#include "common.h"
-VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
-
#ifndef WORLD_H
#define WORLD_H
+typedef struct world_instance world_instance;
+
#include "vg/vg_loader.h"
#include "network.h"
#include "bvh.h"
#include "model.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"
+#include "shaders/scene_standard.h"
+#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_vertex_blend.h"
+#include "shaders/scene_terrain.h"
+#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
+
+#include "shaders/model_sky.h"
typedef struct teleport_gate teleport_gate;
k_logic_type_achievement = 3
};
-VG_STATIC struct gworld
+enum geo_type
{
- /*
- * Allocated as system memory
- * --------------------------------------------------------------------------
- */
+ k_geo_type_solid = 0,
+ k_geo_type_nonsolid = 1,
+ k_geo_type_water = 2
+};
- /* rendering */
- glmesh skydome;
- mdl_submesh dome_upper, dome_lower;
+struct world_instance
+{
+ /* This is a small flag we use to changelevel.
+ * It will not be cleared until all sounds stop playing
+ */
- glmesh mesh_gate_surface;
+ /* Fixed items
+ * -------------------------------------------------------
+ */
- double sky_time, sky_rate, sky_target_rate;
+ char world_name[ 64 ];
- /* water rendering */
struct
{
- struct framebuffer fbreflect, fbdepth;
-
boxf depthbounds;
int depth_computed;
}
water;
- /* split flap display */
- struct
+ /* STD140 */
+ struct ub_world_lighting
{
- mdl_submesh *sm_module, *sm_card;
- glmesh mesh_base, mesh_display;
+ /* v3f (padded) */
+ v4f g_light_colours[3],
+ g_light_directions[3],
+ g_ambient_colour;
- u32 w, h;
- float *buffer;
- }
- sfd;
+ v4f g_water_plane,
+ g_depth_bounds;
- /* timing bars, fixed maximum amount */
- struct route_ui_bar
- {
- GLuint vao, vbo, ebo;
+ float g_water_fog;
+ float g_time;
+ int g_light_count;
+ int g_light_preview;
+ int g_shadow_samples;
- u32 indices_head;
- u32 vertex_head;
+ int g_debug_indices;
+ int g_debug_complexity;
- 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;
+#if 0
+ v4f g_point_light_positions[32];
+ v4f g_point_light_colours[32];
+#endif
}
- ui_bars[16];
+ ub_lighting;
+ GLuint ubo_lighting;
+ int ubo_bind_point;
- v3f render_gate_pos;
- int active_route_board;
+ GLuint tbo_light_entities,
+ tex_light_entities;
- /* This is a small flag we use to changelevel.
- * It will not be cleared until all sounds stop playing
- */
- int switching_to_new_world;
- char world_name[ 64 ];
+ struct framebuffer heightmap;
/*
* Dynamically allocated when world_load is called.
* (world_gen.h)
* --------------------------------------------------------------------------
*/
- void *dynamic_vgl;
-
/*
* Main world .mdl
*/
mdl_context *meta;
+ /*
+ * Materials / textures
+ */
+
+ GLuint *textures;
+ u32 texture_count;
+
+ struct world_material
+ {
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
+ }
+ * materials;
+ u32 material_count;
+
/*
* Named safe places to respawn
*/
u32 audio_things_count;
/*
- * Relays, random, etc
+ * Relays
*/
- struct logic_entity
+ struct logic_relay
{
v3f pos;
- enum logic_type logic_type;
- int enabled;
- /* indexes the action array */
- u32 action_start, action_count;
+ struct relay_target
+ {
+ u32 sub_id;
+ enum classtype classtype;
+ }
+ targets[4];
+ u32 target_count;
}
- * logic_entities;
- u32 logic_entity_count;
+ * logic_relays;
+ u32 relay_count;
/*
- * Action array
+ * Box trigger entities
*/
- struct logic_action
+ struct trigger_zone
{
- u32 event, /* on trigger, on enable, etc (TODO: Enum) */
- target_id; /* thing to target, 0: self */
+ m4x3f transform, inv_transform;
+ struct relay_target target;
}
- * logic_actions;
- u32 logic_action_count;
+ * triggers;
+ u32 trigger_count;
/*
- * Box trigger entities
+ * Achievements
*/
- struct trigger_zone
+ struct logic_achievement
{
- m4x3f transform, inv_transform;
- u32 trigger_entity;
+ v3f pos;
+ const char *achievement_id;
+ u32 achieved;
}
- * triggers;
- u32 trigger_count;
+ * logic_achievements;
+ u32 achievement_count;
+
+ /*
+ * Lights
+ */
+ struct world_light
+ {
+ mdl_node *node;
+ struct classtype_world_light *inf;
+ /* enabled.. etc?
