isolate world code
[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 #ifndef WORLD_H
8 #define WORLD_H
9
10 typedef struct world_instance world_instance;
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/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"
27
28 #include "shaders/model_sky.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 struct world_instance
56 {
57 /* This is a small flag we use to changelevel.
58 * It will not be cleared until all sounds stop playing
59 */
60
61 /* Fixed items
62 * -------------------------------------------------------
63 */
64
65 char world_name[ 64 ];
66
67 struct
68 {
69 boxf depthbounds;
70 int depth_computed;
71
72 float height;
73 int enabled;
74 v4f plane;
75 }
76 water;
77
78 /* STD140 */
79 struct ub_world_lighting
80 {
81 /* v3f (padded) */
82 v4f g_light_colours[3],
83 g_light_directions[3],
84 g_ambient_colour;
85
86 v4f g_water_plane,
87 g_depth_bounds;
88
89 float g_water_fog;
90 int g_light_count;
91 int g_light_preview;
92 int g_shadow_samples;
93
94 v4f g_point_light_positions[32];
95 v4f g_point_light_colours[32];
96 }
97 ub_lighting;
98 GLuint ubo_lighting;
99 int ubo_bind_point;
100
101 struct framebuffer heightmap;
102
103 /*
104 * Dynamically allocated when world_load is called.
105 *
106 * the following arrays index somewhere into this linear
107 * allocator
108 *
109 * (world_gen.h)
110 * --------------------------------------------------------------------------
111 */
112 /*
113 * Main world .mdl
114 */
115 mdl_context *meta;
116
117 /*
118 * Materials / textures
119 */
120
121 GLuint *textures;
122 u32 texture_count;
123
124 struct world_material
125 {
126 mdl_material info;
127 mdl_submesh sm_geo,
128 sm_no_collide;
129 }
130 * materials;
131 u32 material_count;
132
133 /*
134 * Named safe places to respawn
135 */
136 struct respawn_point
137 {
138 v3f co;
139 v4f q;
140 const char *name;
141 }
142 * spawns;
143 u32 spawn_count;
144
145 /*
146 * Audio player entities
147 */
148 struct world_audio_thing
149 {
150 v3f pos;
151 float volume;
152 u32 flags;
153
154 audio_player player;
155 audio_clip temp_embedded_clip;
156 }
157 * audio_things;
158 u32 audio_things_count;
159
160 /*
161 * Relays
162 */
163 struct logic_relay
164 {
165 v3f pos;
166
167 struct relay_target
168 {
169 u32 sub_id;
170 enum classtype classtype;
171 }
172 targets[4];
173 u32 target_count;
174 }
175 * logic_relays;
176 u32 relay_count;
177
178 /*
179 * Box trigger entities
180 */
181 struct trigger_zone
182 {
183 m4x3f transform, inv_transform;
184
185 struct relay_target target;
186 }
187 * triggers;
188 u32 trigger_count;
189
190 /*
191 * Achievements
192 */
193 struct logic_achievement
194 {
195 v3f pos;
196 const char *achievement_id;
197 u32 achieved;
198 }
199 * logic_achievements;
200 u32 achievement_count;
201
202 /*
203 * Lights
204 */
205 struct world_light
206 {
207 v3f co;
208 v4f colour;
209 }
210 * lights;
211 u32 light_count;
212
213 /*
214 * Routes (world_routes.h)
215 * --------------------------------------------------------------------------
216 */
217 struct route_node
218 {
219 v3f co, right, up, h;
220 u32 next[2];
221
222 u32 special_type, special_id, current_refs, ref_count;
223 u32 route_ids[4]; /* Gates can be linked into up to four routes */
224 }
225 *nodes;
226 u32 node_count;
227
228 struct route
229 {
230 u32 track_id;
231 v4f colour;
232
233 u32 start;
234 mdl_submesh sm;
235
236 int active;
237 float factive;
238
239 double best_lap, latest_pass; /* Session */
240
241 m4x3f scoreboard_transform;
242 }
243 *routes;
244 u32 route_count;
245
246 struct route_gate
247 {
248 struct teleport_gate
249 {
250 v3f co[2];
251 v4f q[2];
252 v2f dims;
253
254 m4x3f to_world, recv_to_world, transport;
255 }
256 gate;
257
258 u32 node_id;
259
260 struct route_timing
261 {
262 u32 version; /* Incremented on every teleport */
263 double time;
264 }
265 timing;
266 }
267 *gates;
268 u32 gate_count;
269
270 struct route_collector
271 {
272 struct route_timing timing;
273 }
274 *collectors;
275 u32 collector_count;
276
277
278 /* logic
279 * ----------------------------------------------------
280 */
281
282 /* world geometry */
283 scene *scene_geo,
284 *scene_no_collide,
285 *scene_lines;
286
287 /* spacial mappings */
288 bh_tree *audio_bh,
