well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 8779df9ef8790e7b0d6ad0dbd63960e38e759365..8b1b1dc079ff159e06e6197837f0637e4a6a1e46 100644 (file)
--- a/world.h
+++ b/world.h
@@ -1,23 +1,24 @@
+/*
+ * 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 );
+VG_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 "rigidbody.h"
-#include "gate.h"
 #include "bvh.h"
-#include "lighting.h"
 #include "model.h"
 
-#include "traffic.h" /*TODO: -> world_traffic.h */
-
 #include "shaders/terrain.h"
 #include "shaders/sky.h"
 #include "shaders/planeinf.h"
@@ -27,206 +28,324 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit );
 #include "shaders/fscolour.h"
 #include "shaders/alphatest.h"
 
+typedef struct teleport_gate teleport_gate;
+
 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_ui_elements = k_max_ui_segments };
 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
+enum logic_type
+{
+   k_logic_type_relay         = 1,
+   k_logic_type_chance        = 2,
+   k_logic_type_achievement   = 3
+};
+
+VG_STATIC struct gworld
 {
-   /* gameplay */
+   /*
+    * Allocated as system memory
+    * --------------------------------------------------------------------------
+    */
+
+   /* rendering */
+   glmesh skydome;
+   mdl_submesh dome_upper, dome_lower;
+
+   glmesh mesh_gate_surface;
+
+   double sky_time, sky_rate, sky_target_rate;
+
+   /* water rendering */
+   struct
+   {
+      struct framebuffer fbreflect, fbdepth;
+
+      boxf depthbounds;
+      int depth_computed;
+
+      float height;
+      int enabled;
+      v4f plane;
+   }
+   water;
+
+   /* split flap display */
+   struct
+   {
+      mdl_submesh *sm_module, *sm_card;
+      glmesh mesh_base, mesh_display;
+
+      u32 w, h;
+      float *buffer;
+   }
+   sfd;
+
+   /* timing bars, fixed maximum amount */
+   struct route_ui_bar
+   {
+      GLuint vao, vbo, ebo;
+
+      u32  indices_head;
+      u32  vertex_head;
+
+      float last_notch;
+
+      struct route_ui_segment
+      {
+         float length;
+         u32 vertex_start, vertex_count,
+             index_start, index_count, notches;
+      }
+      segments[k_max_ui_segments];
+
+      u32 segment_start, segment_count, fade_start, fade_count;
+      double fade_timer_start;
+      float xpos;
+   }
+   ui_bars[16];
+
+   v3f render_gate_pos;
+   int active_route_board;
+
+   /*
+    * Dynamically allocated when world_load is called.
+    *
+    *                  the following arrays index somewhere into this linear 
+    *                  allocator
+    *
+    * (world_gen.h)
+    * --------------------------------------------------------------------------
+    */
+   void *dynamic_vgl;
+
+   /*
+    * Main world .mdl 
+    */
+   mdl_context *meta;
+
+   /*
+    * Named safe places to respawn
+    */
    struct respawn_point
    {
       v3f co;
       v4f q;
-      char name[32];
+      const char *name;
    }
-   spawns[32];
+   * spawns;
    u32 spawn_count;
 
-   struct subworld_routes
+   /*
+    * Audio player entities
+    */
+   struct world_audio_thing
    {
-      struct route_node
-      {
-         v3f co, right, up, h;
-         u32 next[2];
+      v3f pos;
+      float volume;
+      u32 flags;
 
-         u32 special_type, special_id, current_refs, ref_count;
-         u32 route_ids[4];    /* Gates can be linked into up to four routes */
-      }
-      *nodes;
+      audio_player player;
+      audio_clip temp_embedded_clip;
+   }
+   * audio_things;
+   u32 audio_things_count;
 
-      u32 node_count,
-          node_cap;
+   /*
+    * Relays, random, etc
+    */
+   struct logic_entity
+   {
+      v3f pos;
+      enum logic_type logic_type;
+      int enabled;
 
-      struct route
-      {
-         u32 track_id;
-         v4f colour;
+      /* indexes the action array */
+      u32 action_start, action_count;
+   }
+   * logic_entities;
+   u32 logic_entity_count;
 
-         u32 start;
-         mdl_submesh sm;
-         
-         int active;
-         float factive;
+   /*
+    * Action array
+    */
+   struct logic_action
+   {
+      u32 event,     /* on trigger, on enable, etc (TODO: Enum) */
+          target_id; /* thing to target, 0: self */
 
-         double best_lap, latest_pass; /* Session */
+   }
+   * logic_actions;
+   u32 logic_action_count;
 
-         struct 
-         {
-            GLuint vao, vbo, ebo;
+   /*
+    * Box trigger entities
+    */
+   struct trigger_zone
+   {
+      m4x3f transform, inv_transform;
+      u32   trigger_entity;
+   }
+   * triggers;
+   u32 trigger_count;
 