+ * TODO: we should order entities in the binary by their type */
+ }
+ * lights;
+ u32 light_count;
/*
* Routes (world_routes.h)
v4f q[2];
v2f dims;
- m4x3f to_world, recv_to_world, transport;
+ m4x3f to_world, transport;
}
gate;
*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;
* ----------------------------------------------------
*/
- u32 active_gate,
- current_run_version;
- double time, rewind_from, rewind_to, last_use;
-
/* world geometry */
scene *scene_geo,
*scene_no_collide,
*geo_bh;
/* graphics */
+ glmesh mesh_route_lines;
glmesh mesh_geo,
mesh_no_collide,
- mesh_route_lines,
mesh_water;
- rigidbody rb_geo;
+ rigidbody rb_geo; /* todo.. ... */
+};
+
+VG_STATIC struct world_global
+{
+ /*
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
+ */
+ void *generic_heap,
+ *audio_heap; /* sub buffer of the audio buffer */
+
+ /* rendering */
+ glmesh skydome;
+ mdl_submesh dome_upper, dome_lower;
+
+ glmesh mesh_gate_surface;
+
+ double sky_time, sky_rate, sky_target_rate;
+
+ /* gates, TODO: active_gate should also know which instance */
+ u32 active_gate,
+ current_run_version;
+ double time, rewind_from, rewind_to, last_use;
+
+ /* water rendering */
+ struct
+ {
+ struct framebuffer fbreflect, fbdepth;
+ }
+ 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;
+
+ 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;
+ int in_trigger;
- /* TODO Maybe make this less hardcoded...
- * im on it, boss*/
- mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
- sm_foliage_main, sm_foliage_alphatest,
- sm_graffiti, sm_subworld, sm_terrain;
+ int switching_to_new_world;
+ world_instance worlds[4];
+ u32 world_count;
+ u32 active_world;
}
-world;
+world_global;
+VG_STATIC world_instance *get_active_world( void )
+{
+ return &world_global.worlds[ world_global.active_world ];
+}
/*
* API
*/
-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 );
+VG_STATIC
+int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+struct world_material *ray_hit_material( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
+
+VG_STATIC
+int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
/*
* Submodules
VG_STATIC int world_stop_sound( int argc, const char *argv[] )
{
+ world_instance *world = get_active_world();
+
/*
* None of our world audio runs as one shots, they always have a player.
* Therefore it is safe to delete clip data after the players are
* disconnected
*/
audio_lock();
- for( int i=0; i<world.audio_things_count; i++ )
+ for( int i=0; i<world->audio_things_count; i++ )
{
- struct world_audio_thing *at = &world.audio_things[i];
+ struct world_audio_thing *at = &world->audio_things[i];
if( audio_player_is_playing( &at->player ) )
{
VG_STATIC int world_change_world( int argc, const char *argv[] )
{
+#if 0
+ world_instance *world = get_active_world();
+
if( argc == 0 )
{
vg_info( "%s\n", world.world_name );
world.switching_to_new_world = 1;
world_stop_sound( 0, NULL );
}
+#endif
return 0;
}
VG_STATIC void world_init(void)
{
- vg_convar_push( (struct vg_convar){
+#if 0
+ vg_var_push( (struct vg_var){
.name = "water_enable",
.data = &world.water.enabled,
- .data_type = k_convar_dtype_i32,
+ .data_type = k_var_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=1 },
.persistent = 0
});
+#endif
vg_function_push( (struct vg_cmd)
{
.function = world_change_world
});
- world.sky_rate = 1.0;
- world.sky_target_rate = 1.0;
+ world_global.sky_rate = 1.0;
+ world_global.sky_target_rate = 1.0;
- shader_terrain_register();
- shader_sky_register();
- shader_planeinf_register();
- shader_gpos_register();
- shader_fscolour_register();
- shader_alphatest_register();
+ shader_scene_standard_register();
+ shader_scene_standard_alphatest_register();
+ shader_scene_vertex_blend_register();
+ shader_scene_terrain_register();
+ shader_scene_depth_register();
+ shader_scene_position_register();
+
+ shader_model_sky_register();
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 );
+ mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" );
+ world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
vg_acquire_thread_sync();
{
- mdl_unpack_glmesh( msky, &world.skydome );
+ mdl_unpack_glmesh( msky, &world_global.skydome );
}
vg_release_thread_sync();
/* Other systems */
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 );
