-#include "common.h"
-
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
#ifndef WORLD_H
#define WORLD_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" /*TODO: -> world_traffic.h */
-#include "world_routes.h"
-#include "world_sfd.h"
-#include "world_audio.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"
-#include "shaders/alphatest.h"
-
-static struct gworld
-{
- /* gameplay */
- struct respawn_point
- {
- v3f co;
- v4f q;
- char name[32];
- }
- spawns[32];
- u32 spawn_count;
-
- struct subworld_routes routes;
- struct subworld_sfd sfd;
-
- /* ...
- struct subworld_spawns system_spawns;
- struct subworld_physics system_physics;
- */
-
- /* Paths */
- traffic_node traffic[128];
- u32 traffic_count;
-
-#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,
- 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 */
-
- struct instance_cache
- {
- mdl_header *mdl;
- u32 pstr_file;
- }
- * instance_cache;
- u32 instance_cache_count,
- instance_cache_cap;
-
- v3f render_gate_pos;
-}
-world;
-
-static struct subworld_routes *subworld_routes(void) { return &world.routes; }
-static struct subworld_sfd *subworld_sfd(void) { return &world.sfd; }
+/* types
+ */
-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 };
-
-vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
- .flags = VG_TEXTURE_NEAREST };
+enum world_geo_type{
+ k_world_geo_type_solid = 0,
+ k_world_geo_type_nonsolid = 1,
+ k_world_geo_type_water = 2
+};
-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] );
+enum world_purpose{
+ k_world_purpose_hub,
+ k_world_purpose_client
}
+purpose;
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
-{
- return scene_raycast( &world.geo, pos, dir, hit );
-}
+typedef struct world_instance world_instance;
-static int ray_hit_is_terrain( ray_hit *hit )
-{
- u32 valid_start = 0,
- valid_end = world.sm_terrain.vertex_count;
+static void skaterift_world_get_save_path( enum world_purpose which,
+ char buf[128] );
- return (hit->tri[0] >= valid_start) &&
- (hit->tri[0] < valid_end);
-}
-
-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;
-
- return (hit->tri[0] >= valid_start) &&
- (hit->tri[0] < valid_end);
-}
+/* 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"
-static void world_register(void)
-{
- shader_terrain_register();
- shader_sky_register();
- shader_planeinf_register();
- shader_gpos_register();
- shader_fscolour_register();
- shader_alphatest_register();
-
- world_routes_register();
- world_sfd_register();
-}
+/* console variables */
-static void world_free(void)
-{
- /* TODO.. */
+static f32 k_day_length = 30.0f; /* minutes */
+static i32 k_debug_light_indices = 0,
+ k_debug_light_complexity= 0,
+ k_light_preview = 0;
- world_sfd_free();
-}
-static void render_world_depth( m4x4f projection, m4x3f camera );
-
-static void add_all_if_material( m4x3f transform, scene *pscene,
- mdl_header *mdl, u32 id )
-{
- for( int i=0; i<mdl->node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id( mdl, i );
-
- for( int j=0; j<pnode->submesh_count; j++ )
- {
- mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
-
- if( sm->material_id == id )
- {
- m4x3f transform2;
- mdl_node_transform( pnode, transform2 );
- m4x3_mul( transform, transform2, transform2 );
-
- scene_add_submesh( pscene, mdl, sm, transform2 );
- }
- }
-
- if( pnode->classtype == k_classtype_instance )
- {
- if( pnode->sub_uid )
- {
- u32 instance_id = pnode->sub_uid -1;
- struct instance_cache *cache = &world.instance_cache[instance_id];
- mdl_header *mdl2 = cache->mdl;
-
- m4x3f transform2;
- mdl_node_transform( pnode, transform2 );
- m4x3_mul( transform, transform2, transform2 );
-
- add_all_if_material( transform2, pscene, mdl2, id );
- }
- }
- }
-}
+struct world_instance {
+ /* Fixed items
+ * -------------------------------------------------------
+ */
-static void world_apply_procedural_foliage(void)
-{
- 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;
- 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;
- hit.dist = INFINITY;
-
- if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- {
- if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