-            u32  indices_head;
-            u32  vertex_head;
 
-            float last_notch;
+   /*
+    * Routes (world_routes.h)
+    * --------------------------------------------------------------------------
+    */
+   struct route_node
+   {
+      v3f co, right, up, h;
+      u32 next[2];
 
-            struct route_ui_segment
-            {
-               float length;
-               u32 vertex_start, vertex_count,
-                   index_start, index_count, notches;
-            }
-            segments[k_max_ui_segments];
+      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;
 
-            u32 segment_start, segment_count, fade_start, fade_count;
-            double fade_timer_start;
-            float xpos;
-         }
-         ui;
+   struct route
+   {
+      u32 track_id;
+      v4f colour;
 
-         m4x3f scoreboard_transform;
-      }
-      *routes;
+      u32 start;
+      mdl_submesh sm;
+      
+      int active;
+      float factive;
 
-      double last_interaction;
+      double best_lap, latest_pass; /* Session */
 
-      u32 route_count,
-          route_cap;
+      m4x3f scoreboard_transform;
+   }
+   *routes;
+   u32 route_count;
 
-      struct route_gate
-      {
-         teleport_gate gate;
-         
-         u32 node_id;
+   struct route_gate
+   {
+      struct teleport_gate
+      { 
+         v3f co[2];
+         v4f q[2];
+         v2f dims;
 
-         struct route_timing
-         {
-            u32 version; /* Incremented on every teleport */
-            double time;
-         } 
-         timing;
+         m4x3f to_world, recv_to_world, transport;
       }
-      *gates;
+      gate;
 
-      struct route_collector
+      u32 node_id;
+
+      struct route_timing
       {
-         struct route_timing timing;
-      }
-      *collectors;
+         u32 version; /* Incremented on every teleport */
+         double time;
+      } 
+      timing;
+   }
+   *gates;
+   u32 gate_count;
 
-      u32 gate_count,
-          gate_cap,
-          collector_count,
-          collector_cap;
+   struct route_collector
+   {
+      struct route_timing timing;
+   }
+   *collectors;
+   u32 collector_count;
 
-      u32 active_gate,
-          current_run_version;
 
-      scene scene_lines;
-   }
-   routes;
+   /* logic 
+    * ----------------------------------------------------
+    */
 
-   struct subworld_sfd
-   {
-      scene mesh;
-      mdl_submesh *sm_module, *sm_card;
-      glmesh temp;
+   u32 active_gate,
+       current_run_version;
+   double time, rewind_from, rewind_to, last_use;
 
-      struct sfd_instance
-      {
-         float *buffer;
+   /* world geometry */
+   scene *scene_geo, 
+         *scene_no_collide,
+         *scene_lines;
 
-         u32 w,h;
-      } 
-      tester;
-   }
-   sfd;
+   /* spacial mappings */
+   bh_tree *audio_bh,
+           *trigger_bh,
+           *geo_bh;
 
-   /* Paths */
-   traffic_node traffic[128];
-   u32 traffic_count;
+   /* graphics */
+   glmesh mesh_geo, 
+          mesh_no_collide,
+          mesh_route_lines,
+          mesh_water;
 
-#if 0
-   traffic_driver van_man[6];
-#endif
-   
-   /* Physics */
-   
-   /* 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,
+   mdl_submesh sm_geo_std_oob,   sm_geo_std, sm_geo_vb,
+               sm_foliage_main,  sm_foliage_alphatest,
                sm_graffiti, sm_subworld, sm_terrain;
 
-   glmesh skybox, skydome;
-   mdl_submesh dome_upper, dome_lower;
-
-   glmesh cars;
-   mdl_submesh car_holden;
-
-   rigidbody mr_ball;
-
-   /* Load time */
+   /*
+    * Allocated AFTER all previous buffers are done
+    * --------------------------------------------------------------------------
+    */
 
    struct instance_cache
    {
-      mdl_header *mdl;
+      mdl_context *mdl;
       u32 pstr_file;
    }
-   * instance_cache;
-   u32 instance_cache_count,
-       instance_cache_cap;
-
-   v3f render_gate_pos;
-   int active_route_board;
+   instance_cache[32];
+   u32 instance_cache_count;
 }
 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 );
+VG_STATIC int ray_hit_is_ramp( ray_hit *hit );
+VG_STATIC int ray_hit_is_terrain( ray_hit *hit );
+VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
+VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
 
 /*
  * Submodules
  */
+
 #include "world_routes.h"
 #include "world_sfd.h"
-#include "world_audio.h"
 #include "world_render.h"
 #include "world_water.h"
 #include "world_gen.h"
+#include "world_gate.h"
 
