+#include "common.h"
+
+static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+
#ifndef WORLD_H
#define WORLD_H
-#define VG_3D
-#include "vg/vg.h"
-
#include "scene.h"
#include "terrain.h"
#include "render.h"
#include "water.h"
-
+#include "rigidbody.h"
+#include "gate.h"
+#include "bvh.h"
+#include "lighting.h"
+#include "model.h"
+
+#include "shaders/terrain.h"
+#include "shaders/sky.h"
+#include "shaders/planeinf.h"
#include "shaders/standard.h"
+#include "shaders/vblend.h"
+#include "shaders/gpos.h"
+#include "shaders/fscolour.h"
static struct gworld
{
- scene geo, foliage;
+ /* gameplay */
+ v3f tutorial;
+ teleport_gate gates[64];
+ u32 gate_count;
+
+ /* Physics */
+ rigidbody temp_rbs[128];
+ u32 rb_count;
+ bh_tree bhcubes;
+
+ /* Rendering & geometry */
+ scene geo, foliage, props;
submodel sm_road, sm_terrain;
- glmesh skybox;
- v3f tutorial;
+ glmesh skybox, skydome;
+ submodel dome_upper,
+ dome_lower;
}
world;
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
-
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- render_terrain( projection, camera[3] );
- scene_bind( &world.geo );
- scene_draw( &world.geo );
-
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
+vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
+ .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
- vg_line_boxf( world.geo.bbx, 0xff00ffff );
-}
+vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+ .flags = VG_TEXTURE_NEAREST };
static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
{
static int ray_world( v3f pos, v3f dir, ray_hit *hit )
{
- return bvh_raycast( &world.geo, pos, dir, hit );
+ return scene_raycast( &world.geo, pos, dir, hit );
}
static int ray_hit_is_ramp( ray_hit *hit )
return hit->tri[0] < world.sm_road.vertex_count;
}
+static void world_register(void)
+{
+ shader_terrain_register();
+ shader_sky_register();
+ shader_planeinf_register();
+ shader_gpos_register();
+ shader_fscolour_register();
+}
+
+static void world_free(void)
+{
+ /* TODO.. */
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera );
static void world_load(void)
{
- /* Setup scene */
+ /*
+ * Setup scene
+ *
+ * TODO: Call world_free when its ready here
+ *
+ */
scene_init( &world.geo );
model *mworld = vg_asset_read( "models/mp_dev.mdl" );
scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
}
+ for( int i=0; i<mworld->layer_count; i++ )
+ {
+ submodel *sm = model_get_submodel( mworld, i );
+ if( !strcmp( sm->material, "vertex_blend" ) )
+ {
+ m4x3f transform;
+ q_m3x3( sm->q, transform );
+ v3_copy( sm->pivot, transform[3] );
+ scene_add_foliage( &world.geo, mworld, sm, transform );
+ }
+ }
scene_copy_slice( &world.geo, &world.sm_road );
for( int i=0; i<mworld->layer_count; i++ )
scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
}
+
scene_copy_slice( &world.geo, &world.sm_terrain );
/*
* TODO: Parametric marker import
*/
- v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
-
-
- /* GATE DEV */
-#if 0
+ v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
+
+ /*
+ * Initialize gates
+ */
+
+ world.gate_count = 0;
+ for( int i=0; i<mworld->marker_count; i++ )
{
- model_marker *ga = model_marker_get(mworld,"gate_a"),
- *gb = model_marker_get(mworld,"gate_a_recv");
-
- v3_copy( ga->co, gate_a.co );
- v3_copy( gb->co, gate_b.co );
- v4_copy( ga->q, gate_a.q );
- v4_copy( gb->q, gate_b.q );
- v2_copy( ga->s, gate_a.dims );
- v2_copy( gb->s, gate_b.dims );
-
- gate_a.other = &gate_b;
- gate_b.other = &gate_a;
+ model_marker *ga = model_get_marker( mworld, i );
+
+ if( ga->classtype == k_classtype_gate )
+ {
+ struct classtype_gate *data = get_entdata_raw( mworld, ga );
+
+ if( data->target )
+ {
+ model_marker *gb = model_get_marker( mworld, data->target );
+
+ teleport_gate *gate = &world.gates[ world.gate_count ++ ];
+
+ v3_copy( ga->co, gate->co[0] );
