+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#include "common.h"
static int ray_world( v3f pos, v3f dir, ray_hit *hit );
#ifndef WORLD_H
#define WORLD_H
+#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 "model.h"
+
+#include "traffic.h" /*TODO: -> world_traffic.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/alphatest.h"
+
+enum { k_max_ui_segments = 8 };
+enum { k_max_ui_splits_per_segment = 16 };
+
+enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment };
+enum { k_max_element_verts = 10 };
+enum { k_max_element_indices = 20 };
+
+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 struct gworld
{
- scene geo, foliage;
- submodel sm_road, sm_terrain;
- glmesh skybox;
+ struct subworld_gen
+ {
+
+ }
+ subworld_gen;
- v3f tutorial;
+ /* gameplay */
+ struct respawn_point
+ {
+ v3f co;
+ v4f q;
+ char name[32];
+ }
+ spawns[32];
+ u32 spawn_count;
- teleport_gate gates[16];
- u32 gate_count;
+ struct world_audio_thing
+ {
+ v3f pos;
+ float volume;
+ u32 flags;
+
+ audio_player player;
+ audio_clip temp_embedded_clip;
+ }
+ * audio_things;
- rigidbody temp_rbs[32];
- u32 rb_count;
+ u32 audio_things_count,
+ audio_things_cap;
- bh_tree bhcubes;
-}
-world;
+ struct achievement_zone
+ {
+ m4x3f transform, inv_transform;
+ char name[32];
+ int triggered;
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
+ union
+ {
+ mdl_node *ptarget_delegated;
+ struct world_audio_thing *ptarget;
+ };
+ }
+ * achievement_zones;
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ u32 achievement_zones_count,
+ achievement_zones_cap;
- render_terrain( projection, camera[3] );
- scene_bind( &world.geo );
- scene_draw( &world.geo );
+ struct subworld_routes
+ {
+ struct route_node
+ {
+ v3f co, right, up, h;
+ u32 next[2];
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-}
+ u32 special_type, special_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
+ }
+ *nodes;
-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] );
-}
+ u32 node_count,
+ node_cap;
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
-{
- return scene_raycast( &world.geo, pos, dir, hit );
-}
+ struct route
+ {
+ u32 track_id;
+ v4f colour;
-static int ray_hit_is_ramp( ray_hit *hit )
-{
- return hit->tri[0] < world.sm_road.vertex_count;
-}
+ u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
-static void world_load(void)
-{
- /* Setup scene */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+ double best_lap, latest_pass; /* Session */
- 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 );
+ struct
+ {
+ GLuint vao, vbo, ebo;
- }
- scene_copy_slice( &world.geo, &world.sm_road );
+ u32 indices_head;
+ u32 vertex_head;
- for( int i=0; i<mworld->layer_count; i++ )
- {
- 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 );
- }
+ float last_notch;
- scene_copy_slice( &world.geo, &world.sm_terrain );
+ struct route_ui_segment
+ {
+ float length;
+ u32 vertex_start, vertex_count,
+ index_start, index_count, notches;
+ }
+ segments[k_max_ui_segments];
- /*
- * TODO: Parametric marker import
- */
- 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_get_marker( mworld, i );
-
- if( ga->classtype == k_classtype_gate )
+ u32 segment_start, segment_count, fade_start, fade_count;
+ double fade_timer_start;
+ float xpos;
+ }
+ ui;
+
+ m4x3f scoreboard_transform;
+ }
+ *routes;
+
+ double time, rewind_from, rewind_to, last_use;
+
+ u32 route_count,
+ route_cap;
+
+ struct route_gate
{
- struct classtype_gate *data = get_entdata_raw( mworld, ga );
+ struct teleport_gate
+ {
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
+
+ m4x3f to_world, recv_to_world, transport;
+ }
+ gate;
- if( data->target )
+ u32 node_id;
+
+ struct route_timing
{
- 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 );