 /* 
  * -----------------------------------------------------------------------------
  *                                    Events
  * -----------------------------------------------------------------------------
  */
-static void world_register(void)
+
+VG_STATIC void world_init(void)
 {
+   vg_convar_push( (struct vg_convar){
+      .name = "water_enable",
+      .data = &world.water.enabled,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 0
+   });
+
+   world.sky_rate = 1.0;
+   world.sky_target_rate = 1.0;
+
    shader_terrain_register();
    shader_sky_register();
    shader_planeinf_register();
@@ -234,56 +353,54 @@ static void world_register(void)
    shader_fscolour_register();
    shader_alphatest_register();
 
-   world_routes_register();
-   world_sfd_register();
-   world_water_register();
-}
-
-static void world_free(void)
-{
-   /* TODO.. */
-
-   world_sfd_free();
-}
-
-
-static void world_init(void)
-{
-   mdl_header *mcars = mdl_load( "models/rs_cars.mdl" );
-   mdl_unpack_glmesh( mcars, &world.cars );
-   mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
-   world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
-   free(mcars);
-
-
-   mdl_header *msky = mdl_load("models/rs_skydome.mdl");
-   mdl_unpack_glmesh( msky, &world.skydome );
+   vg_info( "Loading world resources\n" );
+   
+   vg_linear_clear( vg_mem.scratch );
+   mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" );
 
    mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
             *nupper = mdl_node_from_name( msky, "dome_upper" );
    
    world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
    world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
-   free(msky);
 
+   vg_acquire_thread_sync();
+   {
+      mdl_unpack_glmesh( msky, &world.skydome );
+   }
+   vg_release_thread_sync();
 
    /* Other systems */
-   world_render_init();
-   world_sfd_init();
-   world_audio_init();
+   vg_info( "Loading other world systems\n" );
+
+   vg_loader_highwater( world_render_init, NULL, NULL );
+   vg_loader_highwater( world_sfd_init, NULL, NULL );
+   vg_loader_highwater( world_water_init, NULL, NULL );
+   vg_loader_highwater( world_gates_init, NULL, NULL );
+   vg_loader_highwater( world_routes_init, NULL, NULL );
+
+   /* Allocate dynamic world memory arena */
+   u32 max_size = 72*1024*1024;
+   world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size );
 }
 
-static void world_update( v3f pos )
+VG_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<world.routes.route_count; i++ )
+   for( int i=0; i<world.route_count; i++ )
    {
-      float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos );
+      float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
 
       if( d < min_dist )
       {
@@ -296,9 +413,8 @@ static void world_update( v3f pos )
    {
       network_scores_updated = 0;
       world.active_route_board = closest;
-      struct subworld_sfd *sfd = &world.sfd;
 
-      struct route *route = &world.routes.routes[closest];
+      struct route *route = &world.routes[closest];
 
       u32 id = route->track_id;
 
@@ -308,30 +424,55 @@ static void world_update( v3f pos )
 
          for( int i=0; i<13; i++ )
          {
-            sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+            sfd_encode( i, &local_board->data[27*i] );
          }
       }
    }
-   
-   sfd_update( &world.sfd.tester );
 
 #if 0
-   rb_solver_reset();
-   rb_build_manifold_terrain_sphere( &world.mr_ball );
-   
-   for( int i=0; i<5; i++ )
-      rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+   VG_STATIC int in_zone = 0;
 
-   rb_iter( &world.mr_ball );
-   rb_update_transform( &world.mr_ball );
-   rb_debug( &world.mr_ball, 0 );
+   int in_zone_this_time = 0;
 
-   for( int i=0; i<vg_list_size(world.van_man); i++ )
+   for( int i=0; i<world.achievement_zones_count; i++ )
    {
-      traffic_drive( &world.van_man[i] );
-      traffic_visualize_car( &world.van_man[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 );
    }
+
+   in_zone = in_zone_this_time;
 #endif
+   
+   sfd_update();
 }
 
 /* 
@@ -340,18 +481,18 @@ static void world_update( v3f pos )
  * -----------------------------------------------------------------------------
  */
 
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+VG_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] );
+      v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
 }
 
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit )
 {
-   return scene_raycast( &world.geo, pos, dir, hit );
+   return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
 }
 
-static int ray_hit_is_terrain( ray_hit *hit )
+VG_STATIC int ray_hit_is_terrain( ray_hit *hit )
 {
    u32 valid_start = 0,
        valid_end   = world.sm_terrain.vertex_count;
@@ -360,7 +501,7 @@ static int ray_hit_is_terrain( ray_hit *hit )
           (hit->tri[0]  < valid_end);
 }
 
-static int ray_hit_is_ramp( ray_hit *hit )
+VG_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;