static struct gworld
{
/* gameplay */
- v3f tutorial;
+ struct respawn_point
+ {
+ v3f co;
+ v4f q;
+ char name[32];
+ }
+ spawns[32];
+ u32 spawn_count;
+
teleport_gate gates[64];
u32 gate_count;
/* Rendering & geometry */
scene geo, foliage, props;
- submodel sm_road, sm_terrain;
+ mdl_submesh sm_surface;
glmesh skybox, skydome;
- submodel dome_upper,
- dome_lower;
+ mdl_submesh dome_upper, dome_lower;
}
world;
static int ray_hit_is_ramp( ray_hit *hit )
{
- return hit->tri[0] < world.sm_road.vertex_count;
+ return hit->tri[0] < world.sm_surface.vertex_count;
}
static void world_register(void)
}
static void render_world_depth( m4x4f projection, m4x3f camera );
-static void world_load(void)
-{
- /*
- * Setup scene
- *
- * TODO: Call world_free when its ready here
- *
- */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
- for( int i=0; i<mworld->layer_count; i++ )
+static void add_all_if_material( scene *pscene, mdl_header *mdl, u32 id )
+{
+ for( int i=0; i<mdl->node_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 );
+ mdl_node *pnode = mdl_node_from_id( mdl, i );
- }
- for( int i=0; i<mworld->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "vertex_blend" ) )
+ for( int j=0; j<pnode->submesh_count; j++ )
{
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.geo, mworld, sm, transform );
- }
- }
- scene_copy_slice( &world.geo, &world.sm_road );
+ mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
- 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 );
-
- /*
- * TODO: Parametric marker import
- */
- 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 )
+ if( sm->material_id == id )
{
- 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 );
+ m4x3f transform;
+ mdl_node_transform( pnode, transform );
+ scene_add_submesh( pscene, mdl, sm, transform );
}
}
}
+}
- /*
- * 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] );
-
- vg_info( "%.3f\n", sm->pivot[1] );
-
- break;
- }
- }
-
- scene_bh_create( &world.geo );
- scene_upload( &world.geo );
-
+static void world_apply_foliage(void)
+{
scene_init( &world.foliage );
- model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
-
- /*
- * TODO: Load any other meshes into the foliage scene, and create rbs for
- * them.
- *
- * then compute bvh
- */
-
- 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" ) ||
- !strcmp( sm->material, "vertex_blend") )
- 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 );
- }
+ 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++ )
{
q_m3x3( qsurface, transform );
v3_copy( hit.pos, transform[3] );
-
- if( vg_randf() < 0.0006f )
- {
- 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 );
-
-
- /* Prop layer */
+ 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;
+
+ scene_init( &world.geo );
scene_init( &world.props );
- for( int i=0; i<mworld->layer_count; i++ )
+
+ /*
+ * 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 )
+ add_all_if_material( &world.geo, mworld, mat_surf );
+
+ scene_copy_slice( &world.geo, &world.sm_surface );
+
+ if( mat_surf_oob )
+ add_all_if_material( &world.geo, mworld, mat_surf_oob );
+ else
+ vg_warn( "No OOB surface\n" );
+
+ scene_bh_create( &world.geo );
+ scene_upload( &world.geo );
+
+ if( mat_vertex_blend )
+ add_all_if_material( &world.props, mworld, mat_vertex_blend );
+
+ /* TODO bvh? */
+
+ /*
+ * Process entities
+ */
+ for( int i=0; i<mworld->node_count; i++ )
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "vertex_blend" ) )
+ 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 );
+ 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;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.props, mworld, sm, 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] );
+ }
}
}
scene_upload( &world.props );
- free( mworld );
+
bh_create( &world.bhcubes,
&bh_system_rigidbodies, world.temp_rbs, world.rb_count );
-
+
+ world_apply_foliage();
+ free( mworld );
+
/*
* Rendering the depth map
*/
&tex_terrain_noise }, 2 );
- model *msky = vg_asset_read("models/rs_skydome.mdl");
- model_unpack( msky, &world.skydome );
-
- world.dome_lower = *submodel_get( msky, "dome_lower" );
- world.dome_upper = *submodel_get( msky, "dome_upper" );
+ 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);
}
shader_planeinf_uPv(full);
shader_planeinf_uCamera(camera[3]);
shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
-
- submodel_draw( &world.dome_lower );
+
+ mdl_draw_submesh( &world.dome_lower );
}
static void render_sky(m4x3f camera)
glDisable( GL_DEPTH_TEST );
mesh_bind( &world.skydome );
- submodel_draw( &world.dome_upper );
+ mdl_draw_submesh( &world.dome_upper );
glEnable( GL_DEPTH_TEST );
glDepthMask( GL_TRUE );