-#include "common.h"
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+#include "common.h"
#ifndef WORLD_H
#define WORLD_H
+typedef struct world_instance world_instance;
+
+#include "vg/vg_loader.h"
+
+#include "network.h"
+#include "network_msg.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"
+#include "shaders/scene_standard.h"
+#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_vertex_blend.h"
+#include "shaders/scene_terrain.h"
+#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
-static struct gworld
-{
- /* 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;
+#include "shaders/model_sky.h"
- glmesh skybox, skydome;
- submodel dome_upper,
- dome_lower;
-}
-world;
+typedef struct teleport_gate teleport_gate;
-vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
- .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
+enum { k_max_ui_segments = 8 };
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
+enum { k_max_ui_elements = k_max_ui_segments };
+enum { k_max_element_verts = 10 };
+enum { k_max_element_indices = 20 };
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
-{
- for( int i=0; i<3; i++ )
- v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
-}
+enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts };
+enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices };
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+enum logic_type
{
- return scene_raycast( &world.geo, pos, dir, hit );
-}
+ k_logic_type_relay = 1,
+ k_logic_type_chance = 2,
+ k_logic_type_achievement = 3
+};
-static int ray_hit_is_ramp( ray_hit *hit )
+enum geo_type
{
- return hit->tri[0] < world.sm_road.vertex_count;
-}
+ k_geo_type_solid = 0,
+ k_geo_type_nonsolid = 1,
+ k_geo_type_water = 2
+};
-static void world_register(void)
-{
- shader_terrain_register();
- shader_sky_register();
- shader_planeinf_register();
- shader_gpos_register();
- shader_fscolour_register();
-}
+static const float k_light_cube_size = 8.0f;
-static void world_free(void)
+struct world_instance
{
- /* TODO.. */
-}
+ /* This is a small flag we use to changelevel.
+ * It will not be cleared until all sounds stop playing
+ */
+
+ /* Fixed items
+ * -------------------------------------------------------
+ */
+
+ char world_name[ 64 ];
+
+ struct
+ {
+ boxf depthbounds;
+ int depth_computed;
+
+ float height;
+ int enabled;
+ v4f plane;
+ }
+ water;
+
+ /* STD140 */
+ struct ub_world_lighting
+ {
+ v4f g_cube_min,
+ g_cube_inv_range;
+
+ v4f g_water_plane,
+ g_depth_bounds;
+
+ v4f g_daysky_colour;
+ v4f g_nightsky_colour;
+ v4f g_sunset_colour;
+ v4f g_ambient_colour;
+ v4f g_sunset_ambient;
+ v4f g_sun_colour;
+ v4f g_sun_dir;
+
+ float g_water_fog;
+ float g_time;
+ float g_realtime;
+ float g_shadow_length;
+ float g_shadow_spread;
+
+ float g_time_of_day;
+ float g_day_phase;
+ float g_sunset_phase;
+
+ int g_light_preview;
+ int g_shadow_samples;
+
+ int g_debug_indices;
+ int g_debug_complexity;
+ }
+ ub_lighting;
+ GLuint ubo_lighting;
+ int ubo_bind_point;
+
+ GLuint tbo_light_entities,
+ tex_light_entities,
+ tex_light_cubes;
+
+ v3i light_cubes;
+
+ struct framebuffer heightmap;
-static void render_world_depth( m4x4f projection, m4x3f camera );
-static void world_load(void)
-{
/*
- * Setup scene
+ * Dynamically allocated when world_load is called.