289 *trigger_bh,
290 *geo_bh;
291
292 /* graphics */
293 glmesh mesh_route_lines;
294 glmesh mesh_geo,
295 mesh_no_collide,
296 mesh_water;
297
298 rigidbody rb_geo; /* todo.. ... */
299 };
300
301 VG_STATIC struct world_global
302 {
303 /*
304 * Allocated as system memory
305 * --------------------------------------------------------------------------
306 */
307 void *generic_heap,
308 *audio_heap; /* sub buffer of the audio buffer */
309
310 /* rendering */
311 glmesh skydome;
312 mdl_submesh dome_upper, dome_lower;
313
314 glmesh mesh_gate_surface;
315
316 double sky_time, sky_rate, sky_target_rate;
317
318 /* gates, TODO: active_gate should also know which instance */
319 u32 active_gate,
320 current_run_version;
321 double time, rewind_from, rewind_to, last_use;
322
323 /* water rendering */
324 struct
325 {
326 struct framebuffer fbreflect, fbdepth;
327 }
328 water;
329
330 /* split flap display */
331 struct
332 {
333 mdl_submesh *sm_module, *sm_card;
334 glmesh mesh_base, mesh_display;
335
336 u32 w, h;
337 float *buffer;
338 }
339 sfd;
340
341 /* timing bars, fixed maximum amount */
342 struct route_ui_bar
343 {
344 GLuint vao, vbo, ebo;
345
346 u32 indices_head;
347 u32 vertex_head;
348
349 struct route_ui_segment
350 {
351 float length;
352 u32 vertex_start, vertex_count,
353 index_start, index_count, notches;
354 }
355 segments[k_max_ui_segments];
356
357 u32 segment_start, segment_count, fade_start, fade_count;
358 double fade_timer_start;
359 float xpos;
360 }
361 ui_bars[16];
362
363 v3f render_gate_pos;
364 int active_route_board;
365 int in_trigger;
366
367 int switching_to_new_world;
368
369 world_instance worlds[4];
370 u32 world_count;
371 u32 active_world;
372 }
373 world_global;
374
375 VG_STATIC world_instance *get_active_world( void )
376 {
377 return &world_global.worlds[ world_global.active_world ];
378 }
379
380 /*
381 * API
382 */
383
384 VG_STATIC
385 int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
386
387 VG_STATIC
388 struct world_material *ray_hit_material( world_instance *world, ray_hit *hit );
389
390 VG_STATIC
391 void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
392
393 VG_STATIC
394 int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
395
396 /*
397 * Submodules
398 */
399
400 #include "world_routes.h"
401 #include "world_sfd.h"
402 #include "world_render.h"
403 #include "world_water.h"
404 #include "world_gen.h"
405 #include "world_gate.h"
406
407 /*
408 * -----------------------------------------------------------------------------
409 * Events
410 * -----------------------------------------------------------------------------
411 */
412
413 VG_STATIC int world_stop_sound( int argc, const char *argv[] )
414 {
415 world_instance *world = get_active_world();
416
417 /*
418 * None of our world audio runs as one shots, they always have a player.
419 * Therefore it is safe to delete clip data after the players are
420 * disconnected
421 */
422 audio_lock();
423 for( int i=0; i<world->audio_things_count; i++ )
424 {
425 struct world_audio_thing *at = &world->audio_things[i];
426
427 if( audio_player_is_playing( &at->player ) )
428 {
429 u32 cflags = audio_player_get_flags( &at->player );
430 audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL );
431 }
432 }
433 audio_unlock();
434
435 return 0;
436 }
437
438 VG_STATIC int world_change_world( int argc, const char *argv[] )
439 {
440 #if 0
441 world_instance *world = get_active_world();
442
443 if( argc == 0 )
444 {
445 vg_info( "%s\n", world.world_name );
446 return 0;
447 }
448 else
449 {
450 vg_info( "Switching world...\n" );
451 strcpy( world.world_name, argv[0] );
452 world.switching_to_new_world = 1;
453 world_stop_sound( 0, NULL );
454 }
455 #endif
456
457 return 0;
458 }
459
460 VG_STATIC void world_init(void)
461 {
462 #if 0
463 vg_var_push( (struct vg_var){
464 .name = "water_enable",
465 .data = &world.water.enabled,
466 .data_type = k_var_dtype_i32,
467 .opt_i32 = { .min=0, .max=1, .clamp=1 },
468 .persistent = 0
469 });
470 #endif
471
472 vg_function_push( (struct vg_cmd)
473 {
474 .name = "world_stop_sound",
475 .function = world_stop_sound
476 });
477
478 vg_function_push( (struct vg_cmd)
479 {
480 .name = "world",
481 .function = world_change_world
482 });
483
