X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=1b540d0d9d17176197003f04729b4f5ed4595803;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=45003cccbe9d87afa6b4fed9c0912bfec860d454;hpb=d57b7661518800479c00300ce57407378696eec9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 45003cc..1b540d0 100644 --- a/world.h +++ b/world.h @@ -1,720 +1,860 @@ -#include "common.h" +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ -static int ray_world( v3f pos, v3f dir, ray_hit *hit ); +#include "common.h" #ifndef WORLD_H #define WORLD_H +typedef struct world_instance world_instance; + +#include "vg/vg_loader.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 "world_routes.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; + +enum { k_max_ui_segments = 8 }; -#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" +enum { k_max_ui_elements = k_max_ui_segments }; +enum { k_max_element_verts = 10 }; +enum { k_max_element_indices = 20 }; -static struct gworld +enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts }; +enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices }; + +enum logic_type { - /* gameplay */ - struct respawn_point + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; + +enum geo_type +{ + k_geo_type_solid = 0, + k_geo_type_nonsolid = 1, + k_geo_type_water = 2 +}; + +struct world_instance +{ + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing + */ + + /* Fixed items + * ------------------------------------------------------- + */ + + char world_name[ 64 ]; + + struct { - v3f co; - v4f q; - char name[32]; - } - spawns[32]; - u32 spawn_count; + boxf depthbounds; + int depth_computed; - struct subworld_routes routes; + float height; + int enabled; + v4f plane; + } + water; - /* ... - struct subworld_spawns system_spawns; - struct subworld_physics system_physics; - */ + /* STD140 */ + struct ub_world_lighting + { + /* v3f (padded) */ + v4f g_light_colours[3], + g_light_directions[3], + g_ambient_colour; - teleport_gate gates[64]; - u32 gate_count; + v4f g_water_plane, + g_depth_bounds; - /* Paths */ - traffic_node traffic[128]; - u32 traffic_count; + float g_water_fog; + int g_light_count; + int g_light_preview; + int g_shadow_samples; #if 0 - traffic_driver van_man[6]; + v4f g_point_light_positions[32]; + v4f g_point_light_colours[32]; #endif - - /* Physics */ - - /* Rendering & geometry */ - scene geo, foliage; - rigidbody rb_geo; + } + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; - mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb, - sm_foliage_main, sm_foliage_alphatest; + GLuint tbo_light_entities, + tex_light_entities; - glmesh skybox, skydome; - mdl_submesh dome_upper, dome_lower; + struct framebuffer heightmap; - glmesh cars; - mdl_submesh car_holden; + /* + * Dynamically allocated when world_load is called. + * + * the following arrays index somewhere into this linear + * allocator + * + * (world_gen.h) + * -------------------------------------------------------------------------- + */ + /* + * Main world .mdl + */ + mdl_context *meta; - rigidbody mr_ball; + /* + * Materials / textures + */ - /* Load time */ + GLuint *textures; + u32 texture_count; - struct instance_cache + struct world_material { - mdl_header *mdl; - u32 pstr_file; + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; } - * instance_cache; - u32 instance_cache_count, - instance_cache_cap; -} -world; + * materials; + u32 material_count; -static struct subworld_routes *subworld_routes(void) { return &world.routes; } + /* + * 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; + u32 flags; -vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; + audio_player player; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; + /* + * Relays + */ + struct logic_relay + { + v3f pos; -vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi", - .flags = VG_TEXTURE_NEAREST }; + struct relay_target + { + u32 sub_id; + enum classtype classtype; + } + targets[4]; + u32 target_count; + } + * logic_relays; + u32 relay_count; -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] ); -} + /* + * Box trigger entities + */ + struct trigger_zone + { + m4x3f transform, inv_transform; -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) -{ - return scene_raycast( &world.geo, pos, dir, hit ); -} + struct relay_target target; + } + * triggers; + u32 trigger_count; -static int ray_hit_is_ramp( ray_hit *hit ) -{ - return hit->tri[0] > world.sm_geo_std_oob.vertex_count; -} + /* + * Achievements + */ + struct logic_achievement + { + v3f pos; + const char *achievement_id; + u32 achieved; + } + * logic_achievements; + u32 achievement_count; -static void world_register(void) -{ - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); - shader_alphatest_register(); -} + /* + * Lights + */ + struct world_light + { + v3f co; + v4f colour; + } + * lights; + u32 light_count; -static void world_free(void) -{ - /* TODO.. */ -} + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ + struct route_node + { + v3f co, right, up, h; + u32 next[2]; -static void render_world_depth( m4x4f projection, m4x3f camera ); + 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; -static void add_all_if_material( m4x3f