f
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 29e1e714b6453576dc9e510e5951fc6b0a227c83..9242023a31d7ffade26696bfecb3ee9eec52b876 100644 (file)
--- a/world.h
+++ b/world.h
@@ -1,44 +1,74 @@
+#include "common.h"
+
+static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+
 #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 "lighting.h"
+#include "model.h"
+#include "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"
 
 static struct gworld
 {
-   scene geo, foliage;
-   submodel sm_road, sm_terrain;
-   glmesh skybox;
+   /* gameplay */
+   struct respawn_point
+   {
+      v3f co;
+      v4f q;
+      char name[32];
+   }
+   spawns[32];
+   u32 spawn_count;
 
-   v3f tutorial;
-}
-world;
+   teleport_gate gates[64];
+   u32 gate_count;
 
-static void render_world( m4x4f projection, m4x3f camera )
-{
-   render_sky( camera );
+   /* Paths */
+   traffic_node traffic[128];
+   u32 traffic_count;
 
-   m4x3f identity_matrix;
-   m4x3_identity( identity_matrix );
+   traffic_driver van_man[6];
+   
+   /* Physics */
+   rigidbody temp_rbs[128];
+   u32 rb_count;
+   
+   /* Rendering & geometry */
+   scene geo, foliage;
 
-   render_terrain( projection, camera[3] );
-   scene_bind( &world.geo );
-   scene_draw( &world.geo );
+   mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb;
 
-   glDisable(GL_CULL_FACE);
-   scene_bind( &world.foliage );
-   scene_draw( &world.foliage );
-   glEnable(GL_CULL_FACE);
+   glmesh skybox, skydome;
+   mdl_submesh dome_upper, dome_lower;
+
+   glmesh cars;
+   mdl_submesh car_holden;
 
-   vg_line_boxf( world.geo.bbx, 0xff00ffff );
+   rigidbody mr_ball;
 }
+world;
+
+vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
+                                 .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
+
+vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
+                                 .flags = VG_TEXTURE_NEAREST };
 
 static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
 {
@@ -48,99 +78,68 @@ static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
 
 static int ray_world( v3f pos, v3f dir, ray_hit *hit )
 {
-   return bvh_raycast( &world.geo, pos, dir, hit );
+   return scene_raycast( &world.geo, pos, dir, hit );
 }
 
 static int ray_hit_is_ramp( ray_hit *hit )
 {
-   return hit->tri[0] < world.sm_road.vertex_count;
+   return hit->tri[0] > world.sm_geo_std_oob.vertex_count;
 }
 
-static void world_load(void)
+static void world_register(void)
 {
-   /* Setup scene */
-   scene_init( &world.geo );
-   model *mworld = vg_asset_read( "models/mp_dev.mdl" );
-
-   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 );
-
-   }
-   scene_copy_slice( &world.geo, &world.sm_road );
-
-   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 );
-   }
-
-   scene_copy_slice( &world.geo, &world.sm_terrain );
+   shader_terrain_register();
+   shader_sky_register();
+   shader_planeinf_register();
+   shader_gpos_register();
+   shader_fscolour_register();
+}
 
-   /* 
-    * TODO: Parametric marker import
-    */
-   v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial );
+static void world_free(void)
+{
+   /* TODO.. */
+}
 
+static void render_world_depth( m4x4f projection, m4x3f camera );
 
-   /* GATE DEV */
-#if 0
+static void add_all_if_material( scene *pscene, mdl_header *mdl, u32 id )
+{
+   for( int i=0; i<mdl->node_count; i++ )
    {
-      model_marker *ga = model_marker_get(mworld,"gate_a"),
-                   *gb = model_marker_get(mworld,"gate_a_recv");
-
-      v3_copy( ga->co, gate_a.co );
-      v3_copy( gb->co, gate_b.co );
-      v4_copy( ga->q, gate_a.q );
-      v4_copy( gb->q, gate_b.q );
-      v2_copy( ga->s, gate_a.dims );
-      v2_copy( gb->s, gate_b.dims );
+      mdl_node *pnode = mdl_node_from_id( mdl, i );
 
-      gate_a.other = &gate_b;
-      gate_b.other = &gate_a;
-
-      gate_transform_update( &gate_a );
-      gate_transform_update( &gate_b );
-   }
-#endif
+      for( int j=0; j<pnode->submesh_count; j++ )
+      {
+         mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
 
