X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=37ff044910b0c238750ec11e484c870f8f1ebf02;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=2fa7ce4f5ada984e5e4059d477e3e9eeb0823be7;hpb=4625f91b85d2badbb719a7f5bcaa2426af25911b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 2fa7ce4..37ff044 100644 --- a/world.h +++ b/world.h @@ -1,787 +1,804 @@ -#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 "world_sfd.h" -#include "world_audio.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 -{ - /* gameplay */ - struct respawn_point - { - v3f co; - v4f q; - char name[32]; - } - spawns[32]; - u32 spawn_count; +#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" - struct subworld_routes routes; - struct subworld_sfd sfd; +#include "shaders/model_sky.h" - /* ... - struct subworld_spawns system_spawns; - struct subworld_physics system_physics; - */ +typedef struct teleport_gate teleport_gate; - /* Paths */ - traffic_node traffic[128]; - u32 traffic_count; +enum { k_max_ui_segments = 8 }; -#if 0 - traffic_driver van_man[6]; -#endif - - /* Physics */ - - /* Rendering & geometry */ - scene geo, foliage; - rigidbody rb_geo; +enum { k_max_ui_elements = k_max_ui_segments }; +enum { k_max_element_verts = 10 }; +enum { k_max_element_indices = 20 }; - /* 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; +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 }; - glmesh skybox, skydome; - mdl_submesh dome_upper, dome_lower; +enum logic_type +{ + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; - glmesh cars; - mdl_submesh car_holden; +enum geo_type +{ + k_geo_type_solid = 0, + k_geo_type_nonsolid = 1, + k_geo_type_water = 2 +}; - rigidbody mr_ball; +static const float k_light_cube_size = 8.0f; - /* Load time */ +struct world_instance +{ + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing + */ - struct instance_cache + /* Fixed items + * ------------------------------------------------------- + */ + + char world_name[ 64 ]; + + struct { - mdl_header *mdl; - u32 pstr_file; - } - * instance_cache; - u32 instance_cache_count, - instance_cache_cap; + boxf depthbounds; + int depth_computed; - v3f render_gate_pos; -} -world; + float height; + int enabled; + v4f plane; + } + water; -static struct subworld_routes *subworld_routes(void) { return &world.routes; } -static struct subworld_sfd *subworld_sfd(void) { return &world.sfd; } + /* STD140 */ + struct ub_world_lighting + { + v4f g_cube_min, + g_cube_inv_range; + + v4f g_water_plane, + g_depth_bounds; + + v4f g_daysky_colour; + v4f g_nightsky_colour; + v4f g_sunset_colour; + v4f g_ambient_colour; + v4f g_sunset_ambient; + v4f g_sun_colour; + v4f g_sun_dir; + + float g_water_fog; + float g_time; + float g_realtime; + float g_shadow_length; + float g_shadow_spread; + + float g_time_of_day; + float g_day_phase; + float g_sunset_phase; + + int g_light_preview; + int g_shadow_samples; + + int g_debug_indices; + int g_debug_complexity; + } + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; -vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; + v3i light_cubes; -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; + struct framebuffer heightmap; -vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi", - .flags = VG_TEXTURE_NEAREST }; + /* + * 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; -vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi", - .flags = VG_TEXTURE_NEAREST }; + GLuint *textures; + u32 texture_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] ); -} + struct world_surface + { + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; + } + * surfaces; + u32 surface_count; -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) -{ - return scene_raycast( &world.geo, pos, dir, hit ); -} + mdl_array_ptr ent_spawn, + ent_gate, + ent_light, + ent_route_node, + ent_path_index, + ent_checkpoint, + ent_route; -static int ray_hit_is_terrain( ray_hit *hit ) -{ - u32 valid_start = 0, - valid_end = world.sm_terrain.vertex_count; +#if 0 + /* + * Named safe places to respawn + */ + struct respawn_point + { + v3f co; + v4f q; + const char *name; + } + * spawns; + u32 spawn_count; - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); -} + /* + * Audio player entities + */ + struct world_audio_thing + { + v3f pos; + float volume, range; + u32 flags; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; -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; + struct soundscape + { + /* locking */ + audio_channel *channels[4]; + + /* accessable without locking */ + v3f spawn_position; + + u32 usage_count; + u32 max_instances; + u32 allow_transitions; + float transition_duration; + const char *label; + } + * soundscapes; + u32 soundscape_count; - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); -} + /* + * Box volume entities + */ + struct world_volume + { + m4x3f transform, inv_transform; + mdl_node *node; + } + * volumes; + u32 volume_count; -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(); -} + /* + * Lights + */ + struct world_light + { + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; + } + * lights; + u32 