moved some stuff
[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 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 "traffic.h" /*TODO: -> world_traffic.h */
23
24 #include "shaders/terrain.h"
25 #include "shaders/sky.h"
26 #include "shaders/planeinf.h"
27 #include "shaders/standard.h"
28 #include "shaders/vblend.h"
29 #include "shaders/gpos.h"
30 #include "shaders/fscolour.h"
31 #include "shaders/alphatest.h"
32
33 enum { k_max_ui_segments = 8 };
34 enum { k_max_ui_splits_per_segment = 16 };
35
36 enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment };
37 enum { k_max_element_verts = 10 };
38 enum { k_max_element_indices = 20 };
39
40 enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts };
41 enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices };
42
43 static struct gworld
44 {
45 /* gameplay */
46 struct respawn_point
47 {
48 v3f co;
49 v4f q;
50 char name[32];
51 }
52 spawns[32];
53 u32 spawn_count;
54
55 struct world_audio_thing
56 {
57 v3f pos;
58 float volume;
59 u32 flags;
60
61 audio_player player;
62 audio_clip temp_embedded_clip;
63 }
64 * audio_things;
65
66 u32 audio_things_count,
67 audio_things_cap;
68
69 struct achievement_zone
70 {
71 m4x3f transform, inv_transform;
72 char name[32];
73 int triggered;
74
75 union
76 {
77 mdl_node *ptarget_delegated;
78 struct world_audio_thing *ptarget;
79 };
80 }
81 * achievement_zones;
82
83 u32 achievement_zones_count,
84 achievement_zones_cap;
85
86 struct subworld_sfd
87 {
88 scene mesh;
89 mdl_submesh *sm_module, *sm_card;
90 glmesh temp;
91
92 struct sfd_instance
93 {
94 float *buffer;
95
96 u32 w,h;
97 }
98 tester;
99 }
100 sfd;
101
102 /* Paths */
103 traffic_node traffic[128];
104 u32 traffic_count;
105
106 #if 0
107 traffic_driver van_man[6];
108 #endif
109
110 double sky_time, sky_rate, sky_target_rate;
111
112 /* Physics */
113
114 /* Rendering & geometry */
115 scene geo, foliage;
116 rigidbody rb_geo;
117
118 /* TODO Maybe make this less hardcoded */
119 mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
120 sm_foliage_main, sm_foliage_alphatest,
121 sm_graffiti, sm_subworld, sm_terrain;
122
123 glmesh skybox, skydome;
124 mdl_submesh dome_upper, dome_lower;
125
126 glmesh cars;
127 mdl_submesh car_holden;
128
129 /* Load time */
130
131 struct instance_cache
132 {
133 mdl_header *mdl;
134 u32 pstr_file;
135 }
136 * instance_cache;
137 u32 instance_cache_count,
138 instance_cache_cap;
139
140 v3f render_gate_pos;
141 int active_route_board;
142 }
143 world ;
144
145 typedef struct teleport_gate teleport_gate;
146 struct teleport_gate
147 {
148 v3f co[2];
149 v4f q[2];
150 v2f dims;
151
152 m4x3f to_world, recv_to_world, transport;
153 };
154
155 struct subworld_routes
156 {
157 struct route_node
158 {
159 v3f co, right, up, h;
160 u32 next[2];
161
162 u32 special_type, special_id, current_refs, ref_count;
163 u32 route_ids[4]; /* Gates can be linked into up to four routes */
164 }
165 *nodes;
166
167 u32 node_count,
168 node_cap;
169
170 struct route
171 {
172 u32 track_id;
173 v4f colour;
174
175 u32 start;
176 mdl_submesh sm;
177
178 int active;
179 float factive;
180
181 double best_lap, latest_pass; /* Session */
182
183 struct
184 {
185 GLuint vao, vbo, ebo;
186
187 u32 indices_head;
188 u32 vertex_head;
189
190 float last_notch;
191
192 struct route_ui_segment
193 {
194 float length;
195 u32 vertex_start, vertex_count,
196 index_start, index_count, notches;
197 }
198 segments[k_max_ui_segments];
199
200 u32 segment_start, segment_count, fade_start, fade_count;
201 double fade_timer_start;
202 float xpos;
203 }
204 ui;
205
206 m4x3f scoreboard_transform;
207 }
208 *routes;
209
210 double time, rewind_from, rewind_to, last_use;
211
212 u32 route_count,
213 route_cap;
214
215 struct route_gate
216 {
217 teleport_gate gate;
218 u32 node_id;
219
220 struct route_timing
221 {
222 u32 version; /* Incremented on every teleport */
223 double time;
224 }
225 timing;
226 }
227 *gates;
228
229 struct route_collector
230 {
231 struct route_timing timing;
232 }
233 *collectors;
234
235 u32 gate_count,
236 gate_cap,
237 collector_count,
238 collector_cap;
239
240 u32 active_gate,
241 current_run_version;
242
243 scene scene_lines;
244 }
245 static world_routes;
246
247
248 /*
249 * API
250 */
251
252 static int ray_hit_is_ramp( ray_hit *hit );
253 static int ray_hit_is_terrain( ray_hit *hit );
254 static void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
255 static int ray_world( v3f pos, v3f dir, ray_hit *hit );
256
257 /*
258 * Submodules
259 */
260
261 #include "world_routes.h"
262 #include "world_sfd.h"
263 #include "world_render.h"
264 #include "world_water.h"
265 #include "world_gen.h"
266 #include "world_gate.h"
267
268 /*
269 * -----------------------------------------------------------------------------
270 * Events