-   /* WATER DEV
-    * again, TODO: parametric import (material)
-    */
-   {
-      glmesh surf;
-      submodel *sm = submodel_get(mworld,"mp_dev_water");
-      model_unpack_submodel( mworld, &surf, sm );
-            
-      water_init();
-      water_set_surface( &surf, sm->pivot[1] );
+         if( sm->material_id == id )
+         {
+            m4x3f transform;
+            mdl_node_transform( pnode, transform );
+            scene_add_submesh( pscene, mdl, sm, transform );
+         }
+      }
    }
+}
 
-   free( mworld );
-   scene_upload( &world.geo );
-   bvh_create( &world.geo );
-   
-   water_compute_depth( world.geo.bbx );
-
+static void world_apply_foliage(void)
+{
    scene_init( &world.foliage );
-   model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+   mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
 
    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" );
+   mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
+   mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
 
    for( int i=0;i<100000;i++ )
    {
       v3f pos;
       v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
+      pos[1] = 1000.0f;
       v3_add( pos, world.geo.bbx[0], pos );
       
       ray_hit hit;
@@ -149,7 +148,7 @@ static void world_load(void)
       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 )
+             hit.pos[1] > water_height()+10.0f )
          {
             v4f qsurface, qrandom;
             v3f axis;
@@ -163,20 +162,409 @@ static void world_load(void)
             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 );
+            scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
          }
       }
    }
 