- (hit.pos[1] > water_height()+10.0f) )
- {
- 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] );
- scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
- }
- }
+ 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 */
}
- free( mfoliage );
-}
+ status;
-static void world_load(void)
-{
- mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
+ struct{
+ boxf depthbounds;
+ int depth_computed;
- world.spawn_count = 0;
- world.traffic_count = 0;
- world.instance_cache = NULL;
-
- /*
- * 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_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 ++;
- }
- else if( pnode->classtype == k_classtype_instance )
- {
- struct classtype_instance *inst = mdl_get_entdata( mworld, pnode );
- pnode->sub_uid = 0;
-
- int cached = 0;
- for( int i=0; i<world.instance_cache_count; i++ )
- {
- struct instance_cache *cache = &world.instance_cache[i];
- if( inst->pstr_file == cache->pstr_file )
- {
- cached = 1;
- pnode->sub_uid = i+1;
- break;
- }
- }
-
- if( !cached )
- {
- world.instance_cache = buffer_reserve(
- world.instance_cache, world.instance_cache_count,
- &world.instance_cache_cap, 1,
- sizeof(struct instance_cache) );
-
- struct instance_cache *cache =
- &world.instance_cache[world.instance_cache_count];
-
- const char *filename = mdl_pstr(mworld, inst->pstr_file);
-
- cache->pstr_file = inst->pstr_file;
- cache->mdl = mdl_load( filename );
-
- if( cache->mdl )
- {
- world.instance_cache_count ++;
- pnode->sub_uid = world.instance_cache_count;
- mdl_link_materials( mworld, cache->mdl );
- vg_success( "Cached %s\n", filename );
- }
- else
- {
- vg_warn( "Failed to cache %s\n", filename );
- }
- }
- }
+ float height;
+ int enabled;
+ v4f plane;
}
-
- world.instance_cache = buffer_fix( world.instance_cache,
- world.instance_cache_count,
- &world.instance_cache_cap,
- sizeof( struct instance_cache ) );
-
-#if 0
- 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)];
-#endif
-
- /*
- * Compile meshes into the world scenes
- */
- scene_init( &world.geo );
-
- u32 mat_surf = 0,
- mat_surf_oob = 0,
- mat_vertex_blend = 0,
- mat_alphatest = 0,
- mat_graffiti = 0,
- mat_subworld = 0,
- mat_terrain = 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 );
-
- 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;
- else if( !strcmp( "alphatest", mat_name ))
- mat_alphatest = i;
- else if( !strcmp( "graffitibox", mat_name ))
- mat_graffiti = i;
- else if( !strcmp( "terrain", mat_name ) )
- mat_terrain = i;
+ 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;
- m4x3f midentity;
- m4x3_identity( midentity );
-
- if( mat_terrain )
- add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
- scene_copy_slice( &world.geo, &world.sm_terrain );
-
- if( mat_surf_oob )
- add_all_if_material( midentity, &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( midentity, &world.geo, mworld, mat_surf );
- scene_copy_slice( &world.geo, &world.sm_geo_std );
-
- if( mat_vertex_blend )
- add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend );
- scene_copy_slice( &world.geo, &world.sm_geo_vb );
-
- scene_upload( &world.geo );
- scene_bh_create( &world.geo );
-
-
- /* Foliage /nocollide layer.
- * TODO: Probably should have material traits for this
- */
- scene_init( &world.foliage );
-
- world_apply_procedural_foliage();
- scene_copy_slice( &world.foliage, &world.sm_foliage_main );
-
- add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest );
- scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
+ GLuint tbo_light_entities,
+ tex_light_entities,
+ tex_light_cubes;
- add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
- scene_copy_slice( &world.foliage, &world.sm_graffiti );
+ float probabilities[3];
- scene_upload( &world.foliage );
- world_routes_loadfrom( mworld );
+ v3i light_cubes;
+ struct framebuffer heightmap;
- for( int i=0; i<world.instance_cache_count; i++ )
- free( world.instance_cache[i].mdl );
-
- free( world.instance_cache );
- 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
+ /*
+ * Dynamically allocated when world_load is called.
