X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=3734dbf353963295c2b75eb8ec25aa4436509436;hb=4a883ac1b2506032f9dddab342712de46f2ca734;hp=7272b802c78201b30cfdff58bb460f654046ab3c;hpb=1656d58a7bd17df4a1edcc9677ade4dbafc82229;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 7272b80..3734dbf 100644 --- a/world.h +++ b/world.h @@ -1,9 +1,10 @@ +#include "common.h" + +static int ray_world( v3f pos, v3f dir, ray_hit *hit ); + #ifndef WORLD_H #define WORLD_H -#define VG_3D -#include "vg/vg.h" - #include "scene.h" #include "terrain.h" #include "render.h" @@ -11,49 +12,97 @@ #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 "world_sfd.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" static struct gworld { - scene geo, foliage; - submodel sm_road, sm_terrain; - glmesh skybox; + /* gameplay */ + struct respawn_point + { + v3f co; + v4f q; + char name[32]; + } + spawns[32]; + u32 spawn_count; + + struct subworld_routes routes; + struct subworld_sfd sfd; - v3f tutorial; + /* ... + struct subworld_spawns system_spawns; + struct subworld_physics system_physics; + */ + + /* Paths */ + traffic_node traffic[128]; + u32 traffic_count; #if 0 - rigidbody box; + traffic_driver van_man[6]; #endif - - teleport_gate gates[16]; - u32 gate_count; - rigidbody temp_rbs[32]; - u32 rb_count; + /* Physics */ + + /* Rendering & geometry */ + scene geo, foliage; + rigidbody rb_geo; + + /* 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; + + glmesh cars; + mdl_submesh car_holden; - bh_tree bhcubes; + rigidbody mr_ball; + + /* Load time */ + + struct instance_cache + { + mdl_header *mdl; + u32 pstr_file; + } + * instance_cache; + u32 instance_cache_count, + instance_cache_cap; } world; +static struct subworld_routes *subworld_routes(void) { return &world.routes; } +static struct subworld_sfd *subworld_sfd(void) { return &world.sfd; } -static void render_world( m4x4f projection, m4x3f camera ) -{ - render_sky( camera ); +vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", + .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); +vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", + .flags = VG_TEXTURE_NEAREST }; - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); +vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi", + .flags = VG_TEXTURE_NEAREST }; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -} +vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi", + .flags = VG_TEXTURE_NEAREST }; static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) { @@ -63,144 +112,105 @@ static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) static int ray_world( v3f pos, v3f dir, ray_hit *hit ) { - return bvh_raycast( &world.geo, pos, dir, hit ); + return scene_raycast( &world.geo, pos, dir, hit ); } -static int ray_hit_is_ramp( ray_hit *hit ) +static int ray_hit_is_terrain( ray_hit *hit ) { - return hit->tri[0] < world.sm_road.vertex_count; + u32 valid_start = 0, + valid_end = world.sm_terrain.vertex_count; + + return (hit->tri[0] >= valid_start) && + (hit->tri[0] < valid_end); } -static bh_system bh_system_rigidbodies; -static void world_load(void) +static int ray_hit_is_ramp( ray_hit *hit ) { - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + u32 valid_start = world.sm_geo_std.vertex_start, + valid_end = world.sm_geo_vb.vertex_start; - 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 ); + return (hit->tri[0] >= valid_start) && + (hit->tri[0] < valid_end); +} - } - scene_copy_slice( &world.geo, &world.sm_road ); +static void world_register(void) +{ + shader_terrain_register(); + shader_sky_register(); + shader_planeinf_register(); + shader_gpos_register(); + shader_fscolour_register(); + shader_alphatest_register(); + + world_routes_register(); + world_sfd_register(); +} - 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 ); - } +static void world_free(void) +{ + /* TODO.. */ - scene_copy_slice( &world.geo, &world.sm_terrain ); + world_sfd_free(); +} - /* - * 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++ ) +static void render_world_depth( m4x4f projection, m4x3f camera ); + +static void add_all_if_material( m4x3f transform, scene *pscene, + mdl_header *mdl, u32 id ) +{ + for( int i=0; inode_count; i++ ) { - model_marker *ga = model_get_marker( mworld, i ); - - if( ga->classtype == k_classtype_gate ) + mdl_node *pnode = mdl_node_from_id( mdl, i ); + + for( int j=0; jsubmesh_count; j++ ) { - struct classtype_gate *data = get_entdata_raw( mworld, ga ); - - if( data->target ) + mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); + + 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 transform2; + mdl_node_transform( pnode, transform2 ); + m4x3_mul( transform, transform2, transform2 ); + + scene_add_submesh( pscene, mdl, sm, transform2 ); } } - } - /* - * 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" ) ) + if( pnode->classtype == k_classtype_instance ) { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); - - break; - } - } - - scene_upload( &world.geo ); - bvh_create( &world.geo ); - - water_compute_depth( world.geo.bbx ); + 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; - scene_init( &world.foliage ); - model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); + m4x3f transform2; + mdl_node_transform( pnode, transform2 ); + m4x3_mul( transform, transform2, transform2 ); - /* - * 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" ) ) - 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 ); + add_all_if_material( transform2, pscene, mdl2, id ); + } + } } +} - free( mworld ); +static void world_apply_procedural_foliage(void) +{ + 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++ ) { 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; @@ -208,8 +218,8 @@ static void world_load(void) 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] > wrender.height ) + if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) && + (hit.pos[1] > water_height()+10.0f) ) { v4f qsurface, qrandom; v3f axis; @@ -223,23 +233,547 @@ static void world_load(void) q_m3x3( qsurface, transform ); v3_copy( hit.pos, transform[3] ); - - if( vg_randf() < 0.00000006f ) + scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform); + } + } + } + free( mfoliage ); +} + +static void world_load(void) +{ + mdl_header *mworld = mdl_load( "models/mp_dev.mdl" ); + + world.spawn_count = 0; + world.traffic_count = 0; + world.instance_cache = NULL; + + /* + * Process entities + */ + for( int i=0; inode_count; i++ ) + { + mdl_node *pnode = mdl_node_from_id( mworld, i ); + + if( pnode->classtype == k_classtype_none ) + {} + 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] ); + } + } + 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) ); + + struct instance_cache *cache = + &world.instance_cache[world.instance_cache_count]; + + const char *filename = mdl_pstr(mworld, inst->pstr_file); + + cache->pstr_file = inst->pstr_file; + cache->mdl = mdl_load( filename ); + + if( cache->mdl ) { - m3x3_identity( transform ); - scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform); + world.instance_cache_count ++; + pnode->sub_uid = world.instance_cache_count; + mdl_link_materials( mworld, cache->mdl ); + vg_success( "Cached %s\n", filename ); } else - scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform); + { + vg_warn( "Failed to cache %s\n", filename ); + } } } } - free( mfoliage ); + world.instance_cache = buffer_fix( world.instance_cache, + world.instance_cache_count, + &world.instance_cache_cap, + sizeof( struct instance_cache ) ); + +#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; + else if( !strcmp( "graffitibox", mat_name )) + mat_graffiti = i; + else if( !strcmp( "terrain", mat_name ) ) + mat_terrain = i; + } + + m4x3f midentity; + m4x3_identity( midentity ); + + if( mat_terrain ) + add_all_if_material( midentity, &world.geo, mworld, mat_terrain ); + scene_copy_slice( &world.geo, &world.sm_terrain ); + + 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 ); + + if( mat_surf ) + add_all_if_material( midentity, &world.geo, mworld, mat_surf ); + scene_copy_slice( &world.geo, &world.sm_geo_std ); + + if( mat_vertex_blend ) + add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend ); + scene_copy_slice( &world.geo, &world.sm_geo_vb ); + + scene_upload( &world.geo ); + scene_bh_create( &world.geo ); + + + /* Foliage /nocollide layer. + * TODO: Probably should have material traits for this + */ + scene_init( &world.foliage ); + + world_apply_procedural_foliage(); + scene_copy_slice( &world.foliage, &world.sm_foliage_main ); + + add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest ); + scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest ); + + add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti ); + scene_copy_slice( &world.foliage, &world.sm_graffiti ); + scene_upload( &world.foliage ); + world_routes_loadfrom( mworld ); + + for( int i=0; ig_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(); + + + 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 ); + + q_identity(world.mr_ball.q); + rb_init( &world.mr_ball ); + + /* + * Setup scene collider + */ + v3_zero( world.rb_geo.co ); + q_identity( world.rb_geo.q ); + + 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 ); +} + +static void world_init(void) +{ + vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, + &tex_terrain_noise, + &tex_alphatest, + &tex_graffiti }, 4 ); + + 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); + + + 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); + + + /* Other systems */ + world_sfd_init(); +} + +static void world_update(void) +{ + world_routes_update(); + world_routes_debug(); + sfd_update( &world.sfd.tester ); + +#if 0 + rb_solver_reset(); + rb_build_manifold_terrain_sphere( &world.mr_ball ); - world.bhcubes.user = world.temp_rbs; - bh_create( &world.bhcubes, &bh_system_rigidbodies, world.rb_count ); + 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; igate.co[0], camera[3] ); + + if( dist < closest ) + { + closest = dist; + id = i; + } + } + + render_gate( &world.routes.gates[id].gate, camera ); +} + +static void render_world( m4x4f projection, m4x3f camera ) +{ + render_sky( camera ); + render_world_routes( projection, camera[3] ); + render_world_vb( projection, camera[3] ); + render_world_alphatest( projection, camera[3] ); + render_terrain( projection, camera[3] ); + + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + identity_matrix[3][1] = 125.0f; + + v4f t; + q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f ); + q_m3x3( t, identity_matrix ); + + //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix ); +} + +static void render_world_depth( m4x4f projection, m4x3f camera ) +{ + 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 ); + +#if 0 + glDisable(GL_CULL_FACE); + scene_bind( &world.foliage ); + scene_draw( &world.foliage ); + glEnable(GL_CULL_FACE); +#endif } #endif /* WORLD_H */