*
- * TODO: Call world_free when its ready here
+ * the following arrays index somewhere into this linear
+ * allocator
*
+ * (world_gen.h)
+ * --------------------------------------------------------------------------
+ */
+ /*
+ * Main world .mdl
*/
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+ mdl_context meta;
- for( int i=0; i<mworld->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "surf" ) )
- scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+ GLuint *textures;
+ u32 texture_count;
- }
- for( int i=0; i<mworld->layer_count; i++ )
+ struct world_surface
{
- 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 );
- }
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
}
- scene_copy_slice( &world.geo, &world.sm_road );
+ * surfaces;
+ u32 surface_count;
- for( int i=0; i<mworld->layer_count; i++ )
+ mdl_array_ptr ent_spawn,
+ ent_gate,
+ ent_light,
+ ent_route_node,
+ ent_path_index,
+ ent_checkpoint,
+ ent_route;
+
+#if 0
+ /*
+ * Named safe places to respawn
+ */
+ struct respawn_point
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "terrain" ) )
- scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+ v3f co;
+ v4f q;
+ const char *name;
}
+ * spawns;
+ u32 spawn_count;
+ /*
+ * Audio player entities
+ */
+ struct world_audio_thing
+ {
+ v3f pos;
+ float volume, range;
+ u32 flags;
+ audio_clip temp_embedded_clip;
+ }
+ * audio_things;
+ u32 audio_things_count;
- scene_copy_slice( &world.geo, &world.sm_terrain );
+ struct soundscape
+ {
+ /* locking */
+ audio_channel *channels[4];
+
+ /* accessable without locking */
+ v3f spawn_position;
+
+ u32 usage_count;
+ u32 max_instances;
+ u32 allow_transitions;
+ float transition_duration;
+ const char *label;
+ }
+ * soundscapes;
+ u32 soundscape_count;
- /*
- * TODO: Parametric marker import
+ /*
+ * Box volume entities
*/
- v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
-
+ struct world_volume
+ {
+ m4x3f transform, inv_transform;
+ mdl_node *node;
+ }
+ * volumes;
+ u32 volume_count;
+
/*
- * Initialize gates
+ * Lights
*/
-
- world.gate_count = 0;
- for( int i=0; i<mworld->marker_count; i++ )
+ struct world_light
{
- 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 );
- }
- }
+ mdl_node *node;
+ struct classtype_world_light *inf;
+ m4x3f inverse_world;
+ v2f angle_sin_cos;
}
+ * lights;
+ u32 light_count;
/*
- * Load water mesh (1 per world)
+ * Routes (world_routes.h)
+ * --------------------------------------------------------------------------
*/
- for( int i=0; i<mworld->layer_count; i++ )
+
+ struct route_node
{
- 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] );
+ v3f co, right, up, h;
+ u32 next[2];
+
+ u32 special_type, special_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
+ }
+ *nodes;
+ u32 node_count;
+
+ struct route
+ {
+ u32 track_id;
+ v4f colour;
- vg_info( "%.3f\n", sm->pivot[1] );
+ u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
+
+ double best_lap, latest_pass; /* Session */
+
+ m4x3f scoreboard_transform;
+ }
+ *routes;
+ u32 route_count;
- break;
+ struct route_gate
+ {
+ struct teleport_gate
+ {
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
+
+ m4x3f to_world, transport;
}
+ gate;
+
+ u32 node_id;
+
+ struct route_timing
+ {
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
}
-
- scene_bh_create( &world.geo );
- scene_upload( &world.geo );
+ *gates;
+ u32 gate_count;
- scene_init( &world.foliage );
- model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+ struct nonlocal_gate
+ {
+ struct teleport_gate gate;
+ mdl_node *node;
+ u32 target_map_index, working;
+ }
+ *nonlocal_gates;
+ u32 nonlocalgate_count;
+
+ struct route_collector
+ {
+ struct route_timing timing;
+ }
+ *collectors;
+ u32 collector_count;
+#endif
+
+
+ /* logic
+ * ----------------------------------------------------
+ */
+
+ /* world geometry */
+ scene *scene_geo,
+ *scene_no_collide,
+ *scene_lines;
+
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *volume_bh,
+ *geo_bh;
+
+ /* graphics */
+ glmesh mesh_route_lines;
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_water;
+
+ rigidbody rb_geo; /* todo.. ... */
+};
+
+VG_STATIC struct world_global
+{
/*
- * TODO: Load any other meshes into the foliage scene, and create rbs for
- * them.
