform
, pos
, local
);
615 if( (fabsf(local
[0]) <= 1.0f
) &&
616 (fabsf(local
[1]) <= 1.0f
) &&
617 (fabsf(local
[2]) <= 1.0f
) )
621 if( !world
.in_trigger
)
623 world_run_relay( &zone
->target
);
627 vg_line_boxf_transformed( zone
->transform
, (boxf
){{-1.0f
,-1.0f
,-1.0f
},
628 { 1.0f
, 1.0f
, 1.0f
}},
632 world
.in_trigger
= in_trigger
;
637 * -----------------------------------------------------------------------------
639 * -----------------------------------------------------------------------------
642 VG_STATIC
void ray_world_get_tri( ray_hit
*hit
, v3f tri
[3] )
644 for( int i
=0; i
<3; i
++ )
645 v3_copy( world
.scene_geo
->arrvertices
[ hit
->tri
[i
] ].co
, tri
[i
] );
648 VG_STATIC
int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
)
650 return scene_raycast( world
.scene_geo
, world
.geo_bh
, pos
, dir
, hit
);
653 VG_STATIC
struct world_material
*world_tri_index_material( u32 index
)
655 for( int i
=1; i
<world
.material_count
; i
++ )
657 struct world_material
*mat
= &world
.materials
[i
];
659 if( (index
>= mat
->sm_geo
.vertex_start
) &&
660 (index
< mat
->sm_geo
.vertex_start
+mat
->sm_geo
.vertex_count
) )
667 return &world
.materials
[0];
670 VG_STATIC
struct world_material
*world_contact_material( rb_ct
*ct
)
672 return world_tri_index_material( ct
->element_id
);
675 VG_STATIC
struct world_material
*ray_hit_material( ray_hit
*hit
)
677 return world_tri_index_material( hit
->tri
[0] );