+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#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 "shaders/standard.h"
-
-static struct gworld
-{
- scene geo, foliage;
- submodel sm_road, sm_terrain;
- glmesh skybox;
-
- v3f tutorial;
-
-#if 0
- rigidbody box;
-#endif
-
- teleport_gate gates[16];
- u32 gate_count;
-
- rigidbody temp_rbs[32];
- u32 rb_count;
-
- bh_tree bhcubes;
-}
-world;
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
+/* types
+ */
+
+enum world_geo_type{
+ k_world_geo_type_solid = 0,
+ k_world_geo_type_nonsolid = 1,
+ k_world_geo_type_water = 2
+};
+
+typedef struct world_instance world_instance;
+
+/* submodule headers */
+#include "world_entity.h"
+#include "world_gate.h"
+#include "world_gen.h"
+#include "world_info.h"
+#include "world_load.h"
+#include "world_physics.h"
+#include "world_render.h"
+#include "world_sfd.h"
+#include "world_volumes.h"
+#include "world_water.h"
+#include "world_audio.h"
+#include "world_routes.h"
+
+/* console variables */
+
+static f32 k_day_length = 30.0f; /* minutes */
+static i32 k_debug_light_indices = 0,
+ k_debug_light_complexity= 0,
+ k_light_preview = 0;
+
+
+struct world_instance {
+ /* Fixed items
+ * -------------------------------------------------------
+ */
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ void *heap;
+ enum world_status{
+ k_world_status_unloaded = 0,
+ k_world_status_loading = 1,
+ k_world_status_loaded = 2,
+ k_world_status_unloading = 3 /* dont spawn sounds and stuff */
+ }
+ status;
- render_terrain( projection, camera[3] );
- scene_bind( &world.geo );
- scene_draw( &world.geo );
+ struct{
+ boxf depthbounds;
+ int depth_computed;
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-}
+ float height;
+ int enabled;
+ v4f plane;
+ }
+ water;
+
+ f64 time;
+
+ /* 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;
+ v4f g_board_0;
+ v4f g_board_1;
+
+ 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;
-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] );
-}
+ GLuint tbo_light_entities,
+ tex_light_entities,
+ tex_light_cubes;
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
-{
- return scene_raycast( &world.geo, pos, dir, hit );
-}
+ float probabilities[3];
-static int ray_hit_is_ramp( ray_hit *hit )
-{
- return hit->tri[0] < world.sm_road.vertex_count;
-}
+ v3i light_cubes;
+ struct framebuffer heightmap;
-static bh_system bh_system_rigidbodies;
-static void world_load(void)
-{
- /* Setup scene */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+ /*
+ * Dynamically allocated when world_load is called.
+ *
+ * the following arrays index somewhere into this linear
+ * allocator
+ * --------------------------------------------------------------------------
+ */
- 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 );
+ /*
+ * Main world .mdl
+ */
+ mdl_context meta;
- }
- scene_copy_slice( &world.geo, &world.sm_road );
+ GLuint *textures;
+ u32 texture_count;
- 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 );
+ struct world_surface{
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
}
-
- scene_copy_slice( &world.geo, &world.sm_terrain );
-
- /*
- * TODO: Parametric marker import
+ * surfaces;
+ u32 surface_count;
+
+ ent_worldinfo info;
+ mdl_array_ptr ent_spawn,
+ ent_gate,
+ ent_light,
+ ent_route_node,
+ ent_path_index,
+ ent_checkpoint,
+ ent_route,
+ ent_water,
+
+ ent_audio_clip,
+ ent_audio,
+ ent_volume,
+ ent_traffic,
+ ent_skateshop,
+ ent_marker,
+ ent_camera,
+ ent_swspreview,
+ ent_ccmd,
+ ent_challenge;
+
+ ent_gate *rendering_gate;
+
+ /* logic
+ * ----------------------------------------------------
*/
- 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 )
- {
- 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 );
- }
- }
- }
- /*
- * Load water mesh (1 per world)
- */
- for( int i=0; i<mworld->layer_count; i++ )
- {
- 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] );
-
- break;
- }
- }
+ /* world geometry */
+ scene_context scene_geo,
+ scene_no_collide,
+ scene_lines;
- scene_upload( &world.geo );
- scene_bh_create( &world.geo );
-
- water_compute_depth( world.geo.bbx );
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *volume_bh,
+ *geo_bh;
- scene_init( &world.foliage );
- model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+ /* graphics */
+ glmesh mesh_route_lines;
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_water;
+ rb_object rb_geo;
+};
+
+struct world_static {
/*
- * 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" ) )
- 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 );
- }
+ void *heap;
- free( mworld );
-
- v3f volume;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
- volume[1] = 1.0f;
-
- m4x3f transform;
-
- submodel *sm_blob = submodel_get( mfoliage, "blob" ),
- *sm_tree = submodel_get( mfoliage, "tree" );
-
- for( int i=0;i<100000;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;
-
- 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 )
- {
- v4f qsurface, qrandom;
- v3f axis;
-
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
-
- 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 );
-
- v3_copy( hit.pos, transform[3] );
-
- if( vg_randf() < 0.00000006f )
- {
- m3x3_identity( transform );
- scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
- }
- else
- scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
- }
- }
- }
+ u32 current_run_version;
+ double time, rewind_from, rewind_to, last_use;
- free( mfoliage );
- scene_upload( &world.foliage );
-
- bh_create( &world.bhcubes,
- &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
+ u32 active_trigger_volumes[8];
+ u32 active_trigger_volume_count;
+
+ world_instance worlds[4];
+ i32 active_world;
}
+static world_static;
+
+static void world_init(void);
+static world_instance *world_current_instance(void);
#endif /* WORLD_H */