logic
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 16b0e98986260a6d1bda96c0e62c4d5b7af5af87..4352b6e6031bd38f608b24061591e93e81ad72e1 100644 (file)
--- a/world.h
+++ b/world.h
@@ -24,6 +24,7 @@ typedef struct world_instance world_instance;
 #include "shaders/scene_vertex_blend.h"
 #include "shaders/scene_terrain.h"
 #include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
 
 #include "shaders/model_sky.h"
 
@@ -52,6 +53,8 @@ enum geo_type
    k_geo_type_water = 2
 };
 
+static const float k_light_cube_size = 8.0f;
+
 struct world_instance 
 {
    /* This is a small flag we use to changelevel.
@@ -78,26 +81,45 @@ struct world_instance
    /* STD140 */
    struct ub_world_lighting
    {
-      /* v3f (padded) */
-      v4f g_light_colours[3],
-          g_light_directions[3],
-          g_ambient_colour;
+      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;
-      int g_light_count;
+      float g_time;
+      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;
 
-      v4f g_point_light_positions[32];
-      v4f g_point_light_colours[32];
+      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;
 
    /*
@@ -148,17 +170,21 @@ struct world_instance
    struct world_audio_thing
    {
       v3f pos;
-      float volume;
+      float volume, range;
       u32 flags;
 
+#if 0
       audio_player player;
+#endif
+
       audio_clip temp_embedded_clip;
    }
    * audio_things;
    u32 audio_things_count;
 
+#if 0
    /*
-    * Relays
+    * Relays  [ DEPRECATED ]
     */
    struct logic_relay
    {
@@ -174,6 +200,34 @@ struct world_instance
    }
    * logic_relays;
    u32 relay_count;
+#endif
+
+   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;
+
+   struct logic_brick_ref
+   {
+      mdl_node *node;
+      float usage;
+      u32 internal_id;  /* used for things like soundscapes where another
+                           allocation is made on top */
+   }
+   * logic_bricks;
+   u32 logic_brick_count;
 
    /*
     * Box trigger entities
@@ -181,8 +235,9 @@ struct world_instance
    struct trigger_zone
    {
       m4x3f transform, inv_transform;
-
-      struct relay_target target;
+      
+      u32 target_logic_brick;
+      enum classtype classtype;
    }
    * triggers;
    u32 trigger_count;
@@ -204,8 +259,13 @@ struct world_instance
     */
    struct world_light
    {
-      v3f co;
-      v4f colour;
+      mdl_node *node;
+      struct classtype_world_light *inf;
+      m4x3f inverse_world;
+      v2f angle_sin_cos;
+
+      /* enabled.. etc? 
+       * TODO: we should order entities in the binary by their type */
    }
    * lights;
    u32 light_count;
@@ -314,8 +374,7 @@ VG_STATIC struct world_global
     * Allocated as system memory
     * --------------------------------------------------------------------------
     */
-   void *generic_heap,
-        *audio_heap;  /* sub buffer of the audio buffer */
+   void *generic_heap;
 
    /* rendering */
    glmesh skydome;
@@ -411,6 +470,7 @@ int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
 #include "world_sfd.h"
 #include "world_render.h"
 #include "world_water.h"
+#include "world_logic_bricks.h"
 #include "world_gen.h"
 #include "world_gate.h"
 
@@ -429,6 +489,7 @@ VG_STATIC int world_stop_sound( int argc, const char *argv[] )
     * Therefore it is safe to delete clip data after the players are
     * disconnected
     */
+#if 0
    audio_lock();
    for( int i=0; i<world->audio_things_count; i++ )
    {
@@ -441,6 +502,7 @@ VG_STATIC int world_stop_sound( int argc, const char *argv[] )
       }
    }
    audio_unlock();
+#endif
 
    return 0;
 }
@@ -499,6 +561,7 @@ VG_STATIC void world_init(void)
    shader_scene_vertex_blend_register();
    shader_scene_terrain_register();
    shader_scene_depth_register();
+   shader_scene_position_register();
 
    shader_model_sky_register();
 
@@ -534,14 +597,17 @@ VG_STATIC void world_init(void)
 
 VG_STATIC void world_audio_init(void)
 {
+#if 0
    u32 size = vg_linear_remaining( vg_audio.audio_pool ) 
                - sizeof(vg_linear_allocator);
 
    world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, 
                                                          size, 
                                                          VG_MEMORY_SYSTEM );
+#endif
 }
 