-   free( mfoliage );
    scene_upload( &world.foliage );
+   free( mfoliage );
+}
+
+static void world_load(void)
+{
+   mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
+
+   world.spawn_count = 0;
+   world.gate_count = 0;
+   world.rb_count = 0;
+   world.traffic_count = 0;
+
+   scene_init( &world.geo );
+
+   /* 
+    * Compile meshes into the world scenes
+    */
+   u32 mat_surf = 0,
+       mat_surf_oob = 0,
+       mat_vertex_blend = 0;
+
+   for( int i=1; i<mworld->material_count; i++ )
+   {
+      mdl_material *mat = mdl_material_from_id( mworld, i );
+      const char *mat_name = mdl_pstr( mworld, mat->pstr_name );
+
+      vg_info( "%d %s\n", mat->pstr_name, mat_name );
+
+      if( !strcmp( "surf", mat_name ))
+         mat_surf = i;
+      else if( !strcmp( "surf_oob", mat_name ))
+         mat_surf_oob = i;
+      else if( !strcmp( "vertex_blend", mat_name ))
+         mat_vertex_blend = i;
+   }
+
+   if( mat_surf_oob )
+      add_all_if_material( &world.geo, mworld, mat_surf_oob );
+   else
+      vg_warn( "No OOB surface\n" );
+   scene_copy_slice( &world.geo, &world.sm_geo_std_oob );
+
+   if( mat_surf )
+      add_all_if_material( &world.geo, mworld, mat_surf );
+   scene_copy_slice( &world.geo, &world.sm_geo_std );
+
+   if( mat_vertex_blend )
+      add_all_if_material( &world.geo, mworld, mat_vertex_blend );
+   scene_copy_slice( &world.geo, &world.sm_geo_vb );
+
+   scene_upload( &world.geo );
+   scene_bh_create( &world.geo );
+   
+   /*
+    * Process entities
+    */
+   for( int i=0; i<mworld->node_count; i++ )
+   {
+      mdl_node *pnode = mdl_node_from_id( mworld, i );
+      
+      if( pnode->classtype == k_classtype_none )
+      {}
+      else if( pnode->classtype == k_classtype_gate )
+      {
+         struct classtype_gate *entgate = mdl_get_entdata( mworld, pnode );
+
+         if( entgate->target )
+         {
+            mdl_node *pother = mdl_node_from_id( mworld, entgate->target );
+            
+            teleport_gate *gate = &world.gates[ world.gate_count ++ ];
+            
+            v3_copy( pnode->co,  gate->co[0] );
+            v3_copy( pother->co, gate->co[1] );
+            v4_copy( pnode->q,   gate->q[0] );
+            v4_copy( pother->q,  gate->q[1] );
+            v2_copy( pnode->s,   gate->dims );
+
+            gate_transform_update( gate );
+         }
+      }
+      else if( pnode->classtype == k_classtype_block )
+      {
+         struct classtype_block *block = mdl_get_entdata( mworld, pnode );
+
+         m4x3f transform;
+         mdl_node_transform( pnode, transform );
+
+         rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+
+         box_copy( block->bbx, rb->bbx ); /* TODO: apply scale */
+         v3_copy( pnode->co, rb->co );
+         rb_init( rb );
+         v4_copy( pnode->q, rb->q );
+         rb_update_transform( rb );
+      }
+      else if( pnode->classtype == k_classtype_spawn )
+      {
+         struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+
+         v3_copy( pnode->co, rp->co );
+         v4_copy( pnode->q, rp->q );
+         strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) );
+      }
+      else if( pnode->classtype == k_classtype_water )
+      {
+         if( wrender.enabled )
+         {
+            vg_warn( "Multiple water surfaces in level! ('%s')\n", 
+                  mdl_pstr( mworld, pnode->pstr_name ));
+            continue;
+         }
+
+         mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 );
+         
+         if( sm )
+         {
+            glmesh surf;
+            mdl_unpack_submesh( mworld, &surf, sm );
+            water_init();
+            water_set_surface( &surf, pnode->co[1] );
+         }
+      }
+      else if( pnode->classtype == k_classtype_car_path )
+      {
+         struct classtype_car_path *p = mdl_get_entdata( mworld, pnode );
+         traffic_node *tn = &world.traffic[ world.traffic_count ];
+         tn->mn_next = NULL;
+         tn->mn_next1 = NULL;
+         
+         if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target );
+         if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 );
+
+         m4x3f transform;
+         mdl_node_transform( pnode, transform );
+         m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h );
+         v3_copy( transform[3], tn->co );
+
+         pnode->sub_uid = world.traffic_count ++;
+      }
+   }
+   
+   traffic_finalize( world.traffic, world.traffic_count );
+   for( int i=0; i<vg_list_size(world.van_man); i++ )
+      world.van_man[i].current =&world.traffic[vg_randint(world.traffic_count)];
+
+   world_apply_foliage();
+   free( mworld );
+
+   /* 
+    * Rendering the depth map
+    */
+   m4x4f ortho;
+   m4x3f camera;
+
+   v3f extent;
+   v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
+
+   float fl = world.geo.bbx[0][0],
+         fr = world.geo.bbx[1][0],
+         fb = world.geo.bbx[0][2],
+         ft = world.geo.bbx[1][2],
+         rl = 1.0f / (fr-fl),
+         tb = 1.0f / (ft-fb);
+
+   m4x4_zero( ortho );
+       ortho[0][0] = 2.0f * rl;
+       ortho[2][1] = 2.0f * tb;
+   ortho[3][0] = (fr + fl) * -rl;
+   ortho[3][1] = (ft + fb) * -tb;
+   ortho[3][3] = 1.0f;
+   m4x3_identity( camera );
+
+   glViewport( 0, 0, 1024, 1024 );
+   glDisable(GL_DEPTH_TEST);
+   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
+   shader_fscolour_use();