+ vg_loader_step( world_render_init, NULL );
+ vg_loader_step( world_sfd_init, NULL );
+ vg_loader_step( world_water_init, NULL );
+ vg_loader_step( world_gates_init, NULL );
+ vg_loader_step( world_routes_init, NULL );
/* Allocate dynamic world memory arena */
- u32 max_size = 72*1024*1024;
- world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
- VG_MEMORY_SYSTEM );
+ u32 max_size = 76*1024*1024;
+ world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory,
+ max_size,
+ VG_MEMORY_SYSTEM );
+}
+
+VG_STATIC void world_audio_init(void)
+{
+ u32 size = vg_linear_remaining( vg_audio.audio_pool )
+ - sizeof(vg_linear_allocator);
+
+ world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool,
+ size,
+ VG_MEMORY_SYSTEM );
+}
+
+VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
+{
+ struct logic_achievement *ach = &world->logic_achievements[ uid ];
+
+ if( ach->achieved )
+ return;
+
+ steam_set_achievement( ach->achievement_id );
+ steam_store_achievements();
+
+ ach->achieved = 1;
+}
+
+VG_STATIC void world_run_relay( world_instance *world,
+ struct relay_target *rt );
+
+VG_STATIC void world_trigger_relay( world_instance *world, u32 uid )
+{
+ struct logic_relay *relay = &world->logic_relays[ uid ];
+
+ for( int i=0; i<relay->target_count; i++ )
+ {
+ world_run_relay( world, &relay->targets[i] );
+ }
+}
+
+VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
+{
+ struct world_audio_thing *wat = &world->audio_things[ uid ];
+
+ audio_lock();
+ audio_player_playclip( &wat->player,
+ &wat->temp_embedded_clip );
+ audio_unlock();
+}
+
+VG_STATIC void world_run_relay( world_instance *world,
+ struct relay_target *rt )
+{
+ struct entity_instruction
+ {
+ enum classtype classtype;
+ void (*p_trigger)( world_instance *world, u32 uid );
+ }
+ entity_instructions[] =
+ {
+ { k_classtype_logic_achievement, world_trigger_achievement },
+ { k_classtype_logic_relay, world_trigger_relay },
+ { k_classtype_audio, world_trigger_audio }
+ };
+
+ for( int i=0; i<vg_list_size(entity_instructions); i++ )
+ {
+ struct entity_instruction *instr = &entity_instructions[i];
+
+ if( instr->classtype == rt->classtype )
+ {
+ instr->p_trigger( world, rt->sub_id );
+ return;
+ }
+ }
+
+ vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
}
-VG_STATIC void world_update( v3f pos )
+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));
+
+ world->ub_lighting.g_time = g_time;
+ world->ub_lighting.g_debug_indices = k_debug_light_indices;
+ world->ub_lighting.g_debug_complexity = k_debug_light_complexity;
+
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0,
+ sizeof(struct ub_world_lighting), &world->ub_lighting );
+ /* TEMP!!!!!! */
+
+
+#if 0
if( world.switching_to_new_world )
{
int all_stopped = 1;
{
world.switching_to_new_world = 0;
world_unload();
- world_load();
+ vg_loader_start( world_load );
+ return;
}
}
+#endif
+ 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.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();
+ world_routes_update( world );
#if 0
world_routes_debug();
#endif
- int closest = 0;
- float min_dist = INFINITY;
-
- for( int i=0; i<world.route_count; i++ )
+ if( world->route_count > 0 )
{
- float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
+ int closest = 0;
+ float min_dist = INFINITY;
- if( d < min_dist )
+ for( int i=0; i<world->route_count; i++ )
{
- min_dist = d;
- closest = i;
- }
- }
+ float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos );
- if( (world.active_route_board != closest) || network_scores_updated )
- {
- network_scores_updated = 0;
- world.active_route_board = closest;
+ if( d < min_dist )
+ {
+ min_dist = d;
+ closest = i;
+ }
+ }
- struct route *route = &world.routes[closest];
+ if( (world_global.active_route_board != closest)
+ || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world_global.active_route_board = closest;
- u32 id = route->track_id;
+ struct route *route = &world->routes[closest];
- if( id != 0xffffffff )
- {
- struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+ u32 id = route->track_id;
- for( int i=0; i<13; i++ )
+ if( id != 0xffffffff )
{
- sfd_encode( i, &local_board->data[27*i] );
+ struct netmsg_board *local_board =
+ &scoreboard_client_data.boards[id];
+
+ for( int i=0; i<13; i++ )
+ {
+ sfd_encode( i, &local_board->data[27*i] );
+ }
}
}
}
-#if 0