484 world_global.sky_rate = 1.0;
485 world_global.sky_target_rate = 1.0;
486
487 shader_scene_standard_register();
488 shader_scene_standard_alphatest_register();
489 shader_scene_vertex_blend_register();
490 shader_scene_terrain_register();
491 shader_scene_depth_register();
492
493 shader_model_sky_register();
494
495 vg_info( "Loading world resources\n" );
496
497 vg_linear_clear( vg_mem.scratch );
498 mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" );
499
500 mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" );
501 world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
502
503 vg_acquire_thread_sync();
504 {
505 mdl_unpack_glmesh( msky, &world_global.skydome );
506 }
507 vg_release_thread_sync();
508
509 /* Other systems */
510 vg_info( "Loading other world systems\n" );
511
512 vg_loader_step( world_render_init, NULL );
513 vg_loader_step( world_sfd_init, NULL );
514 vg_loader_step( world_water_init, NULL );
515 vg_loader_step( world_gates_init, NULL );
516 vg_loader_step( world_routes_init, NULL );
517
518 /* Allocate dynamic world memory arena */
519 u32 max_size = 76*1024*1024;
520 world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory,
521 max_size,
522 VG_MEMORY_SYSTEM );
523 }
524
525 VG_STATIC void world_audio_init(void)
526 {
527 u32 size = vg_linear_remaining( vg_audio.audio_pool )
528 - sizeof(vg_linear_allocator);
529
530 world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool,
531 size,
532 VG_MEMORY_SYSTEM );
533 }
534
535 VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
536 {
537 struct logic_achievement *ach = &world->logic_achievements[ uid ];
538
539 if( ach->achieved )
540 return;
541
542 steam_set_achievement( ach->achievement_id );
543 steam_store_achievements();
544
545 ach->achieved = 1;
546 }
547
548 VG_STATIC void world_run_relay( world_instance *world,
549 struct relay_target *rt );
550
551 VG_STATIC void world_trigger_relay( world_instance *world, u32 uid )
552 {
553 struct logic_relay *relay = &world->logic_relays[ uid ];
554
555 for( int i=0; i<relay->target_count; i++ )
556 {
557 world_run_relay( world, &relay->targets[i] );
558 }
559 }
560
561 VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
562 {
563 struct world_audio_thing *wat = &world->audio_things[ uid ];
564
565 audio_lock();
566 audio_player_playclip( &wat->player,
567 &wat->temp_embedded_clip );
568 audio_unlock();
569 }
570
571 VG_STATIC void world_run_relay( world_instance *world,
572 struct relay_target *rt )
573 {
574 struct entity_instruction
575 {
576 enum classtype classtype;
577 void (*p_trigger)( world_instance *world, u32 uid );
578 }
579 entity_instructions[] =
580 {
581 { k_classtype_logic_achievement, world_trigger_achievement },
582 { k_classtype_logic_relay, world_trigger_relay },
583 { k_classtype_audio, world_trigger_audio }
584 };
585
586 for( int i=0; i<vg_list_size(entity_instructions); i++ )
587 {
588 struct entity_instruction *instr = &entity_instructions[i];
589
590 if( instr->classtype == rt->classtype )
591 {
592 instr->p_trigger( world, rt->sub_id );
593 return;
594 }
595 }
596
597 vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
598 }
599
600 VG_STATIC void world_update( world_instance *world, v3f pos )
601 {
602 #if 0
603 if( world.switching_to_new_world )
604 {
605 int all_stopped = 1;
606
607 audio_lock();
608 for( int i=0; i<world.audio_things_count; i++ )
609 {
610 struct world_audio_thing *at = &world.audio_things[i];
611
612 if( audio_player_is_playing( &at->player ) )
613 {
614 all_stopped = 0;
615 break;
616 }
617 }
618 audio_unlock();
619
620 if( all_stopped )
621 {
622 world.switching_to_new_world = 0;
623 world_unload();
624 vg_loader_start( world_load );
625 return;
626 }
627 }
628
629 world.sky_time += world.sky_rate * vg.time_delta;
630 world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate,
631 vg.time_delta * 5.0 );
632 #endif
633
634 world_routes_update( world );
635 #if 0
636 world_routes_debug();
637 #endif
638
639 if( world->route_count > 0 )
640 {
641 int closest = 0;
642 float min_dist = INFINITY;
643
644 for( int i=0; i<world->route_count; i++ )
645 {
646 float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos );
647
648 if( d < min_dist )
649 {
650 min_dist = d;
651 closest = i;
652 }
653 }
654
