X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=4352b6e6031bd38f608b24061591e93e81ad72e1;hb=a9e3181f697ab37fc74f072cfcfdf44e2d659468;hp=4f2c5c3a383df91819f794380c64feaf8fa0ff84;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 4f2c5c3..4352b6e 100644 --- a/world.h +++ b/world.h @@ -4,11 +4,11 @@ #include "common.h" -VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); - #ifndef WORLD_H #define WORLD_H +typedef struct world_instance world_instance; + #include "vg/vg_loader.h" #include "network.h" @@ -24,6 +24,7 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); #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" @@ -52,26 +53,22 @@ enum geo_type k_geo_type_water = 2 }; -VG_STATIC struct gworld +static const float k_light_cube_size = 8.0f; + +struct world_instance { - /* - * Allocated as system memory - * -------------------------------------------------------------------------- + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing */ - /* rendering */ - glmesh skydome; - mdl_submesh dome_upper, dome_lower; - - glmesh mesh_gate_surface; + /* Fixed items + * ------------------------------------------------------- + */ - double sky_time, sky_rate, sky_target_rate; + char world_name[ 64 ]; - /* water rendering */ struct { - struct framebuffer fbreflect, fbdepth; - boxf depthbounds; int depth_computed; @@ -81,48 +78,49 @@ VG_STATIC struct gworld } water; - /* split flap display */ - struct + /* STD140 */ + struct ub_world_lighting { - mdl_submesh *sm_module, *sm_card; - glmesh mesh_base, mesh_display; - - u32 w, h; - float *buffer; + 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_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; } - sfd; + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; - /* timing bars, fixed maximum amount */ - struct route_ui_bar - { - GLuint vao, vbo, ebo; - - u32 indices_head; - u32 vertex_head; - - struct route_ui_segment - { - float length; - u32 vertex_start, vertex_count, - index_start, index_count, notches; - } - segments[k_max_ui_segments]; + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; - u32 segment_start, segment_count, fade_start, fade_count; - double fade_timer_start; - float xpos; - } - ui_bars[16]; + v3i light_cubes; - v3f render_gate_pos; - int active_route_board; - int in_trigger; - - /* This is a small flag we use to changelevel. - * It will not be cleared until all sounds stop playing - */ - int switching_to_new_world; - char world_name[ 64 ]; + struct framebuffer heightmap; /* * Dynamically allocated when world_load is called. @@ -133,9 +131,6 @@ VG_STATIC struct gworld * (world_gen.h) * -------------------------------------------------------------------------- */ - void *dynamic_vgl, - *audio_vgl; /* sub buffer of the audio buffer */ - /* * Main world .mdl */ @@ -175,17 +170,21 @@ VG_STATIC struct gworld struct world_audio_thing { v3f pos; - float volume; + float volume, range; u32 flags; +#if 0 audio_player player; +#endif + audio_clip temp_embedded_clip; } * audio_things; u32 audio_things_count; +#if 0 /* - * Relays + * Relays [ DEPRECATED ] */ struct logic_relay { @@ -201,6 +200,34 @@ VG_STATIC struct gworld } * logic_relays; u32 relay_count; +#endif + + 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; + + struct logic_brick_ref + { + mdl_node *node; + float usage; + u32 internal_id; /* used for things like soundscapes where another + allocation is made on top */ + } + * logic_bricks; + u32 logic_brick_count; /* * Box trigger entities @@ -208,8 +235,9 @@ VG_STATIC struct gworld struct trigger_zone { m4x3f transform, inv_transform; - - struct relay_target target; + + u32 target_logic_brick; + enum classtype classtype; } * triggers; u32 trigger_count; @@ -231,8 +259,13 @@ VG_STATIC struct gworld */ struct world_light { - v3f co; - v4f colour; + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; + + /* enabled.. etc? + * TODO: we should order entities in the binary by their type */ } * lights; u32 light_count; @@ -278,7 +311,7 @@ VG_STATIC struct gworld v4f q[2]; v2f dims; - m4x3f to_world, recv_to_world, transport; + m4x3f to_world, transport; } gate; @@ -294,6 +327,16 @@ VG_STATIC struct gworld *gates; u32 gate_count; + struct nonlocal_gate + { + struct teleport_gate gate; + mdl_node *node; + + u32 target_map_index, working; + } + *nonlocal_gates; + u32 nonlocalgate_count; + struct route_collector { struct route_timing timing; @@ -306,10 +349,6 @@ VG_STATIC struct gworld * ---------------------------------------------------- */ - u32 active_gate, - current_run_version; - double time, rewind_from, rewind_to, last_use; - /* world geometry */ scene *scene_geo, *scene_no_collide, @@ -322,25 +361,106 @@ VG_STATIC struct gworld /* graphics */ glmesh mesh_route_lines; - glmesh mesh_geo, mesh_no_collide, mesh_water; - mdl_submesh sm_foliage_main; rigidbody rb_geo; /* todo.. ... */ +}; + +VG_STATIC struct world_global +{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap; + + /* rendering */ + glmesh skydome; + mdl_submesh dome_upper, dome_lower; + + glmesh mesh_gate_surface; + + double sky_time, sky_rate, sky_target_rate; + + /* gates, TODO: active_gate should also know which instance */ + u32 active_gate, + current_run_version; + double time, rewind_from, rewind_to, last_use; + + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; + } + water; + + /* split