transform, scene *pscene, - mdl_header *mdl, u32 id ) -{ - for( int i=0; inode_count; i++ ) + struct route { - mdl_node *pnode = mdl_node_from_id( mdl, i ); + u32 track_id; + v4f colour; - for( int j=0; jsubmesh_count; j++ ) - { - mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); + u32 start; + mdl_submesh sm; + + int active; + float factive; - if( sm->material_id == id ) - { - m4x3f transform2; - mdl_node_transform( pnode, transform2 ); - m4x3_mul( transform, transform2, transform2 ); + double best_lap, latest_pass; /* Session */ - scene_add_submesh( pscene, mdl, sm, transform2 ); - } + 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; - if( pnode->classtype == k_classtype_instance ) + u32 node_id; + + struct route_timing { - 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; + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; + u32 gate_count; - m4x3f transform2; - mdl_node_transform( pnode, transform2 ); - m4x3_mul( transform, transform2, transform2 ); + struct nonlocal_gate + { + struct teleport_gate gate; + mdl_node *node; - add_all_if_material( transform2, pscene, mdl2, id ); - } - } + u32 target_map_index, working; } -} - -static void world_apply_procedural_foliage(void) -{ - mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl"); + *nonlocal_gates; + u32 nonlocalgate_count; - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + struct route_collector + { + struct route_timing timing; + } + *collectors; + u32 collector_count; - 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; + /* logic + * ---------------------------------------------------- + */ - 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; + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); + /* spacial mappings */ + bh_tree *audio_bh, + *trigger_bh, + *geo_bh; - 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 ); + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; - v3_copy( hit.pos, transform[3] ); - scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform); - } - } - } - free( mfoliage ); -} + rigidbody rb_geo; /* todo.. ... */ +}; -static void world_load(void) +VG_STATIC struct world_global { - mdl_header *mworld = mdl_load( "models/mp_dev.mdl" ); - - world.spawn_count = 0; - world.gate_count = 0; - world.traffic_count = 0; - world.instance_cache = NULL; - /* - * Process entities + * Allocated as system memory + * -------------------------------------------------------------------------- */ - for( int i=0; inode_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mworld, i ); - - if( pnode->classtype == k_classtype_none ) - {} -#if 0 - else if( pnode->classtype == k_classtype_gate ) - { - struct classtype_gate *entgate = mdl_get_entdata( mworld, pnode ); + void *generic_heap, + *audio_heap; /* sub buffer of the audio buffer */ - if( entgate->target ) - { - 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 ); - } - } -#endif - else if( pnode->classtype == k_classtype_spawn ) - { - struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; + /* rendering */ + glmesh skydome; + mdl_submesh dome_upper, dome_lower; - 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; - } + glmesh mesh_gate_surface; - 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; ipstr_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) ); + double sky_time, sky_rate, sky_target_rate; - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count]; + /* gates, TODO: active_gate should also know which instance */ + u32 active_gate, + current_run_version; + double time, rewind_from, rewind_to, last_use; - const char *filename = mdl_pstr(mworld, inst->pstr_file); + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; + } + water; - cache->pstr_file = inst->pstr_file; - cache->mdl = mdl_load( filename ); + /* split flap display */ + struct + { + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; - 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 ); - } - } - } + u32 w, h; + float *buffer; } + sfd; - world.instance_cache = buffer_fix( world.instance_cache, - world.instance_cache_count, - &world.instance_cache_cap, - sizeof( struct instance_cache ) ); + /* timing bars, fixed maximum amount */ + struct route_ui_bar + { + GLuint vao, vbo, ebo; -#if 0 - traffic_finalize( world.traffic, world.traffic_count ); - for( int i=0; imaterial_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; + 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]; - m4x3f midentity; - m4x3_identity( midentity ); + v3f render_gate_pos; + int active_route_board; + int in_trigger; - 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 ); + int switching_to_new_world; - if( mat_surf ) - add_all_if_material( midentity, &world.geo, mworld, mat_surf ); - scene_copy_slice( &world.geo, &world.sm_geo_std ); + world_instance worlds[4]; + u32 world_count; + u32 active_world; +} +world_global; - if( mat_vertex_blend ) - add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend ); - scene_copy_slice( &world.geo, &world.sm_geo_vb ); +VG_STATIC world_instance *get_active_world( void ) +{ + return &world_global.worlds[ world_global.active_world ]; +} - scene_upload( &world.geo ); - scene_bh_create( &world.geo ); +/* + * API + */ +VG_STATIC +int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); - /* Foliage /nocollide layer. - * TODO: Probably should have material traits for this - */ - scene_init( &world.foliage ); +VG_STATIC +struct world_material *ray_hit_material( world_instance *world, ray_hit *hit ); - world_apply_procedural_foliage(); - scene_copy_slice( &world.foliage, &world.sm_foliage_main ); +VG_STATIC +void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] ); - add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest ); - scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest ); +VG_STATIC +int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); - scene_upload( &world.foliage ); - world_routes_init( mworld ); +/* + * Submodules + */ - for( int i=0; iaudio_things_count; i++ ) + { + struct world_audio_thing *at = &world->audio_things[i]; - /* - * TODO: World settings entity - */ - 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(); - + if( audio_player_is_playing( &at->player ) ) + { + u32 cflags = audio_player_get_flags( &at->player ); + audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL ); + } + } + audio_unlock(); - 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 ); + return 0; +} - q_identity(world.mr_ball.q); - rb_init( &world.mr_ball ); +VG_STATIC int world_change_world( int argc, const char *argv[] ) +{ +#if 0 + world_instance *world = get_active_world(); - /* - * Setup scene collider - */ - v3_zero( world.rb_geo.co ); - q_identity( world.rb_geo.q ); + if( argc == 0 ) + { + vg_info( "%s\n", world.world_name ); + return 0; + } + else + { + vg_info( "Switching world...\n" ); + strcpy( world.world_name, argv[0] ); + world.switching_to_new_world = 1; + world_stop_sound( 0, NULL ); + } +#endif - 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 ); + return 0; } -static void world_init(void) +VG_STATIC void world_init(void) { - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, - &tex_terrain_noise, - &tex_alphatest }, 3 ); +#if 0 + vg_var_push( (struct vg_var){ + .name = "water_enable", + .data = &world.water.enabled, + .data_type = k_var_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 0 + }); +#endif - 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); + vg_function_push( (struct vg_cmd) + { + .name = "world_stop_sound", + .function = world_stop_sound + }); + vg_function_push( (struct vg_cmd) + { + .name = "world", + .function = world_change_world + }); - mdl_header *msky = mdl_load("models/rs_skydome.mdl"); - mdl_unpack_glmesh( msky, &world.skydome ); + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; - mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ), - *nupper = mdl_node_from_name( msky, "dome_upper" ); + 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" ); - world.dome_lower = *mdl_node_submesh( msky, nlower, 0 ); - world.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); - free(msky); + vg_linear_clear( vg_mem.scratch ); + mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" ); + + 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_global.skydome ); + } + vg_release_thread_sync(); + + /* Other systems */ + vg_info( "Loading other world systems\n" ); + + 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 = 76*1024*1024; + world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, + max_size, + VG_MEMORY_SYSTEM ); } -static void world_update(void) +VG_STATIC void world_audio_init(void) { - world_routes_debug(); + u32 size = vg_linear_remaining( vg_audio.audio_pool ) + - sizeof(vg_linear_allocator); -#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 ); + world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, + size, + VG_MEMORY_SYSTEM ); +} - rb_iter( &world.mr_ball ); - rb_update_transform( &world.mr_ball ); - rb_debug( &world.mr_ball, 0 ); +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; +} - for( int i=0; ilogic_relays[ uid ]; + + for( int i=0; itarget_count; i++ ) { - traffic_drive( &world.van_man[i] ); - traffic_visualize_car( &world.van_man[i] ); + world_run_relay( world, &relay->targets[i] ); } -#endif } -/* - * Rendering - */ +VG_STATIC void world_trigger_audio( world_instance *world, u32 uid ) +{ + struct world_audio_thing *wat = &world->audio_things[ uid ]; -static void bind_terrain_textures(void) + 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 ) { - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); + 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; iclasstype == rt->classtype ) + { + instr->p_trigger( world, rt->sub_id ); + return; + } + } + + vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); } -static void render_world_vb( m4x4f projection, v3f camera ) +VG_STATIC void world_update( world_instance *world, v3f pos ) { - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); +#if 0 + if( world.switching_to_new_world ) + { + int all_stopped = 1; - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); - bind_terrain_textures(); + audio_lock(); + for( int i=0; iplayer ) ) + { + all_stopped = 0; + break; + } + } + audio_unlock(); - scene_bind( &world.geo ); - mdl_draw_submesh( &world.sm_geo_vb ); + if( all_stopped ) + { + world.switching_to_new_world = 