- }
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
}
+ *gates;
+
+ struct route_collector
+ {
+ struct route_timing timing;
+ }
+ *collectors;
+
+ u32 gate_count,
+ gate_cap,
+ collector_count,
+ collector_cap;
+
+ u32 active_gate,
+ current_run_version;
+
+ scene scene_lines;
}
+ routes;
- /*
- * Load water mesh (1 per world)
- */
- for( int i=0; i<mworld->layer_count; i++ )
+ struct subworld_sfd
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "water" ) )
+ scene mesh;
+ mdl_submesh *sm_module, *sm_card;
+ glmesh temp;
+
+ struct sfd_instance
{
- glmesh surf;
- model_unpack_submodel( mworld, &surf, sm );
-
- water_init();
- water_set_surface( &surf, sm->pivot[1] );
+ float *buffer;
- break;
- }
+ u32 w,h;
+ }
+ tester;
}
+ sfd;
+
+ /* Paths */
+ traffic_node traffic[128];
+ u32 traffic_count;
- scene_upload( &world.geo );
- scene_bh_create( &world.geo );
+#if 0
+ traffic_driver van_man[6];
+#endif
+
+ double sky_time, sky_rate, sky_target_rate;
+
+ /* Physics */
- water_compute_depth( world.geo.bbx );
+ /* Rendering & geometry */
+ scene geo, foliage;
+ rigidbody rb_geo;
+
+ /* TODO Maybe make this less hardcoded */
+ mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
+ sm_foliage_main, sm_foliage_alphatest,
+ sm_graffiti, sm_subworld, sm_terrain;
- scene_init( &world.foliage );
- model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+ glmesh skybox, skydome;
+ mdl_submesh dome_upper, dome_lower;
- /*
- * TODO: Load any other meshes into the foliage scene, and create rbs for
- * them.
- *
- * then compute bvh
- */
+ glmesh cars;
+ mdl_submesh car_holden;
+
+ /* Load time */
+
+ struct instance_cache
+ {
+ mdl_header *mdl;
+ u32 pstr_file;
+ }
+ * instance_cache;
+ u32 instance_cache_count,
+ instance_cache_cap;
+
+ v3f render_gate_pos;
+ int active_route_board;
+}
+world ;
+
+/*
+ * API
+ */
+
+static int ray_hit_is_ramp( ray_hit *hit );
+static int ray_hit_is_terrain( ray_hit *hit );
+static void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
+static int ray_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_gen.h"
+#include "world_gate.h"
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+static void world_init(void)
+{
+ world.sky_rate = 1.0;
+ world.sky_target_rate = 1.0;
+
+ shader_terrain_register();
+ shader_sky_register();
+ shader_planeinf_register();
+ shader_gpos_register();
+ shader_fscolour_register();
+ shader_alphatest_register();
+
+ vg_info( "Loading world resources\n" );
+
+ VG_REQUIRED_ASSET( mdl_header*, mcars, mdl_load, "models/rs_cars.mdl" );
+ VG_REQUIRED_ASSET( mdl_header*, msky, mdl_load, "models/rs_skydome.mdl" );
+
+ mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
+ world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
+
+ mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
+ *nupper = mdl_node_from_name( msky, "dome_upper" );
- for( int i=0; i<mworld->layer_count; i++ )
+ world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
+ world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
+
+ vg_acquire_thread_sync();
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "surf" ) ||
- !strcmp( sm->material, "terrain" ) ||
- !strcmp( sm->material, "water" ) )
- 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 );
+ mdl_unpack_glmesh( mcars, &world.cars );
+ mdl_unpack_glmesh( msky, &world.skydome );
}
+ vg_release_thread_sync();
+
+ vg_free(mcars);
+ vg_free(msky);
- free( mworld );
+ /* Other systems */
+ vg_info( "Loading other world systems\n" );
- v3f volume;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
- volume[1] = 1.0f;
+ vg_loader_highwater( world_render_init, world_render_free, NULL );
+ vg_loader_highwater( world_sfd_init, world_sfd_free, NULL );
+ vg_loader_highwater( world_water_init, world_water_free, NULL );