- VG_STATIC int in_zone = 0;
-
- int in_zone_this_time = 0;
-
- for( int i=0; i<world.achievement_zones_count; i++ )
+ int in_trigger = 0;
+ for( int i=0; i<world->trigger_count; i++ )
{
- struct achievement_zone *zone = &world.achievement_zones[i];
+ struct trigger_zone *zone = &world->triggers[i];
v3f local;
m4x3_mulv( zone->inv_transform, pos, local );
(fabsf(local[1]) <= 1.0f) &&
(fabsf(local[2]) <= 1.0f) )
{
- in_zone_this_time = 1;
+ in_trigger = 1;
- if( !in_zone && zone->ptarget )
+ if( !world_global.in_trigger )
{
- audio_lock();
- audio_player_playclip( &zone->ptarget->player,
- &zone->ptarget->temp_embedded_clip );
- audio_unlock();
+ world_run_relay( world, &zone->target );
}
-
- 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},
0xff00ff00 );
}
- in_zone = in_zone_this_time;
-#endif
-
+ if( k_debug_light_indices )
+ {
+ for( int i=0; i<world->light_count; i++ )
+ {
+ struct world_light *light = &world->lights[i];
+ struct classtype_world_light *inf = light->inf;
+
+ u32 colour = 0xff000000;
+ u8 r = inf->colour[0] * 255.0f,
+ g = inf->colour[1] * 255.0f,
+ b = inf->colour[2] * 255.0f;
+
+ colour |= r;
+ colour |= g << 8;
+ colour |= b << 16;
+
+ vg_line_pt3( light->node->co, 0.25f, colour );
+ }
+ }
+
+ world_global.in_trigger = in_trigger;
sfd_update();
}
* -----------------------------------------------------------------------------
*/
-VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+VG_STATIC void ray_world_get_tri( world_instance *world,
+ ray_hit *hit, v3f tri[3] )
{
for( int i=0; i<3; i++ )
- v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
+ v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
}
-VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC int ray_world( world_instance *world,
+ v3f pos, v3f dir, ray_hit *hit )
{
- return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
+ return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit );
}
-VG_STATIC int ray_hit_is_terrain( ray_hit *hit )
+/*
+ * Cast a sphere from a to b and see what time it hits
+ */
+VG_STATIC int spherecast_world( world_instance *world,
+ v3f pa, v3f pb, float r, float *t, v3f n )
{
- u32 valid_start = 0,
- valid_end = world.sm_terrain.vertex_count;
+ bh_iter it;
+ bh_iter_init( 0, &it );
+
+ boxf region;
+ box_init_inf( region );
+ box_addpt( region, pa );
+ box_addpt( region, pb );
+
+ v3_add( (v3f){ r, r, r}, region[1], region[1] );
+ v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
- return (hit->tri[0] >= valid_start) &&
- (hit->tri[0] < valid_end);
+ v3f dir;
+ v3_sub( pb, pa, dir );
+
+ v3f dir_inv;
+ dir_inv[0] = 1.0f/dir[0];
+ dir_inv[1] = 1.0f/dir[1];
+ dir_inv[2] = 1.0f/dir[2];
+
+ int hit = -1;
+ float min_t = 1.0f;
+
+ int idx;
+ while( bh_next( world->geo_bh, &it, region, &idx ) )
+ {
+ u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ v3f tri[3];
+
+ boxf box;
+ box_init_inf( box );
+
+ for( int j=0; j<3; j++ )
+ {
+ v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ box_addpt( box, tri[j] );
+ }
+
+ v3_add( (v3f){ r, r, r}, box[1], box[1] );
+ v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
+
+ if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
+ continue;
+
+ float t;
+ v3f n1;
+ if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
+ {
+ if( t < min_t )
+ {
+ min_t = t;
+ hit = idx;
+ v3_copy( n1, n );
+ }
+ }
+ }
+
+ *t = min_t;
+ return hit;
+}
+
+VG_STATIC
+struct world_material *world_tri_index_material( world_instance *world,
+ u32 index )
+{
+ for( int i=1; i<world->material_count; i++ )
+ {
+ struct world_material *mat = &world->materials[i];
+
+ if( (index >= mat->sm_geo.vertex_start) &&
+ (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
+ {
+ return mat;
+ }
+ }
+
+ /* error material */
+ return &world->materials[0];
}
-VG_STATIC int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC struct world_material *world_contact_material( world_instance *world,
+ rb_ct *ct )
{
- u32 valid_start = world.sm_geo_std.vertex_start,
- valid_end = world.sm_geo_vb.vertex_start;
+ return world_tri_index_material( world, ct->element_id );
+}
- return (hit->tri[0] >= valid_start) &&
- (hit->tri[0] < valid_end);
+VG_STATIC struct world_material *ray_hit_material( world_instance *world,
+ ray_hit *hit )
+{
+ return world_tri_index_material( world, hit->tri[0] );
}
#endif /* WORLD_H */