- *
- * then compute bvh
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
*/
-
- 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;
+ void *generic_heap;
+
+ /* rendering */
+ glmesh skydome;
+ glmesh mesh_gate;
+ mdl_submesh sm_gate_surface,
+ sm_gate_marker[4];
+
+ double sky_time, sky_rate, sky_target_rate;
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.foliage, mworld, sm, transform );
+ u32 current_run_version;
+ double time, rewind_from, rewind_to, last_use;
- rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+ /* water rendering */
+ struct
+ {
+ struct framebuffer fbreflect, fbdepth;
+ }
+ water;
+
+ /* split flap display */
+ struct
+ {
+ mdl_submesh *sm_module, *sm_card;
+ glmesh mesh_base, mesh_display;
- 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 );
+ u32 w, h;
+ float *buffer;
}
+ sfd;
+
+ v3f render_gate_pos;
+ int active_route_board;
+ int in_volume;
+
+ int switching_to_new_world;
+
+ world_instance worlds[4];
+ u32 world_count;
+ u32 active_world;
+}
+world_global;
+
+VG_STATIC world_instance *get_active_world( void )
+{
+ return &world_global.worlds[ world_global.active_world ];
+}
+
+/*
+ * API
+ */
+
+VG_STATIC
+int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
+
+VG_STATIC
+int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
+
+/*
+ * Submodules
+ */
+
+#include "world_routes.h"
+#include "world_sfd.h"
+#include "world_render.h"
+#include "world_water.h"
+#include "world_volumes.h"
+#include "world_gen.h"
+#include "world_gate.h"
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
+{
+ world_instance *world = get_active_world();
+ return 0;
+}
- v3f volume;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
- volume[1] = 1.0f;
+VG_STATIC void world_init(void)
+{
+ world_global.sky_rate = 1.0;
+ world_global.sky_target_rate = 1.0;
- m4x3f transform;
+ shader_scene_standard_register();
+ shader_scene_standard_alphatest_register();
+ shader_scene_vertex_blend_register();
+ shader_scene_terrain_register();
+ shader_scene_depth_register();
+ shader_scene_position_register();
- submodel *sm_blob = submodel_get( mfoliage, "blob" ),
- *sm_tree = submodel_get( mfoliage, "tree" );
+ shader_model_sky_register();
- for( int i=0;i<100000;i++ )
+ vg_info( "Loading world resources\n" );
+
+ vg_linear_clear( vg_mem.scratch );
+
+ mdl_context msky;
+ mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &msky, vg_mem.scratch );
+ mdl_load_mesh_block( &msky, vg_mem.scratch );
+ mdl_close( &msky );
+
+ vg_acquire_thread_sync();
{
- 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;
- hit.dist = INFINITY;
+ mdl_unpack_glmesh( &msky, &world_global.skydome );
+ }
+ vg_release_thread_sync();
+
+ /* Other systems */
+ vg_info( "Loading other world systems\n" );
+
+ vg_loader_step( world_render_init, NULL );
+#if 0
+ vg_loader_step( world_sfd_init, NULL );
+#endif
+ vg_loader_step( world_water_init, NULL );
+ vg_loader_step( world_gates_init, NULL );
+ vg_loader_step( world_routes_init, NULL );
+
+ /* Allocate dynamic world memory arena */
+ u32 max_size = 76*1024*1024;
+ world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory,
+ max_size,
+ VG_MEMORY_SYSTEM );
+}
+
+VG_STATIC void world_update( world_instance *world, v3f pos )
+{
+ /* TEMP!!!!!! */
+ static double g_time = 0.0;
+ g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+
+ struct ub_world_lighting *state = &world->ub_lighting;
+
+ state->g_time = g_time;
+ state->g_realtime = vg.time;
+ state->g_debug_indices = k_debug_light_indices;
+ state->g_light_preview = k_light_preview;
+ state->g_debug_complexity = k_debug_light_complexity;
+
+ state->g_time_of_day = vg_fractf( g_time );
+ state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
+ state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
+
+ state->g_day_phase = state->g_day_phase * 0.5f + 0.5f;
+ state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
- if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ float a = state->g_time_of_day * VG_PIf * 2.0f;
+ state->g_sun_dir[0] = sinf( a );
+ state->g_sun_dir[1] = cosf( a );
+ state->g_sun_dir[2] = 0.2f;
+ v3_normalize( state->g_sun_dir );
+
+
+
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0,
+ sizeof(struct ub_world_lighting), &world->ub_lighting );
+ /* TEMP!!!!!! */
+
+ world_global.sky_time += world_global.sky_rate * vg.time_delta;
+ world_global.sky_rate = vg_lerp( world_global.sky_rate,
+ world_global.sky_target_rate,