+   shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
+   render_fsquad();
+
+   glEnable(GL_BLEND);
+   glBlendFunc(GL_ONE, GL_ONE);
+   glBlendEquation(GL_MAX);
+   render_world_depth( ortho, camera );
+   glDisable(GL_BLEND);
+   glEnable(GL_DEPTH_TEST);
+
+   /* 
+    * TODO: World settings entity
+    */
+   struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
+   v4_copy( wrender.plane, winfo->g_water_plane );
+
+   v4f bounds;
+   bounds[0] = world.geo.bbx[0][0];
+   bounds[1] = world.geo.bbx[0][2];
+   bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
+   bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
+   v4_copy( bounds, winfo->g_depth_bounds );
+
+   winfo->g_water_fog = 0.04f;
+   render_update_lighting_ub();
+   
+
+   world.mr_ball.type = k_rb_shape_sphere;
+   world.mr_ball.inf.sphere.radius = 2.0f;
+   v3_copy( (v3f){ 0.0f, 110.0f, 0.0f }, world.mr_ball.co );
+
+   q_identity(world.mr_ball.q);
+   rb_init( &world.mr_ball );
+}
+
+static void world_init(void)
+{
+   vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, 
+                                  &tex_terrain_noise }, 2 );
+
+
+   mdl_header *msky = mdl_load("models/rs_skydome.mdl");
+   mdl_unpack_glmesh( msky, &world.skydome );
+
+   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);
+
+   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);
+}
+
+static void world_update(void)
+{
+   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 );
+
+   rb_iter( &world.mr_ball );
+   rb_update_transform( &world.mr_ball );
+   rb_debug( &world.mr_ball, 0 );
+
+   for( int i=0; i<vg_list_size(world.van_man); i++ )
+   {
+      traffic_drive( &world.van_man[i] );
+      traffic_visualize_car( &world.van_man[i] );
+   }
+}
+
+/*
+ * Rendering
+ */
+
+static void bind_terrain_textures(void)
+{
+   vg_tex2d_bind( &tex_terrain_noise, 0 );
+   vg_tex2d_bind( &tex_terrain_colours, 1 );
+}
+
+static void render_world_vb( m4x4f projection, v3f camera )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+
+   shader_vblend_use();
+   shader_vblend_uTexGarbage(0);
+   shader_vblend_uTexGradients(1);
+   shader_link_standard_ub( _shader_vblend.id, 2 );
+   bind_terrain_textures();
+
+   shader_vblend_uPv( projection );
+   shader_vblend_uMdl( identity_matrix );
+   shader_vblend_uCamera( camera );
+
+   scene_bind( &world.geo );
+   mdl_draw_submesh( &world.sm_geo_vb );
+
+   mesh_bind( &world.cars );
+
+   for( int i=0; i<vg_list_size(world.van_man); i++ )
+   {
+      shader_vblend_uMdl( world.van_man[i].transform );
+      mdl_draw_submesh( &world.car_holden );
+   }
+}
+
+static void render_terrain( m4x4f projection, v3f camera )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+
+   shader_terrain_use();
+   shader_terrain_uTexGarbage(0);
+   shader_terrain_uTexGradients(1);
+   shader_link_standard_ub( _shader_terrain.id, 2 );
+   bind_terrain_textures();
+
+   shader_terrain_uPv( projection );
+   shader_terrain_uMdl( identity_matrix );
+   shader_terrain_uCamera( camera );
+
+   scene_bind( &world.geo );
+   mdl_draw_submesh( &world.sm_geo_std_oob );
+   mdl_draw_submesh( &world.sm_geo_std );
+
+   glDisable(GL_CULL_FACE);
+   scene_bind( &world.foliage );
+   scene_draw( &world.foliage );
+   glEnable(GL_CULL_FACE);
+}
+
+static void render_lowerdome( m4x3f camera )
+{
+   m4x4f projection, full;
+   pipeline_projection( projection, 0.4f, 1000.0f );
+
+   m4x3f inverse;
+   m3x3_transpose( camera, inverse );
+   v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+   m4x3_expand( inverse, full );
+   m4x4_mul( projection, full, full );
+
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+   
+   shader_planeinf_use();
+   shader_planeinf_uMdl(identity_matrix);
+   shader_planeinf_uPv(full);
+   shader_planeinf_uCamera(camera[3]);
+   shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
+   
+   mdl_draw_submesh( &world.dome_lower );
+}
+
+static void render_sky(m4x3f camera)
+{
+   m4x4f projection, full;
+   pipeline_projection( projection, 0.4f, 1000.0f );
+
+   m4x3f inverse;
+   m3x3_transpose( camera, inverse );
+   v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
+   m4x3_expand( inverse, full );
+   m4x4_mul( projection, full, full );
+
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+   
+   shader_sky_use();
+   shader_sky_uMdl(identity_matrix);
+   shader_sky_uPv(full);
+   shader_sky_uTexGarbage(0);
+   shader_sky_uTime( vg_time );
+
+   vg_tex2d_bind( &tex_terrain_noise, 0 );
+
+   glDepthMask( GL_FALSE );
+   glDisable( GL_DEPTH_TEST );
+
+   mesh_bind( &world.skydome );
+   mdl_draw_submesh( &world.dome_upper );
+   
+   glEnable( GL_DEPTH_TEST );
+   glDepthMask( GL_TRUE );
+}
+
+static void render_world( m4x4f projection, m4x3f camera )
+{
+   render_sky( camera );
+   render_world_vb( projection, camera[3] );
+   render_terrain( projection, camera[3] );
+}
+
+static void render_world_depth( m4x4f projection, m4x3f camera )
+{
+   m4x3f identity_matrix;
+   m4x3_identity( identity_matrix );
+
+   shader_gpos_use();
+   shader_gpos_uCamera( camera[3] );
+   shader_gpos_uPv( projection );
+   shader_gpos_uMdl( identity_matrix );
+   
+   scene_bind( &world.geo );
+   scene_draw( &world.geo );
+
+#if 0
+   glDisable(GL_CULL_FACE);
+   scene_bind( &world.foliage );
+   scene_draw( &world.foliage );
+   glEnable(GL_CULL_FACE);
+#endif
 }
 
 #endif /* WORLD_H */