271 * -----------------------------------------------------------------------------
272 */
273
274 static void world_init(void)
275 {
276 world.sky_rate = 1.0;
277 world.sky_target_rate = 1.0;
278
279 shader_terrain_register();
280 shader_sky_register();
281 shader_planeinf_register();
282 shader_gpos_register();
283 shader_fscolour_register();
284 shader_alphatest_register();
285
286 vg_info( "Loading world resources\n" );
287
288 VG_REQUIRED_ASSET( mdl_header*, mcars, mdl_load, "models/rs_cars.mdl" );
289 VG_REQUIRED_ASSET( mdl_header*, msky, mdl_load, "models/rs_skydome.mdl" );
290
291 mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
292 world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
293
294 mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
295 *nupper = mdl_node_from_name( msky, "dome_upper" );
296
297 world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
298 world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
299
300 vg_acquire_thread_sync();
301 {
302 mdl_unpack_glmesh( mcars, &world.cars );
303 mdl_unpack_glmesh( msky, &world.skydome );
304 }
305 vg_release_thread_sync();
306
307 vg_free(mcars);
308 vg_free(msky);
309
310 /* Other systems */
311 vg_info( "Loading other world systems\n" );
312
313 vg_loader_highwater( world_render_init, world_render_free, NULL );
314 vg_loader_highwater( world_sfd_init, world_sfd_free, NULL );
315 vg_loader_highwater( world_water_init, world_water_free, NULL );
316 vg_loader_highwater( world_gates_init, world_gates_free, NULL );
317 vg_loader_highwater( world_routes_init, world_routes_free, NULL );
318 }
319
320 static void world_free( void *_ )
321 {
322 mesh_free( &world.cars );
323 mesh_free( &world.skydome );
324 vg_free( world.achievement_zones );
325
326 /* FIXME: This fucks with the audio player. Use-after-free */
327 #if 0
328 vg_free( world.audio_things );
329 #endif
330 }
331
332 static void world_update( v3f pos )
333 {
334 world.sky_time += world.sky_rate * vg.time_delta;
335 world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate,
336 vg.time_delta * 5.0 );
337
338 world_routes_update();
339 #if 0
340 world_routes_debug();
341 #endif
342
343 int closest = 0;
344 float min_dist = INFINITY;
345
346 for( int i=0; i<world_routes.route_count; i++ )
347 {
348 float d = v3_dist2( world_routes.routes[i].scoreboard_transform[3], pos );
349
350 if( d < min_dist )
351 {
352 min_dist = d;
353 closest = i;
354 }
355 }
356
357 if( (world.active_route_board != closest) || network_scores_updated )
358 {
359 network_scores_updated = 0;
360 world.active_route_board = closest;
361 struct subworld_sfd *sfd = &world.sfd;
362
363 struct route *route = &world_routes.routes[closest];
364
365 u32 id = route->track_id;
366
367 if( id != 0xffffffff )
368 {
369 struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
370
371 for( int i=0; i<13; i++ )
372 {
373 sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
374 }
375 }
376 }
377
378 static int in_zone = 0;
379
380 int in_zone_this_time = 0;
381
382 for( int i=0; i<world.achievement_zones_count; i++ )
383 {
384 struct achievement_zone *zone = &world.achievement_zones[i];
385
386 v3f local;
387 m4x3_mulv( zone->inv_transform, pos, local );
388
389 if( (fabsf(local[0]) <= 1.0f) &&
390 (fabsf(local[1]) <= 1.0f) &&
391 (fabsf(local[2]) <= 1.0f) )
392 {
393 in_zone_this_time = 1;
394
395 if( !in_zone && zone->ptarget )
396 {
397 audio_lock();
398 audio_player_playclip( &zone->ptarget->player,
399 &zone->ptarget->temp_embedded_clip );
400 audio_unlock();
401 }
402
403 if( !zone->triggered )
404 {
405 steam_set_achievement( zone->name );
406 steam_store_achievements();
407 }
408
409 zone->triggered = 1;
410 }
411
412 vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
413 { 1.0f, 1.0f, 1.0f}},
414 0xff00ff00 );
415 }
416
417 in_zone = in_zone_this_time;
418
419 sfd_update( &world.sfd.tester );
420 }
421
422 /*
423 * -----------------------------------------------------------------------------
424 * API implementation
425 * -----------------------------------------------------------------------------
426 */
427
428 static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
429 {
430 for( int i=0; i<3; i++ )
431 v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
432 }
433
434 static int ray_world( v3f pos, v3f dir, ray_hit *hit )
435 {
436 return scene_raycast( &world.geo, pos, dir, hit );
437 }
438
439 static int ray_hit_is_terrain( ray_hit *hit )
440 {
441 u32 valid_start = 0,
442 valid_end = world.sm_terrain.vertex_count;
443
444 return (hit->tri[0] >= valid_start) &&
445 (hit->tri[0] < valid_end);
446 }
447
448 static int ray_hit_is_ramp( ray_hit *hit )
449 {
450 u32 valid_start = world.sm_geo_std.vertex_start,
451 valid_end = world.sm_geo_vb.vertex_start;
452
453 return (hit->tri[0] >= valid_start) &&
454 (hit->tri[0] < valid_end);
455 }
456
457 #endif /* WORLD_H */