logic
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 3f806cb8714e00dbabf0d8564dede4a7b9acd43b..4352b6e6031bd38f608b24061591e93e81ad72e1 100644 (file)
--- a/world.h
+++ b/world.h
@@ -53,6 +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.
@@ -79,31 +81,44 @@ 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;
       float g_time;
-      int g_light_count;
+      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;
 
-#if 0
-      v4f g_point_light_positions[32];
-      v4f g_point_light_colours[32];
-#endif
+      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_entities,
+          tex_light_cubes;
+
+   v3i light_cubes;
 
    struct framebuffer heightmap;
 
@@ -155,17 +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
    {
@@ -181,6 +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
@@ -188,8 +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;
@@ -213,6 +261,8 @@ struct world_instance
    {
       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 */
@@ -324,8 +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;
@@ -421,6 +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"
 
@@ -439,6 +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++ )
    {
@@ -451,6 +502,7 @@ VG_STATIC int world_stop_sound( int argc, const char *argv[] )
       }
    }
    audio_unlock();
+#endif
 
    return 0;
 }
@@ -545,14 +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 ];
@@ -565,7 +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 );
 
@@ -578,7 +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 ];
@@ -588,7 +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 )
 {
@@ -601,7 +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++ )
@@ -617,6 +679,7 @@ 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 )
 {
@@ -624,7 +687,28 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
    static double g_time = 0.0;
    g_time += vg.time_delta * (1.0/(k_day_length*60.0));
 
-   world->ub_lighting.g_time = g_time;
+
+   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, 
@@ -708,12 +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 );
       
@@ -725,7 +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 );
          }
       }
 
@@ -734,7 +854,7 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
                                                         0xff00ff00 );
    }
 
-   if( k_debug_light_index )
+   if( k_debug_light_indices )
    {
       for( int i=0; i<world->light_count; i++ )
       {
@@ -756,6 +876,29 @@ VG_STATIC void world_update( world_instance *world, v3f pos )
 
    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();
 }
 
 /*