+ v3_copy( gb->co, gate->co[1] );
+ v4_copy( ga->q, gate->q[0] );
+ v4_copy( gb->q, gate->q[1] );
+ v2_copy( ga->s, gate->dims );
- gate_transform_update( &gate_a );
- gate_transform_update( &gate_b );
+ gate_transform_update( gate );
+ }
+ }
}
-#endif
- /* WATER DEV
- * again, TODO: parametric import (material)
+ /*
+ * Load water mesh (1 per world)
*/
+ for( int i=0; i<mworld->layer_count; i++ )
{
- glmesh surf;
- submodel *sm = submodel_get(mworld,"mp_dev_water");
- model_unpack_submodel( mworld, &surf, sm );
-
- water_init();
- water_set_surface( &surf, sm->pivot[1] );
- }
+ submodel *sm = model_get_submodel( mworld, i );
+ if( !strcmp( sm->material, "water" ) )
+ {
+ glmesh surf;
+ model_unpack_submodel( mworld, &surf, sm );
+
+ water_init();
+ water_set_surface( &surf, sm->pivot[1] );
- free( mworld );
- scene_upload( &world.geo );
- bvh_create( &world.geo );
+ vg_info( "%.3f\n", sm->pivot[1] );
+
+ break;
+ }
+ }
- water_compute_depth( world.geo.bbx );
+ scene_bh_create( &world.geo );
+ scene_upload( &world.geo );
scene_init( &world.foliage );
model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+ /*
+ * TODO: Load any other meshes into the foliage scene, and create rbs for
+ * them.
+ *
+ * then compute bvh
+ */
+
+ for( int i=0; i<mworld->layer_count; i++ )
+ {
+ submodel *sm = model_get_submodel( mworld, i );
+ if( !strcmp( sm->material, "surf" ) ||
+ !strcmp( sm->material, "terrain" ) ||
+ !strcmp( sm->material, "water" ) ||
+ !strcmp( sm->material, "vertex_blend") )
+ continue;
+
+ m4x3f transform;
+ q_m3x3( sm->q, transform );
+ v3_copy( sm->pivot, transform[3] );
+ scene_add_foliage( &world.foliage, mworld, sm, transform );
+
+ rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+
+ box_copy( sm->bbx, rb->bbx );
+ v3_copy( sm->pivot, rb->co );
+ rb_init( rb );
+ v4_copy( sm->q, rb->q );
+ rb_update_transform( rb );
+ }
+
v3f volume;
v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
volume[1] = 1.0f;
{
v3f pos;
v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
+ pos[1] = 1000.0f;
v3_add( pos, world.geo.bbx[0], pos );
ray_hit hit;
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
- hit.pos[1] > wrender.height )
+ hit.pos[1] > water_height()+10.0f )
{
v4f qsurface, qrandom;
v3f axis;
v3_copy( hit.pos, transform[3] );
- if( vg_randf() < 0.00000006f )
+ if( vg_randf() < 0.0006f )
{
m3x3_identity( transform );
- scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform );
+ scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
}
else
- scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform );
+ scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
}
}
}
free( mfoliage );
scene_upload( &world.foliage );
+
+
+ /* Prop layer */
+ scene_init( &world.props );
+ for( int i=0; i<mworld->layer_count; i++ )
+ {
+ submodel *sm = model_get_submodel( mworld, i );
+ if( !strcmp( sm->material, "vertex_blend" ) )
+ {
+ m4x3f transform;
+ q_m3x3( sm->q, transform );
+ v3_copy( sm->pivot, transform[3] );
+ scene_add_foliage( &world.props, mworld, sm, transform );
+ }
+ }
+
+ scene_upload( &world.props );
+ free( mworld );
+ bh_create( &world.bhcubes,
+ &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
+
+ /*
+ * Rendering the depth map
+ */
+ m4x4f ortho;
+ m4x3f camera;
+
+ v3f extent;
+ v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
+
+ float fl = world.geo.bbx[0][0],
+ fr = world.geo.bbx[1][0],
+ fb = world.geo.bbx[0][2],
+ ft = world.geo.bbx[1][2],
+ rl = 1.0f / (fr-fl),
+ tb = 1.0f / (ft-fb);
+
+ m4x4_zero( ortho );
+ ortho[0][0] = 2.0f * rl;
+ ortho[2][1] = 2.0f * tb;
+ ortho[3][0] = (fr + fl) * -rl;
+ ortho[3][1] = (ft + fb) * -tb;
+ ortho[3][3] = 1.0f;
+ m4x3_identity( camera );
+
+ glViewport( 0, 0, 1024, 1024 );
+ glDisable(GL_DEPTH_TEST);
+ glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+ shader_fscolour_use();
+ shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+ render_fsquad();
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ONE, GL_ONE);
+ glBlendEquation(GL_MAX);
+ render_world_depth( ortho, camera );
+ glDisable(GL_BLEND);
+ glEnable(GL_DEPTH_TEST);
+
+ /*
+ * TODO: World settings entity
+ */
+ struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
+ v4_copy( wrender.plane, winfo->g_water_plane );
+
+ v4f bounds;
+ bounds[0] = world.geo.bbx[0][0];
+ bounds[1] = world.geo.bbx[0][2];
+ bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
+ bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
+ v4_copy( bounds, winfo->g_depth_bounds );
+
+ winfo->g_water_fog = 0.04f;
+ render_update_lighting_ub();
+}
+
+static void world_init(void)
+{
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
+ &tex_terrain_noise }, 2 );
+
+
+ model *msky = vg_asset_read("models/rs_skydome.mdl");
+ model_unpack( msky, &world.skydome );
+
+ world.dome_lower = *submodel_get( msky, "dome_lower" );
+ world.dome_upper = *submodel_get( msky, "dome_upper" );
+
+ free(msky);
+}
+
+/*
+ * Rendering
+ */
+
+static void bind_terrain_textures(void)
+{
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+ vg_tex2d_bind( &tex_terrain_colours, 1 );
+}
+
+static void render_props( m4x4f projection, v3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_vblend_use();
+ shader_vblend_uTexGarbage(0);
+ shader_vblend_uTexGradients(1);
+ shader_link_standard_ub( _shader_vblend.id, 2 );
+ bind_terrain_textures();
+
+ shader_vblend_uPv( projection );
+ shader_vblend_uMdl( identity_matrix );
+ shader_vblend_uCamera( camera );
+
+ scene_bind( &world.props );
+ scene_draw( &world.props );
+}
+
+static void render_terrain( m4x4f projection, v3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_terrain_use();
+ shader_terrain_uTexGarbage(0);
+ shader_terrain_uTexGradients(1);
+ shader_link_standard_ub( _shader_terrain.id, 2 );
+ bind_terrain_textures();
+
+ shader_terrain_uPv( projection );
+ shader_terrain_uMdl( identity_matrix );
+ shader_terrain_uCamera( camera );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ glEnable(GL_CULL_FACE);
+}
+
+static void render_lowerdome( m4x3f camera )
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_planeinf_use();
+ shader_planeinf_uMdl(identity_matrix);
+ shader_planeinf_uPv(full);
+ shader_planeinf_uCamera(camera[3]);
+ shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
+
+ submodel_draw( &world.dome_lower );
+}
+
+static void render_sky(m4x3f camera)
+{
+ m4x4f projection, full;
+ pipeline_projection( projection, 0.4f, 1000.0f );
+
+ m4x3f inverse;
+ m3x3_transpose( camera, inverse );
+ v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+ m4x3_expand( inverse, full );
+ m4x4_mul( projection, full, full );
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_sky_use();
+ shader_sky_uMdl(identity_matrix);
+ shader_sky_uPv(full);
+ shader_sky_uTexGarbage(0);
+ shader_sky_uTime( vg_time );
+
+ vg_tex2d_bind( &tex_terrain_noise, 0 );
+
+ glDepthMask( GL_FALSE );
+ glDisable( GL_DEPTH_TEST );
+
+ mesh_bind( &world.skydome );
+ submodel_draw( &world.dome_upper );
+
+ glEnable( GL_DEPTH_TEST );
+ glDepthMask( GL_TRUE );
+}
+
+static void render_world( m4x4f projection, m4x3f camera )
+{
+ render_sky( camera );
+ render_props( projection, camera[3] );
+ render_terrain( projection, camera[3] );
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_gpos_use();
+ shader_gpos_uCamera( camera[3] );
+ shader_gpos_uPv( projection );
+ shader_gpos_uMdl( identity_matrix );
+
+ scene_bind( &world.geo );
+ scene_draw( &world.geo );
+
+#if 0
+ glDisable(GL_CULL_FACE);
+ scene_bind( &world.foliage );
+ scene_draw( &world.foliage );
+ glEnable(GL_CULL_FACE);
+#endif
+
+ scene_bind( &world.props );
+ scene_draw( &world.props );
}
#endif /* WORLD_H */