+ vg.time_delta * 5.0 );
+
+ world_routes_update( world );
+ world_routes_debug( world );
+
+#if 0
+ if( world->route_count > 0 ){
+ int closest = 0;
+ float min_dist = INFINITY;
+
+ for( int i=0; i<world->route_count; i++ )
{
- if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
- hit.pos[1] > water_height()+10.0f )
+ float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos );
+
+ if( d < min_dist )
{
- v4f qsurface, qrandom;
- v3f axis;
+ min_dist = d;
+ closest = i;
+ }
+ }
+
+ if( (world_global.active_route_board != closest)
+ || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world_global.active_route_board = closest;
+
+ struct route *route = &world->routes[closest];
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+ u32 id = route->track_id;
- float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
- q_axis_angle( qsurface, axis, angle );
- q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
- q_mul( qsurface, qrandom, qsurface );
- q_m3x3( qsurface, transform );
+ if( id != 0xffffffff )
+ {
+ struct netmsg_board *local_board =
+ &scoreboard_client_data.boards[id];
- v3_copy( hit.pos, transform[3] );
-
- if( vg_randf() < 0.0006f )
+ for( int i=0; i<13; i++ )
{
- m3x3_identity( transform );
- scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
+ sfd_encode( i, &local_board->data[27*i] );
}
- else
- scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
}
}
}
-
- free( mfoliage );
- scene_upload( &world.foliage );
-
+#endif
- /* Prop layer */
- scene_init( &world.props );
- for( int i=0; i<mworld->layer_count; i++ )
+#if 0
+ /* TODO: Bvh */
+
+ static float random_accum = 0.0f;
+ random_accum += vg.time_delta;
+
+ u32 random_ticks = 0;
+
+ while( random_accum > 0.1f ){
+ random_accum -= 0.1f;
+ random_ticks ++;
+ }
+
+ float radius = 25.0f;
+ boxf volume_proximity;
+ v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] );
+ v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] );
+
+ bh_iter it;
+ bh_iter_init( 0, &it );
+ int idx;
+
+ int in_volume = 0;
+
+ while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) )
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "vertex_blend" ) )
+ struct world_volume *zone = &world->volumes[idx];
+
+ if( zone->node->classtype == k_classtype_volume_audio )
{
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.props, mworld, sm, transform );
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00c0ff );
+#if 0
+ for( int j=0; j<random_ticks; j++ )
+ {
+ logic_packet packet;
+ packet.location = zone->target_logic_brick;
+ packet.function = 0;
+
+ packet.type = k_mdl_128bit_datatype_vec3;
+ packet.data._v4f[0] = vg_randf()*2.0f-1.0f;
+ packet.data._v4f[1] = vg_randf()*2.0f-1.0f;
+ packet.data._v4f[2] = vg_randf()*2.0f-1.0f;
+ m4x3_mulv( zone->transform, packet.data._v4f, packet.data._v4f );
+
+ logic_bricks_send_packet( world, &packet );
+ }
+#endif
+ continue;
}
- }
- 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);
+ v3f local;
+ m4x3_mulv( zone->inv_transform, pos, local );
+
+ if( (fabsf(local[0]) <= 1.0f) &&
+ (fabsf(local[1]) <= 1.0f) &&
+ (fabsf(local[2]) <= 1.0f) )
+ {
+ in_volume = 1;
- /*
- * 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();
-}
+ if( !world_global.in_volume )
+ {
+#if 0
+ logic_packet packet;
+ packet.location = zone->target_logic_brick;
+ packet.function = 0;
-static void world_init(void)
-{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise }, 2 );
+ packet.type = k_mdl_128bit_datatype_vec3;
+ v3_copy( pos, packet.data._v4f );
+ logic_bricks_send_packet( world, &packet );
+#endif
+ }
+
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00ff00 );
+ }
+ else
+ {
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff0000ff );
+ }
+ }
+#endif
- 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" );
+#if 0
+ if( k_debug_light_indices )
+ {
+ for( int i=0; i<world->light_count; i++ ){
+ struct world_light *light = &world->lights[i];
+ struct classtype_world_light *inf = light->inf;
- free(msky);
-}
+ u32 colour = 0xff000000;
+ u8 r = inf->colour[0] * 255.0f,
+ g = inf->colour[1] * 255.0f,
+ b = inf->colour[2] * 255.0f;
-/*
- * Rendering
- */
+ colour |= r;
+ colour |= g << 8;
+ colour |= b << 16;
-static void bind_terrain_textures(void)
-{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_terrain_colours, 1 );
-}
+ vg_line_pt3( light->node->co, 0.25f, colour );
+ }
+ }
