#include "bvh.h"
#include "model.h"
#include "entity.h"
+#include "font.h"
#include "shaders/scene_standard.h"
#include "shaders/scene_standard_alphatest.h"
static const float k_light_cube_size = 8.0f;
-struct world_instance
-{
- /* This is a small flag we use to changelevel.
- * It will not be cleared until all sounds stop playing
- */
-
+struct world_instance {
/* Fixed items
* -------------------------------------------------------
*/
char world_name[ 64 ];
- struct
- {
+ struct{
boxf depthbounds;
int depth_computed;
water;
/* STD140 */
- struct ub_world_lighting
- {
+ struct ub_world_lighting{
v4f g_cube_min,
g_cube_inv_range;
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;
* (world_gen.h)
* --------------------------------------------------------------------------
*/
+
/*
* Main world .mdl
*/
GLuint *textures;
u32 texture_count;
- struct world_surface
- {
+ struct world_surface{
mdl_material info;
mdl_submesh sm_geo,
sm_no_collide;
ent_gate *rendering_gate;
-#if 0
- /*
- * Named safe places to respawn
- */
- struct respawn_point
- {
- v3f co;
- v4f q;
- const char *name;
- }
- * spawns;
- u32 spawn_count;
-
- /*
- * Audio player entities
- */
- struct world_audio_thing
- {
- v3f pos;
- float volume, range;
- u32 flags;
- audio_clip temp_embedded_clip;
- }
- * audio_things;
- u32 audio_things_count;
-
- 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;
-
- /*
- * Box volume entities
- */
- struct world_volume
- {
- m4x3f transform, inv_transform;
- mdl_node *node;
- }
- * volumes;
- u32 volume_count;
-
- /*
- * Lights
- */
- struct world_light
- {
- mdl_node *node;
- struct classtype_world_light *inf;
- m4x3f inverse_world;
- v2f angle_sin_cos;
- }
- * lights;
- u32 light_count;
-
- /*
- * Routes (world_routes.h)
- * --------------------------------------------------------------------------
- */
-
- struct route_node
- {
- v3f co, right, up, h;
- u32 next[2];
-
- 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;
-
- struct route
- {
- u32 track_id;
- v4f colour;
-
- u32 start;
- mdl_submesh sm;
-
- int active;
- float factive;
-
- double best_lap, latest_pass; /* Session */
-
- m4x3f scoreboard_transform;
- }
- *routes;
- u32 route_count;
-
- struct route_gate
- {
- struct teleport_gate
- {
- v3f co[2];
- v4f q[2];
- v2f dims;
-
- m4x3f to_world, transport;
- }
- gate;
-
- u32 node_id;
-
- struct route_timing
- {
- u32 version; /* Incremented on every teleport */
- double time;
- }
- timing;
- }
- *gates;
- u32 gate_count;
-
- struct nonlocal_gate
- {
- struct teleport_gate gate;
- mdl_node *node;
-
- u32 target_map_index, working;
- }
- *nonlocal_gates;
- u32 nonlocalgate_count;
-
- struct route_collector
- {
- struct route_timing timing;
- }
- *collectors;
- u32 collector_count;
-#endif
-
-
/* logic
* ----------------------------------------------------
*/
mesh_no_collide,
mesh_water;
- rigidbody rb_geo; /* todo.. ... */
+ rb_object rb_geo;
};
-VG_STATIC struct world_global
-{
+VG_STATIC struct world_global{
/*
* Allocated as system memory
* --------------------------------------------------------------------------
double time, rewind_from, rewind_to, last_use;
/* water rendering */
- struct
- {
+ struct{
struct framebuffer fbreflect, fbdepth;
}
water;
/* split flap display */
- struct
- {
+ struct{
glmesh mesh_base, mesh_display;
mdl_submesh sm_base;
u32 active_route_board;
world_instance worlds[4];
u32 world_count;
u32 active_world;
+
+ /* text particles */
+ font3d font;
+
+ struct timer_text{
+ char text[8];
+ m4x3f transform;
+ ent_gate *gate;
+ ent_route *route;
+ }
+ timer_texts[4];
+ u32 timer_text_count;
+
+ struct text_particle{
+ rb_object obj;
+ m4x3f mlocal;
+ ent_glyph *glyph;
+ v4f colour;
+
+ m4x3f mdl;
+ }
+ text_particles[6*4];
+ u32 text_particle_count;
+
}
world_global;
* Submodules
*/
+VG_STATIC float
+ k_day_length = 30.0f; /* minutes */
+
+VG_STATIC int k_debug_light_indices = 0,
+ k_debug_light_complexity = 0,
+ k_light_preview = 0;
+
#include "world_routes.h"
#include "world_sfd.h"
#include "world_render.h"
VG_STATIC void world_init(void)
{
+ VG_VAR_F32( k_day_length );
+ VG_VAR_I32( k_debug_light_indices );
+ VG_VAR_I32( k_debug_light_complexity );
+ VG_VAR_I32( k_light_preview );
+
world_global.sky_rate = 1.0;
world_global.sky_target_rate = 1.0;
call->ent = volume->target;
if( volume->type == k_volume_subtype_particle ){
- v3f co;
+ float *co = alloca( sizeof(float)*3 );
co[0] = vg_randf()*2.0f-1.0f;
co[1] = vg_randf()*2.0f-1.0f;
co[2] = vg_randf()*2.0f-1.0f;
VG_STATIC void world_update( world_instance *world, v3f pos )
{
- /* TEMP!!!!!! */
- static double g_time = 0.0;
- g_time += vg.time_delta * (1.0/(k_day_length*60.0));
-
-
- struct ub_world_lighting *state = &world->ub_lighting;
-
- state->g_time = g_time;
- state->g_realtime = vg.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 );
-
-
- world->probabilities[ k_probability_curve_constant ] = 1.0f;
-
- float dp = state->g_day_phase;
-
- world->probabilities[ k_probability_curve_wildlife_day ] =
- (dp*dp*0.8f+state->g_sunset_phase)*0.8f;
- world->probabilities[ k_probability_curve_wildlife_night ] =
- 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f);
-
-
- glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
- glBufferSubData( GL_UNIFORM_BUFFER, 0,
- sizeof(struct ub_world_lighting), &world->ub_lighting );
- /* TEMP!!!!!! */
-
world_global.sky_time += world_global.sky_rate * vg.time_delta;
world_global.sky_rate = vg_lerp( world_global.sky_rate,
world_global.sky_target_rate,
vg.time_delta * 5.0 );
+ world_routes_update_timer_texts( world );
world_routes_update( world );
- world_routes_debug( world );
+ //world_routes_debug( world );
/* ---- SFD ------------ */
}
}
sfd_update();
-
-
static float random_accum = 0.0f;
random_accum += vg.time_delta;