X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=007d6721b93a0cf5294487ec667f9ab604b2cc26;hb=86dbcd5796ed674ca9433cce1ace8bef322cd121;hp=66922cd2604e8f31b726769f245c026977f01353;hpb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 66922cd..007d672 100644 --- a/world.h +++ b/world.h @@ -5,16 +5,19 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ); #ifndef WORLD_H #define WORLD_H +#include "network.h" +#include "network_msg.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 "shaders/terrain.h" #include "shaders/sky.h" #include "shaders/planeinf.h" @@ -22,480 +25,340 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ); #include "shaders/vblend.h" #include "shaders/gpos.h" #include "shaders/fscolour.h" +#include "shaders/alphatest.h" + +enum { k_max_ui_segments = 32 }; +enum { k_route_ui_max_verts = 2000 }; +enum { k_route_ui_max_indices = 3000 }; static struct gworld { /* gameplay */ - v3f tutorial; - teleport_gate gates[64]; - u32 gate_count; - - /* Physics */ - rigidbody temp_rbs[128]; - u32 rb_count; - bh_tree bhcubes; - - /* Rendering & geometry */ - scene geo, foliage, props; - submodel sm_road, sm_terrain; + struct respawn_point + { + v3f co; + v4f q; + char name[32]; + } + spawns[32]; + u32 spawn_count; - glmesh skybox, skydome; - submodel dome_upper, - dome_lower; -} -world; + struct subworld_routes + { + struct route_node + { + v3f co, right, up, h; + u32 next[2]; -vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; + u32 special_type, special_id, current_refs, ref_count; + u32 route_ids[4]; /* Gates can be linked into up to four routes */ + } + *nodes; -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; + u32 node_count, + node_cap; -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] ); -} + struct route + { + u32 track_id; + v4f colour; -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) -{ - return scene_raycast( &world.geo, pos, dir, hit ); -} + u32 start; + mdl_submesh sm; + + int active; + float factive; -static int ray_hit_is_ramp( ray_hit *hit ) -{ - return hit->tri[0] < world.sm_road.vertex_count; -} + double best_lap, latest_pass; /* Session */ -static void world_register(void) -{ - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); -} + struct + { + GLuint vao, vbo, ebo; -static void world_free(void) -{ - /* TODO.. */ -} + u32 indices_head; + u32 vertex_head; -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; ilayer_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 ); + float last_notch; - } - for( int i=0; ilayer_count; i++ ) - { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "vertex_blend" ) ) - { - 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 ); + struct route_ui_segment + { + float length; + u32 vertex_start, vertex_count, + index_start, index_count; + } + segments[k_max_ui_segments]; - for( int i=0; ilayer_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 ); - } + u32 segment_start, segment_count, fade_start, fade_count; + double fade_timer_start; + float xpos; + } + ui; + m4x3f scoreboard_transform; + } + *routes; - scene_copy_slice( &world.geo, &world.sm_terrain ); + u32 route_count, + route_cap; - /* - * TODO: Parametric marker import - */ - v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial ); - - /* - * Initialize gates - */ - - world.gate_count = 0; - for( int i=0; imarker_count; i++ ) - { - model_marker *ga = model_get_marker( mworld, i ); - - if( ga->classtype == k_classtype_gate ) + struct route_gate { - struct classtype_gate *data = get_entdata_raw( mworld, ga ); + teleport_gate gate; - if( data->target ) + u32 node_id; + + struct route_timing { - 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 ); - } + u32 version; /* Incremented on every teleport */ + double time; + } + timing; } - } + *gates; - /* - * Load water mesh (1 per world) - */ - for( int i=0; ilayer_count; i++ ) - { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "water" ) ) + struct route_collector { - 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; + struct route_timing timing; } - } - - scene_bh_create( &world.geo ); - scene_upload( &world.geo ); - - 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; ilayer_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 ); - } + *collectors; - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + u32 gate_count, + gate_cap, + collector_count, + collector_cap; - m4x3f transform; + u32 active_gate, + current_run_version; - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); + scene scene_lines; + } + routes; - for( int i=0;i<100000;i++ ) + struct subworld_sfd { - 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_ramp(&hit) && - hit.pos[1] > water_height()+10.0f ) - { - v4f qsurface, qrandom; - v3f axis; + scene mesh; + mdl_submesh *sm_module, *sm_card; + glmesh temp; - 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 ); + struct sfd_instance + { + float *buffer; - 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); - } - } + u32 w,h; + } + tester; } + sfd; - free( mfoliage ); - scene_upload( &world.foliage ); - - - /* Prop layer */ - scene_init( &world.props ); - for( int i=0; ilayer_count; i++ ) - { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "vertex_blend" ) ) - { - m4x3f transform; - q_m3x3( sm->q, transform ); - v3_copy( sm->pivot, transform[3] ); - scene_add_foliage( &world.props, mworld, sm, transform ); - } - } + /* Paths */ + traffic_node traffic[128]; + u32 traffic_count; - scene_upload( &world.props ); - free( mworld ); - bh_create( &world.bhcubes, - &bh_system_rigidbodies, world.temp_rbs, world.rb_count ); +#if 0 + traffic_driver van_man[6]; +#endif - /* - * 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; + /* Physics */ - v3f sundir = { 0.5f, 0.8f, 0.2f }; - v3_normalize( sundir ); - v3_copy( sundir, winfo->g_directional ); - v3_copy( (v3f){ 1.2f,1.152f,1.08f }, winfo->g_sun_colour ); - v3_copy( (v3f){ 0.15f,0.1f,0.2f }, winfo->g_shadow_colour ); - 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(); -} + /* Rendering & geometry */ + scene geo, foliage; + rigidbody rb_geo; -static void world_init(void) -{ - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, - &tex_terrain_noise }, 2 ); + /* 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; - 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" ); + glmesh cars; + mdl_submesh car_holden; - free(msky); + 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; + int active_route_board; } +world; /* - * Rendering + * API */ -static void bind_terrain_textures(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); -} +static int ray_hit_is_ramp( ray_hit *hit ); +static int ray_hit_is_terrain( ray_hit *hit ); +static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ); +static int ray_world( v3f pos, v3f dir, ray_hit *hit ); -static void render_props( m4x4f projection, v3f camera ) +/* + * Submodules + */ +#include "world_routes.h" +#include "world_sfd.h" +#include "world_audio.h" +#include "world_render.h" +#include "world_water.h" +#include "world_gen.h" + +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ +static void world_register(void) { - 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 ); + shader_terrain_register(); + shader_sky_register(); + shader_planeinf_register(); + shader_gpos_register(); + shader_fscolour_register(); + shader_alphatest_register(); - scene_bind( &world.props ); - scene_draw( &world.props ); + world_routes_register(); + world_sfd_register(); + world_water_register(); } -static void render_terrain( m4x4f projection, v3f camera ) +static void world_free(void) { - 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 ); - scene_draw( &world.geo ); - - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); + /* TODO.. */ + + world_sfd_free(); } -static void render_lowerdome( m4x3f camera ) + +static void world_init(void) { - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + 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); + - 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 ); + mdl_header *msky = mdl_load("models/rs_skydome.mdl"); + mdl_unpack_glmesh( msky, &world.skydome ); - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ), + *nupper = mdl_node_from_name( msky, "dome_upper" ); - 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()} ); + world.dome_lower = *mdl_node_submesh( msky, nlower, 0 ); + world.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); + free(msky); - submodel_draw( &world.dome_lower ); + + /* Other systems */ + world_render_init(); + world_sfd_init(); + world_audio_init(); } -static void render_sky(m4x3f camera) +static void world_update( v3f pos ) { - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + world_routes_update(); + world_routes_debug(); + + int closest = 0; + float min_dist = INFINITY; - 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 ); + for( int i=0; itrack_id; + + if( id != 0xffffffff ) + { + struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); + for( int i=0; i<13; i++ ) + { + sfd_encode( &sfd->tester, i, &local_board->data[27*i] ); + } + } + } + + sfd_update( &world.sfd.tester ); - mesh_bind( &world.skydome ); - submodel_draw( &world.dome_upper ); +#if 0 + rb_solver_reset(); + rb_build_manifold_terrain_sphere( &world.mr_ball ); - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); + 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; itri[i] ].co, tri[i] ); } -static void render_world_depth( m4x4f projection, m4x3f camera ) +static int ray_world( v3f pos, v3f dir, ray_hit *hit ) { - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + return scene_raycast( &world.geo, pos, dir, hit ); +} - 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 ); +static int ray_hit_is_terrain( ray_hit *hit ) +{ + u32 valid_start = 0, + valid_end = world.sm_terrain.vertex_count; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); + 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; - scene_bind( &world.props ); - scene_draw( &world.props ); + return (hit->tri[0] >= valid_start) && + (hit->tri[0] < valid_end); } #endif /* WORLD_H */