-static void render_props( m4x4f projection, v3f camera )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ world_global.in_volume = in_volume;
+#endif
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();
+#if 0
+ sfd_update();
- shader_vblend_uPv( projection );
- shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( camera );
+ /* process soundscape transactions */
+ audio_lock();
+ for( int i=0; i<world->soundscape_count; i++ )
+ {
+ struct soundscape *s = &world->soundscapes[i];
+ s->usage_count = 0;
- scene_bind( &world.props );
- scene_draw( &world.props );
+ for( int j=0; j<s->max_instances; j++ )
+ {
+ if( s->channels[j] )
+ {
+ if( audio_channel_finished(s->channels[j]) )
+ s->channels[j] = audio_relinquish_channel( s->channels[j] );
+ else
+ s->usage_count ++;
+ }
+ }
+ }
+ audio_unlock();
+#endif
}
-static void render_terrain( m4x4f projection, v3f camera )
+/*
+ * -----------------------------------------------------------------------------
+ * API implementation
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC void ray_world_get_tri( world_instance *world,
+ ray_hit *hit, v3f tri[3] )
{
- 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);
+ for( int i=0; i<3; i++ )
+ v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
}
-static void render_lowerdome( m4x3f camera )
+VG_STATIC int ray_world( world_instance *world,
+ v3f pos, v3f dir, ray_hit *hit )
{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
+ return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit );
+}
- 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 );
+/*
+ * Cast a sphere from a to b and see what time it hits
+ */
+VG_STATIC int spherecast_world( world_instance *world,
+ v3f pa, v3f pb, float r, float *t, v3f n )
+{
+ bh_iter it;
+ bh_iter_init( 0, &it );
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ boxf region;
+ box_init_inf( region );
+ box_addpt( region, pa );
+ box_addpt( region, pb );
- 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()} );
+ v3_add( (v3f){ r, r, r}, region[1], region[1] );
+ v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
- submodel_draw( &world.dome_lower );
-}
+ v3f dir;
+ v3_sub( pb, pa, dir );
-static void render_sky(m4x3f camera)
-{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
+ v3f dir_inv;
+ dir_inv[0] = 1.0f/dir[0];
+ dir_inv[1] = 1.0f/dir[1];
+ dir_inv[2] = 1.0f/dir[2];
- 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 );
+ int hit = -1;
+ float min_t = 1.0f;
- 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 );
+ int idx;
+ while( bh_next( world->geo_bh, &it, region, &idx ) )
+ {
+ u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ v3f tri[3];
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ boxf box;
+ box_init_inf( box );
- glDepthMask( GL_FALSE );
- glDisable( GL_DEPTH_TEST );
+ for( int j=0; j<3; j++ )
+ {
+ v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ box_addpt( box, tri[j] );
+ }
- mesh_bind( &world.skydome );
- submodel_draw( &world.dome_upper );
-
- glEnable( GL_DEPTH_TEST );
- glDepthMask( GL_TRUE );
-}
+ v3_add( (v3f){ r, r, r}, box[1], box[1] );
+ v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
- render_props( projection, camera[3] );
- render_terrain( projection, camera[3] );
+ if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
+ continue;
+
+ float t;
+ v3f n1;
+ if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
+ {
+ if( t < min_t )
+ {
+ min_t = t;
+ hit = idx;
+ v3_copy( n1, n );
+ }
+ }
+ }
+
+ *t = min_t;
+ return hit;
}
-static void render_world_depth( m4x4f projection, m4x3f camera )
+VG_STATIC
+struct world_surface *world_tri_index_surface( world_instance *world,
+ u32 index )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ for( int i=1; i<world->surface_count; i++ )
+ {
+ struct world_surface *mat = &world->surfaces[i];
- 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( (index >= mat->sm_geo.vertex_start) &&
+ (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
+ {
+ return mat;
+ }
+ }
-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
+ /* error surface */
+ return &world->surfaces[0];
+}
- scene_bind( &world.props );
- scene_draw( &world.props );
+VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
+ rb_ct *ct )
+{
+ return world_tri_index_surface( world, ct->element_id );
+}
+
+VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
+ ray_hit *hit )
+{
+ return world_tri_index_surface( world, hit->tri[0] );
}
#endif /* WORLD_H */