655 if( (world_global.active_route_board != closest)
656 || network_scores_updated )
657 {
658 network_scores_updated = 0;
659 world_global.active_route_board = closest;
660
661 struct route *route = &world->routes[closest];
662
663 u32 id = route->track_id;
664
665 if( id != 0xffffffff )
666 {
667 struct netmsg_board *local_board =
668 &scoreboard_client_data.boards[id];
669
670 for( int i=0; i<13; i++ )
671 {
672 sfd_encode( i, &local_board->data[27*i] );
673 }
674 }
675 }
676 }
677
678 int in_trigger = 0;
679 for( int i=0; i<world->trigger_count; i++ )
680 {
681 struct trigger_zone *zone = &world->triggers[i];
682
683 v3f local;
684 m4x3_mulv( zone->inv_transform, pos, local );
685
686 if( (fabsf(local[0]) <= 1.0f) &&
687 (fabsf(local[1]) <= 1.0f) &&
688 (fabsf(local[2]) <= 1.0f) )
689 {
690 in_trigger = 1;
691
692 if( !world_global.in_trigger )
693 {
694 world_run_relay( world, &zone->target );
695 }
696 }
697
698 vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
699 { 1.0f, 1.0f, 1.0f}},
700 0xff00ff00 );
701 }
702
703 for( int i=0; i<world->light_count; i++ )
704 {
705 struct world_light *light = &world->lights[i];
706
707 u32 colour = 0xff000000;
708 u8 r = light->colour[0] * 255.0f,
709 g = light->colour[1] * 255.0f,
710 b = light->colour[2] * 255.0f;
711
712 colour |= r;
713 colour |= g << 8;
714 colour |= b << 16;
715
716 vg_line_pt3( light->co, 0.25f, colour );
717 }
718
719 world_global.in_trigger = in_trigger;
720 sfd_update();
721 }
722
723 /*
724 * -----------------------------------------------------------------------------
725 * API implementation
726 * -----------------------------------------------------------------------------
727 */
728
729 VG_STATIC void ray_world_get_tri( world_instance *world,
730 ray_hit *hit, v3f tri[3] )
731 {
732 for( int i=0; i<3; i++ )
733 v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
734 }
735
736 VG_STATIC int ray_world( world_instance *world,
737 v3f pos, v3f dir, ray_hit *hit )
738 {
739 return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit );
740 }
741
742 /*
743 * Cast a sphere from a to b and see what time it hits
744 */
745 VG_STATIC int spherecast_world( world_instance *world,
746 v3f pa, v3f pb, float r, float *t, v3f n )
747 {
748 bh_iter it;
749 bh_iter_init( 0, &it );
750
751 boxf region;
752 box_init_inf( region );
753 box_addpt( region, pa );
754 box_addpt( region, pb );
755
756 v3_add( (v3f){ r, r, r}, region[1], region[1] );
757 v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
758
759 v3f dir;
760 v3_sub( pb, pa, dir );
761
762 v3f dir_inv;
763 dir_inv[0] = 1.0f/dir[0];
764 dir_inv[1] = 1.0f/dir[1];
765 dir_inv[2] = 1.0f/dir[2];
766
767 int hit = -1;
768 float min_t = 1.0f;
769
770 int idx;
771 while( bh_next( world->geo_bh, &it, region, &idx ) )
772 {
773 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
774 v3f tri[3];
775
776 boxf box;
777 box_init_inf( box );
778
779 for( int j=0; j<3; j++ )
780 {
781 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
782 box_addpt( box, tri[j] );
783 }
784
785 v3_add( (v3f){ r, r, r}, box[1], box[1] );
786 v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
787
788 if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
789 continue;
790
791 float t;
792 v3f n1;
793 if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
794 {
795 if( t < min_t )
796 {
797 min_t = t;
798 hit = idx;
799 v3_copy( n1, n );
800 }
801 }
802 }
803
804 *t = min_t;
805 return hit;
806 }
807
808 VG_STATIC
809 struct world_material *world_tri_index_material( world_instance *world,
810 u32 index )
811 {
812 for( int i=1; i<world->material_count; i++ )
813 {
814 struct world_material *mat = &world->materials[i];
815
816 if( (index >= mat->sm_geo.vertex_start) &&
817 (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
818 {
819 return mat;
820 }
821 }
822
823 /* error material */
824 return &world->materials[0];
825 }
826
827 VG_STATIC struct world_material *world_contact_material( world_instance *world,
828 rb_ct *ct )
829 {
830 return world_tri_index_material( world, ct->element_id );
831 }
832
833 VG_STATIC struct world_material *ray_hit_material( world_instance *world,
834 ray_hit *hit )
835 {
836 return world_tri_index_material( world, hit->tri[0] );
837 }
838
839 #endif /* WORLD_H */