+#if 0
 VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
 {
    struct logic_achievement *ach = &world->logic_achievements[ uid ];
@@ -554,7 +620,9 @@ VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
 
    ach->achieved = 1;
 }
+#endif
 
+#if 0
 VG_STATIC void world_run_relay( world_instance *world, 
                                 struct relay_target *rt );
 
@@ -567,7 +635,9 @@ VG_STATIC void world_trigger_relay( world_instance *world, u32 uid )
       world_run_relay( world, &relay->targets[i] );
    }
 }
+#endif
 
+#if 0
 VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
 {
    struct world_audio_thing *wat = &world->audio_things[ uid ];
@@ -577,7 +647,9 @@ VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
                           &wat->temp_embedded_clip );
    audio_unlock();
 }
+#endif
 
+#if 0
 VG_STATIC void world_run_relay( world_instance *world,
                                 struct relay_target *rt )
 {
@@ -590,7 +662,8 @@ VG_STATIC void world_run_relay( world_instance *world,
    {
       { k_classtype_logic_achievement, world_trigger_achievement },
       { k_classtype_logic_relay, world_trigger_relay },
-      { k_classtype_audio, world_trigger_audio }
+      { k_classtype_audio, world_trigger_audio },
+      { k_classtype_logic_wire, logic_bricks_trigger_brick }
    };
 
    for( int i=0; i<vg_list_size(entity_instructions); i++ )
@@ -606,9 +679,43 @@ VG_STATIC void world_run_relay( world_instance *world,
 
    vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
 }
+#endif
 
 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_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 );
+
+   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!!!!!! */
+
+
 #if 0
    if( world.switching_to_new_world )
    {
@@ -636,10 +743,11 @@ VG_STATIC void world_update( world_instance *world, 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 );
 #endif
+   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 );
 #if 0
@@ -684,12 +792,41 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
          }
       }
    }
+   
+   /* 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 ++;
+   }
 
    int in_trigger = 0;
    for( int i=0; i<world->trigger_count; i++ )
    {
       struct trigger_zone *zone = &world->triggers[i];
 
+      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 );
+         continue;
+      }
+
       v3f local;
       m4x3_mulv( zone->inv_transform, pos, local );
       
@@ -701,7 +838,14 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
 
          if( !world_global.in_trigger )
          {
-            world_run_relay( world, &zone->target );
+            logic_packet packet;
+            packet.location = zone->target_logic_brick;
+            packet.function = 0;
+
+            packet.type = k_mdl_128bit_datatype_vec3;
+            v3_copy( pos, packet.data._v4f );
+
+            logic_bricks_send_packet( world, &packet );
          }
       }
 
@@ -710,24 +854,51 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
                                                         0xff00ff00 );
    }
 
-   for( int i=0; i<world->light_count; i++ )
+   if( k_debug_light_indices )
    {
-      struct world_light *light = &world->lights[i];
+      for( int i=0; i<world->light_count; i++ )
+      {
+         struct world_light *light = &world->lights[i];
+         struct classtype_world_light *inf = light->inf;
 
-      u32 colour = 0xff000000;
-      u8 r = light->colour[0] * 255.0f,
-         g = light->colour[1] * 255.0f,
-         b = light->colour[2] * 255.0f;
+         u32 colour = 0xff000000;
+         u8 r = inf->colour[0] * 255.0f,
+            g = inf->colour[1] * 255.0f,
+            b = inf->colour[2] * 255.0f;
 
-      colour |= r;
-      colour |= g << 8;
-      colour |= b << 16;
+         colour |= r;
+         colour |= g << 8;
+         colour |= b << 16;
 
-      vg_line_pt3( light->co, 0.25f, colour );
+         vg_line_pt3( light->node->co, 0.25f, colour );
+      }
    }
 
    world_global.in_trigger = in_trigger;
    sfd_update();
+
+   if( debug_logic_bricks )
+      logic_bricks_debug( world );
+
+   /* process soundscape transactions */
+   audio_lock();
+   for( int i=0; i<world->soundscape_count; i++ )
+   {
+      struct soundscape *s = &world->soundscapes[i];
+      s->usage_count = 0;
+
+      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();
 }
 
 /*