light_count; -static void world_free(void) -{ - /* TODO.. */ + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ - world_sfd_free(); -} + 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; } -} + *nonlocal_gates; + u32 nonlocalgate_count; + + struct route_collector + { + struct route_timing timing; + } + *collectors; + u32 collector_count; +#endif + + + /* logic + * ---------------------------------------------------- + */ + + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; + + /* spacial mappings */ + bh_tree *audio_bh, + *volume_bh, + *geo_bh; + + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; + + rigidbody rb_geo; /* todo.. ... */ +}; -static void world_apply_procedural_foliage(void) +VG_STATIC struct world_global { - mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl"); + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap; + + /* rendering */ + glmesh skydome; + glmesh mesh_gate; + mdl_submesh sm_gate_surface, + sm_gate_marker[4]; - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + double sky_time, sky_rate, sky_target_rate; - m4x3f transform; - mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); - mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); + u32 current_run_version; + double time, rewind_from, rewind_to, last_use; - for( int i=0;i<100000;i++ ) + /* water rendering */ + struct { - 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; + struct framebuffer fbreflect, fbdepth; + } + water; - if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) - { - if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) && - (hit.pos[1] > water_height()+10.0f) ) - { - v4f qsurface, qrandom; - v3f axis; + /* split flap display */ + struct + { + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); + u32 w, h; + float *buffer; + } + sfd; - 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 ); + v3f render_gate_pos; + int active_route_board; + int in_volume; - v3_copy( hit.pos, transform[3] ); - scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform); - } - } - } - free( mfoliage ); + int switching_to_new_world; + + world_instance worlds[4]; + u32 world_count; + u32 active_world; } +world_global; -static void world_load(void) +VG_STATIC world_instance *get_active_world( void ) { - mdl_header *mworld = mdl_load( "models/mp_dev.mdl" ); + return &world_global.worlds[ world_global.active_world ]; +} - 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 ++ ]; +/* + * API + */ - 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; - } +VG_STATIC +int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); - 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 ); +VG_STATIC +struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit ); - 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 ); +VG_STATIC +void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] ); - 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; - } - } +VG_STATIC +int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); - if( !cached ) - { - world.instance_cache = buffer_reserve( - world.instance_cache, world.instance_cache_count, - &world.instance_cache_cap, 1, - sizeof(struct instance_cache) ); +/* + * Submodules + */ - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count]; +#include "world_routes.h" +#include "world_sfd.h" +#include "world_render.h" +#include "world_water.h" +#include "world_volumes.h" +#include "world_gen.h" +#include "world_gate.h" + +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ - const char *filename = mdl_pstr(mworld, inst->pstr_file); +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) +{ + world_instance *world = get_active_world(); + return 0; +} - cache->pstr_file = inst->pstr_file; - cache->mdl = mdl_load( filename ); +VG_STATIC void world_init(void) +{ + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; - 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 ); - } - } - } + 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_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &msky, vg_mem.scratch ); + mdl_load_mesh_block( &msky, vg_mem.scratch ); + mdl_close( &msky ); + + vg_acquire_thread_sync(); + { + mdl_unpack_glmesh( &msky, &world_global.skydome ); } + vg_release_thread_sync(); - world.instance_cache = buffer_fix( world.instance_cache, - world.instance_cache_count, - &world.instance_cache_cap, - sizeof( struct instance_cache ) ); + /* Other systems */ + vg_info( "Loading other world systems\n" ); + vg_loader_step( world_render_init, NULL ); #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; - } + struct ub_world_lighting *state = &world->ub_lighting; - m4x3f midentity; - m4x3_identity( midentity ); + state->g_time = g_time; + state->g_realtime = vg.time; + state->g_debug_indices = k_debug_light_indices; + state->g_light_preview = k_light_preview; + state->g_debug_complexity = k_debug_light_complexity; - if( mat_terrain ) - add_all_if_material( midentity, &world.geo, mworld, mat_terrain ); - scene_copy_slice( &world.geo, &world.sm_terrain ); + state->g_time_of_day = vg_fractf( g_time ); + state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f ); + state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf ); - 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 ); + state->g_day_phase = state->g_day_phase * 0.5f + 0.5f; + state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f ); - if( mat_surf ) - add_all_if_material( midentity, &world.geo, mworld, mat_surf ); - scene_copy_slice( &world.geo, &world.sm_geo_std ); + float a = state->g_time_of_day * VG_PIf * 2.0f; + state->g_sun_dir[0] = sinf( a ); + state->g_sun_dir[1] = cosf( a ); + state->g_sun_dir[2] = 0.2f; + v3_normalize( state->g_sun_dir ); - 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 ); + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ - /* Foliage /nocollide layer. - * TODO: Probably should have material traits for this - */ - scene_init( &world.foliage ); + 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_apply_procedural_foliage(); - scene_copy_slice( &world.foliage, &world.sm_foliage_main ); + world_routes_update( world ); + world_routes_debug( world ); + +#if 0 + if( world->route_count > 0 ){ + int closest = 0; + float min_dist = INFINITY; - add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest ); - scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest ); + for( int i=0; iroute_count; i++ ) + { + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); - add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti ); - scene_copy_slice( &world.foliage, &world.sm_graffiti ); + if( d < min_dist ) + { + min_dist = d; + closest = i; + } + } - scene_upload( &world.foliage ); - world_routes_loadfrom( mworld ); + if( (world_global.active_route_board != closest) + || network_scores_updated ) + { + network_scores_updated = 0; + world_global.active_route_board = closest; - for( int i=0; iroutes[closest]; - free( world.instance_cache ); - free( mworld ); + u32 id = route->track_id; - /* - * 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); + if( id != 0xffffffff ) + { + struct netmsg_board *local_board = + &scoreboard_client_data.boards[id]; - /* - * 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(); + for( int i=0; i<13; i++ ) + { + sfd_encode( i, &local_board->data[27*i] ); + } + } + } + } +#endif +#if 0 + /* TODO: Bvh */ - 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 ); + static float random_accum = 0.0f; + random_accum += vg.time_delta; - q_identity(world.mr_ball.q); - rb_init( &world.mr_ball ); + u32 random_ticks = 0; - /* - * 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 ); -} + while( random_accum > 0.1f ){ + random_accum -= 0.1f; + random_ticks ++; + } -static void world_init(void) -{ - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, - &tex_terrain_noise, - &tex_alphatest, - &tex_graffiti }, 4 ); + float radius = 25.0f; + boxf volume_proximity; + v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] ); + v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] ); - 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); + bh_iter it; + bh_iter_init( 0, &it ); + int idx; + int in_volume = 0; - mdl_header *msky = mdl_load("models/rs_skydome.mdl"); - mdl_unpack_glmesh( msky, &world.skydome ); + while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ) + { + struct world_volume *zone = &world->volumes[idx]; - 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); + if( zone->node->classtype == k_classtype_volume_audio ) + { + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00c0ff ); +#if 0 + for( int j=0; jtarget_logic_brick; + packet.function = 0; + packet.type = k_mdl_128bit_datatype_vec3; + packet.data._v4f[0] = vg_randf()*2.0f-1.0f; + packet.data._v4f[1] = vg_randf()*2.0f-1.0f; + packet.data._v4f[2] = vg_randf()*2.0f-1.0f; + m4x3_mulv( zone->transform, packet.data._v4f, packet.data._v4f ); - /* Other systems */ - world_sfd_init(); - world_audio_init(); -} + logic_bricks_send_packet( world, &packet ); + } +#endif + continue; + } -static void world_update(void) -{ - world_routes_update(); - world_routes_debug(); - sfd_update( &world.sfd.tester ); + 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_volume = 1; + if( !world_global.in_volume ) + { #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 ); + logic_packet packet; + packet.location = zone->target_logic_brick; + packet.function = 0; - rb_iter( &world.mr_ball ); - rb_update_transform( &world.mr_ball ); - rb_debug( &world.mr_ball, 0 ); + packet.type = k_mdl_128bit_datatype_vec3; + v3_copy( pos, packet.data._v4f ); - for( int i=0; itransform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); + } + else + { + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff0000ff ); + } } #endif -} -/* - * Rendering - */ - -static void bind_terrain_textures(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); -} - -static void render_world_vb( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); +#if 0 + if( k_debug_light_indices ) + { + for( int i=0; ilight_count; i++ ){ + struct world_light *light = &world->lights[i]; + struct classtype_world_light *inf = light->inf; - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); - bind_terrain_textures(); + u32 colour = 0xff000000; + u8 r = inf->colour[0] * 255.0f, + g = inf->colour[1] * 255.0f, + b = inf->colour[2] * 255.0f; - shader_vblend_uPv( projection ); - shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( camera ); + colour |= r; + colour |= g << 8; + colour |= b << 16; - scene_bind( &world.geo ); - mdl_draw_submesh( &world.sm_geo_vb ); + vg_line_pt3( light->node->co, 0.25f, colour ); + } + } - mesh_bind( &world.cars ); + world_global.in_volume = in_volume; +#endif #if 0 - for( int i=0; isoundscape_count; i++ ) { - shader_vblend_uMdl( world.van_man[i].transform ); - mdl_draw_submesh( &world.car_holden ); + struct soundscape *s = &world->soundscapes[i]; + s->usage_count = 0; + + for( int j=0; jmax_instances; j++ ) + { + if( s->channels[j] ) + { + if( audio_channel_finished(s->channels[j]) ) + s->channels[j] = audio_relinquish_channel( s->channels[j] ); + else + s->usage_count ++; + } + } } + audio_unlock(); #endif } -static void render_world_alphatest( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_alphatest_use(); - shader_alphatest_uTexGarbage(0); - shader_alphatest_uTexMain(1); - shader_link_standard_ub( _shader_alphatest.id, 2 ); - - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_alphatest, 1 ); - - shader_alphatest_uPv( projection ); - shader_alphatest_uMdl( identity_matrix ); - shader_alphatest_uCamera( camera ); - - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - mdl_draw_submesh( &world.sm_foliage_alphatest ); - - vg_tex2d_bind( &tex_graffiti, 1 ); - mdl_draw_submesh( &world.sm_graffiti ); +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ - glEnable(GL_CULL_FACE); +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] ); } -static void render_terrain( m4x4f projection, v3f camera ) +VG_STATIC int ray_world( world_instance *world, + v3f pos, v3f dir, ray_hit *hit ) { - 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_terrain ); - mdl_draw_submesh( &world.sm_geo_std_oob ); - mdl_draw_submesh( &world.sm_geo_std ); - mdl_draw_submesh( &world.sm_subworld ); - - /* TODO: Dont draw in reflection */ - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - mdl_draw_submesh( &world.sm_foliage_main ); - glEnable(GL_CULL_FACE); + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); } -static void render_lowerdome( m4x3f camera ) +/* + * 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 ) { - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); - - 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 ); + 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 ); - - 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 ); + v3f dir_inv; + dir_inv[0] = 1.0f/dir[0]; + dir_inv[1] = 1.0f/dir[1]; + dir_inv[2] = 1.0f/dir[2]; - vg_tex2d_bind( &tex_terrain_noise, 0 ); + int hit = -1; + float min_t = 1.0f; - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); + int idx; + while( bh_next( world->geo_bh, &it, region, &idx ) ) + { + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; - mesh_bind( &world.skydome ); - mdl_draw_submesh( &world.dome_upper ); - - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); -} + boxf box; + box_init_inf( box ); -static void render_world_gates( m4x4f projection, m4x3f camera ) -{ - float closest = INFINITY; - int id = 0; + for( int j=0; j<3; j++ ) + { + v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); + box_addpt( box, tri[j] ); + } - for( int i=0; igate.co[0], camera[3] ); + v3_add( (v3f){ r, r, r}, box[1], box[1] ); + v3_add( (v3f){-r,-r,-r}, box[0], box[0] ); - if( dist < closest ) + if( !ray_aabb1( box, pa, dir_inv, 1.0f ) ) + continue; + + float t; + v3f n1; + if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ) { - closest = dist; - id = i; + if( t < min_t ) + { + min_t = t; + hit = idx; + v3_copy( n1, n ); + } } } - render_gate( &world.routes.gates[id].gate, camera ); - v3_lerp( world.render_gate_pos, - world.routes.gates[id].gate.co[0], - 1.0f, - world.render_gate_pos ); + *t = min_t; + return hit; } -static void render_world( m4x4f projection, m4x3f camera ) +VG_STATIC +struct world_surface *world_tri_index_surface( world_instance *world, + u32 index ) { - 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; + for( int i=1; isurface_count; i++ ) + { + struct world_surface *mat = &world->surfaces[i]; - v4f t; - q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f ); - q_m3x3( t, identity_matrix ); + if( (index >= mat->sm_geo.vertex_start) && + (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) + { + return mat; + } + } - //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix ); + /* error surface */ + return &world->surfaces[0]; } -static void render_world_depth( m4x4f projection, m4x3f camera ) +VG_STATIC struct world_surface *world_contact_surface( 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_surface( 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_surface *ray_hit_surface( world_instance *world, + ray_hit *hit ) +{ + return world_tri_index_surface( world, hit->tri[0] ); } #endif /* WORLD_H */