0; + world_unload(); + vg_loader_start( world_load ); + return; + } + } - mesh_bind( &world.cars ); +#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_routes_update( world ); #if 0 - for( int i=0; iroute_count > 0 ) { - shader_vblend_uMdl( world.van_man[i].transform ); - mdl_draw_submesh( &world.car_holden ); + int closest = 0; + float min_dist = INFINITY; + + for( int i=0; iroute_count; i++ ) + { + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); + + if( d < min_dist ) + { + min_dist = d; + closest = i; + } + } + + if( (world_global.active_route_board != closest) + || network_scores_updated ) + { + network_scores_updated = 0; + world_global.active_route_board = closest; + + struct route *route = &world->routes[closest]; + + u32 id = route->track_id; + + if( id != 0xffffffff ) + { + 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] ); + } + } + } } -#endif -} -static void render_world_alphatest( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + int in_trigger = 0; + for( int i=0; itrigger_count; i++ ) + { + struct trigger_zone *zone = &world->triggers[i]; + + v3f local; + m4x3_mulv( zone->inv_transform, pos, local ); + + if( (fabsf(local[0]) <= 1.0f) && + (fabsf(local[1]) <= 1.0f) && + (fabsf(local[2]) <= 1.0f) ) + { + in_trigger = 1; + + if( !world_global.in_trigger ) + { + world_run_relay( world, &zone->target ); + } + } + + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); + } - shader_alphatest_use(); - shader_alphatest_uTexGarbage(0); - shader_alphatest_uTexMain(1); - shader_link_standard_ub( _shader_alphatest.id, 2 ); + if( 0 ) + { + for( int i=0; ilight_count; i++ ) + { + struct world_light *light = &world->lights[i]; - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_alphatest, 1 ); + u32 colour = 0xff000000; + u8 r = light->colour[0] * 255.0f, + g = light->colour[1] * 255.0f, + b = light->colour[2] * 255.0f; - shader_alphatest_uPv( projection ); - shader_alphatest_uMdl( identity_matrix ); - shader_alphatest_uCamera( camera ); + colour |= r; + colour |= g << 8; + colour |= b << 16; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - mdl_draw_submesh( &world.sm_foliage_alphatest ); - glEnable(GL_CULL_FACE); + vg_line_pt3( light->co, 0.25f, colour ); + } + } + + world_global.in_trigger = in_trigger; + sfd_update(); } -static void render_terrain( m4x4f projection, v3f camera ) +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ + +VG_STATIC void ray_world_get_tri( world_instance *world, + ray_hit *hit, v3f tri[3] ) { - 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_geo_std_oob ); - mdl_draw_submesh( &world.sm_geo_std ); - - /* TODO: Dont draw in reflection */ - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - mdl_draw_submesh( &world.sm_foliage_main ); - glEnable(GL_CULL_FACE); + for( int i=0; i<3; i++ ) + v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); } -static void render_lowerdome( m4x3f camera ) +VG_STATIC int ray_world( world_instance *world, + v3f pos, v3f dir, ray_hit *hit ) { - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); +} - 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 ); +/* + * 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 ) +{ + bh_iter it; + bh_iter_init( 0, &it ); - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + boxf region; + box_init_inf( region ); + box_addpt( region, pa ); + box_addpt( region, pb ); - 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 ); -} + v3_add( (v3f){ r, r, r}, region[1], region[1] ); + v3_add( (v3f){-r,-r,-r}, region[0], region[0] ); -static void render_sky(m4x3f camera) -{ - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + v3f dir; + v3_sub( pb, pa, dir ); - 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 ); + v3f dir_inv; + dir_inv[0] = 1.0f/dir[0]; + dir_inv[1] = 1.0f/dir[1]; + dir_inv[2] = 1.0f/dir[2]; - 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 ); + 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]; - vg_tex2d_bind( &tex_terrain_noise, 0 ); + boxf box; + box_init_inf( box ); - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); + for( int j=0; j<3; j++ ) + { + v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); + box_addpt( box, tri[j] ); + } - mesh_bind( &world.skydome ); - mdl_draw_submesh( &world.dome_upper ); - - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); + 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; } -static void render_world( m4x4f projection, m4x3f camera ) +VG_STATIC +struct world_material *world_tri_index_material( world_instance *world, + u32 index ) { - render_sky( camera ); - render_world_vb( projection, camera[3] ); - render_world_alphatest( projection, camera[3] ); - render_terrain( projection, camera[3] ); + for( int i=1; imaterial_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]; } -static void render_world_depth( m4x4f projection, m4x3f camera ) +VG_STATIC struct world_material *world_contact_material( world_instance *world, + rb_ct *ct ) { - 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 ); + return world_tri_index_material( world, ct->element_id ); +} -#if 0 - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -#endif +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 */