+ *
+ * the following arrays index somewhere into this linear
+ * allocator
+ * --------------------------------------------------------------------------
*/
- 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 );
/*
- * Setup scene collider
+ * Main world .mdl
*/
- v3_zero( world.rb_geo.co );
- q_identity( world.rb_geo.q );
-
- world.rb_geo.type = k_rb_shape_scene;
- world.rb_geo.inf.scene.pscene = &world.geo;
- world.rb_geo.is_world = 1;
- rb_init( &world.rb_geo );
-}
-
-static void world_init(void)
-{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise,
- &tex_alphatest,
- &tex_graffiti }, 4 );
-
- 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_context meta;
+ GLuint *textures;
+ u32 texture_count;
- 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);
-
-
- /* Other systems */
- world_sfd_init();
- world_audio_init();
-}
-
-static void world_update(void)
-{
- world_routes_update();
- world_routes_debug();
- 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 );
-
- 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] );
+ struct world_surface{
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
}
-#endif
-}
-
-/*
- * 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 );
-
-#if 0
- 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 );
- }
-#endif
-}
+ * 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_unlock,
+ ent_relay,
+ ent_cubemap;
+
+ ent_gate *rendering_gate;
+
+ /* logic
+ * ----------------------------------------------------
+ */
-static void render_world_alphatest( m4x4f projection, v3f camera )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ /* world geometry */
+ scene_context scene_geo,
+ scene_no_collide,
+ scene_lines;
- shader_alphatest_use();
- shader_alphatest_uTexGarbage(0);
- shader_alphatest_uTexMain(1);
- shader_link_standard_ub( _shader_alphatest.id, 2 );
+ /* spacial mappings */
+ bh_tree *geo_bh,
+ *entity_bh;
+ u32 *entity_list;
- vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_alphatest, 1 );
+ /* graphics */
+ glmesh mesh_route_lines;
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_water;
+ u32 cubemap_cooldown, cubemap_side;
- shader_alphatest_uPv( projection );
- shader_alphatest_uMdl( identity_matrix );
- shader_alphatest_uCamera( camera );
+ rb_object rb_geo;
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- mdl_draw_submesh( &world.sm_foliage_alphatest );
+ ent_challenge *challenge_target;
+ f32 challenge_timer;
+};
- vg_tex2d_bind( &tex_graffiti, 1 );
- mdl_draw_submesh( &world.sm_graffiti );
+struct world_static {
+ /*
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
+ */
+ void *heap;
- glEnable(GL_CULL_FACE);
-}
+ u32 current_run_version;
+ double time, rewind_from, rewind_to, last_use;
-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_terrain );
- mdl_draw_submesh( &world.sm_geo_std_oob );
- mdl_draw_submesh( &world.sm_geo_std );
- mdl_draw_submesh( &world.sm_subworld );
-
- /* TODO: Dont draw in reflection */
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- mdl_draw_submesh( &world.sm_foliage_main );
- glEnable(GL_CULL_FACE);
-}
+ u32 active_trigger_volumes[8];
+ u32 active_trigger_volume_count;
-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 );
-}
+ world_instance instances[4];
+ i32 active_instance;
-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 );
-}
+ addon_reg *addon_hub,
+ *addon_client;
-static void render_world_gates( m4x4f projection, m4x3f camera )
-{
- float closest = INFINITY;
- int id = 0;
-
- for( int i=0; i<world.routes.gate_count; i++ )
- {
- struct route_gate *rg = &world.routes.gates[i];
- float dist = v3_dist2( rg->gate.co[0], camera[3] );
-
- if( dist < closest )
- {
- closest = dist;
- id = i;
- }
+ enum world_loader_state{
+ k_world_loader_none,
+ k_world_loader_preload,
+ k_world_loader_load
}
-
- render_gate( &world.routes.gates[id].gate, camera );
- v3_lerp( world.render_gate_pos,
- world.routes.gates[id].gate.co[0],
- 1.0f,
- world.render_gate_pos );
+ load_state;
}
+static world_static;
-static void render_world( m4x4f projection, m4x3f camera )
-{
- render_sky( camera );
- render_world_routes( projection, camera[3] );
- render_world_vb( projection, camera[3] );
- render_world_alphatest( projection, camera[3] );
- render_terrain( projection, camera[3] );
-
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
- identity_matrix[3][1] = 125.0f;
-
- v4f t;
- q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f );
- q_m3x3( t, identity_matrix );
-
- //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
-}
-
-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
-}
+static void world_init(void);
+static world_instance *world_current_instance(void);
#endif /* WORLD_H */