+ vg_loader_highwater( world_gates_init, world_gates_free, NULL );
+ vg_loader_highwater( world_routes_init, world_routes_free, NULL );
+}
- m4x3f transform;
+static void world_free( void *_ )
+{
+ mesh_free( &world.cars );
+ mesh_free( &world.skydome );
+ vg_free( world.achievement_zones );
+
+ /* FIXME: This fucks with the audio player. Use-after-free */
+#if 0
+ vg_free( world.audio_things );
+#endif
+}
- submodel *sm_blob = submodel_get( mfoliage, "blob" ),
- *sm_tree = submodel_get( mfoliage, "tree" );
+static void world_update( v3f pos )
+{
+ world.sky_time += world.sky_rate * vg.time_delta;
+ world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate,
+ vg.time_delta * 5.0 );
+
+ world_routes_update();
+#if 0
+ world_routes_debug();
+#endif
+
+ int closest = 0;
+ float min_dist = INFINITY;
- for( int i=0;i<100000;i++ )
+ for( int i=0; i<world.routes.route_count; i++ )
{
- v3f pos;
- v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
- v3_add( pos, world.geo.bbx[0], pos );
-
- ray_hit hit;
- hit.dist = INFINITY;
+ float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos );
+
+ if( d < min_dist )
+ {
+ min_dist = d;
+ closest = i;
+ }
+ }
+
+ if( (world.active_route_board != closest) || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world.active_route_board = closest;
+ struct subworld_sfd *sfd = &world.sfd;
+
+ struct route *route = &world.routes.routes[closest];
- if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ u32 id = route->track_id;
+
+ if( id != 0xffffffff )
{
- if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
- hit.pos[1] > water_height()+10.0f )
+ struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+
+ for( int i=0; i<13; i++ )
{
- v4f qsurface, qrandom;
- v3f axis;
+ sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+ }
+ }
+ }
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+ static int in_zone = 0;
- 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 );
+ int in_zone_this_time = 0;
- v3_copy( hit.pos, transform[3] );
-
- if( vg_randf() < 0.0006f )
- {
- m3x3_identity( transform );
- scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
- }
- else
- scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
+ for( int i=0; i<world.achievement_zones_count; i++ )
+ {
+ struct achievement_zone *zone = &world.achievement_zones[i];
+
+ 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_zone_this_time = 1;
+
+ if( !in_zone && zone->ptarget )
+ {
+ audio_lock();
+ audio_player_playclip( &zone->ptarget->player,
+ &zone->ptarget->temp_embedded_clip );
+ audio_unlock();
}
+
+ if( !zone->triggered )
+ {
+ steam_set_achievement( zone->name );
+ steam_store_achievements();
+ }
+
+ zone->triggered = 1;
}
+
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00ff00 );
}
- free( mfoliage );
- scene_upload( &world.foliage );
+ in_zone = in_zone_this_time;
- bh_create( &world.bhcubes,
- &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
+ sfd_update( &world.sfd.tester );
+}
+
+/*
+ * -----------------------------------------------------------------------------
+ * API implementation
+ * -----------------------------------------------------------------------------
+ */
+
+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] );
+}
+
+static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+{
+ return scene_raycast( &world.geo, pos, dir, hit );
+}
+
+static int ray_hit_is_terrain( ray_hit *hit )
+{
+ u32 valid_start = 0,
+ valid_end = world.sm_terrain.vertex_count;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
+}
+
+static int ray_hit_is_ramp( ray_hit *hit )
+{
+ u32 valid_start = world.sm_geo_std.vertex_start,
+ valid_end = world.sm_geo_vb.vertex_start;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
}
#endif /* WORLD_H */