flap display */ + struct + { + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; + + u32 w, h; + float *buffer; + } + sfd; + + /* timing bars, fixed maximum amount */ + struct route_ui_bar + { + GLuint vao, vbo, ebo; + + u32 indices_head; + u32 vertex_head; + + struct route_ui_segment + { + float length; + u32 vertex_start, vertex_count, + index_start, index_count, notches; + } + segments[k_max_ui_segments]; + + u32 segment_start, segment_count, fade_start, fade_count; + double fade_timer_start; + float xpos; + } + ui_bars[16]; + + v3f render_gate_pos; + int active_route_board; + int in_trigger; + + int switching_to_new_world; + + world_instance worlds[4]; + u32 world_count; + u32 active_world; } -world; +world_global; +VG_STATIC world_instance *get_active_world( void ) +{ + return &world_global.worlds[ world_global.active_world ]; +} /* * API */ -VG_STATIC int ray_hit_is_ramp( ray_hit *hit ); -VG_STATIC struct world_material *ray_hit_material( ray_hit *hit ); -VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] ); -VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); +VG_STATIC +int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); + +VG_STATIC +struct world_material *ray_hit_material( world_instance *world, ray_hit *hit ); + +VG_STATIC +void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] ); + +VG_STATIC +int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); /* * Submodules @@ -350,6 +470,7 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); #include "world_sfd.h" #include "world_render.h" #include "world_water.h" +#include "world_logic_bricks.h" #include "world_gen.h" #include "world_gate.h" @@ -361,15 +482,18 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { + world_instance *world = get_active_world(); + /* * None of our world audio runs as one shots, they always have a player. * Therefore it is safe to delete clip data after the players are * disconnected */ +#if 0 audio_lock(); - for( int i=0; iaudio_things_count; i++ ) { - struct world_audio_thing *at = &world.audio_things[i]; + struct world_audio_thing *at = &world->audio_things[i]; if( audio_player_is_playing( &at->player ) ) { @@ -378,12 +502,16 @@ VG_STATIC int world_stop_sound( int argc, const char *argv[] ) } } audio_unlock(); +#endif return 0; } VG_STATIC int world_change_world( int argc, const char *argv[] ) { +#if 0 + world_instance *world = get_active_world(); + if( argc == 0 ) { vg_info( "%s\n", world.world_name ); @@ -396,12 +524,14 @@ VG_STATIC int world_change_world( int argc, const char *argv[] ) world.switching_to_new_world = 1; world_stop_sound( 0, NULL ); } +#endif return 0; } VG_STATIC void world_init(void) { +#if 0 vg_var_push( (struct vg_var){ .name = "water_enable", .data = &world.water.enabled, @@ -409,6 +539,7 @@ VG_STATIC void world_init(void) .opt_i32 = { .min=0, .max=1, .clamp=1 }, .persistent = 0 }); +#endif vg_function_push( (struct vg_cmd) { @@ -422,14 +553,15 @@ VG_STATIC void world_init(void) .function = world_change_world }); - world.sky_rate = 1.0; - world.sky_target_rate = 1.0; + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; shader_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(); @@ -439,11 +571,11 @@ VG_STATIC void world_init(void) mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" ); mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" ); - world.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); + world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); vg_acquire_thread_sync(); { - mdl_unpack_glmesh( msky, &world.skydome ); + mdl_unpack_glmesh( msky, &world_global.skydome ); } vg_release_thread_sync(); @@ -458,22 +590,27 @@ VG_STATIC void world_init(void) /* Allocate dynamic world memory arena */ u32 max_size = 76*1024*1024; - world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size, - VG_MEMORY_SYSTEM ); + world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, + max_size, + VG_MEMORY_SYSTEM ); } VG_STATIC void world_audio_init(void) { +#if 0 u32 size = vg_linear_remaining( vg_audio.audio_pool ) - sizeof(vg_linear_allocator); - world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool, - size, VG_MEMORY_SYSTEM ); + world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, + size, + VG_MEMORY_SYSTEM ); +#endif } -VG_STATIC void world_trigger_achievement( u32 uid ) +#if 0 +VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid ) { - struct logic_achievement *ach = &world.logic_achievements[ uid ]; + struct logic_achievement *ach = &world->logic_achievements[ uid ]; if( ach->achieved ) return; @@ -483,40 +620,50 @@ VG_STATIC void world_trigger_achievement( u32 uid ) ach->achieved = 1; } +#endif + +#if 0 +VG_STATIC void world_run_relay( world_instance *world, + struct relay_target *rt ); -VG_STATIC void world_run_relay( struct relay_target *rt ); -VG_STATIC void world_trigger_relay( u32 uid ) +VG_STATIC void world_trigger_relay( world_instance *world, u32 uid ) { - struct logic_relay *relay = &world.logic_relays[ uid ]; + struct logic_relay *relay = &world->logic_relays[ uid ]; for( int i=0; itarget_count; i++ ) { - world_run_relay( &relay->targets[i] ); + world_run_relay( world, &relay->targets[i] ); } } +#endif -VG_STATIC void world_trigger_audio( u32 uid ) +#if 0 +VG_STATIC void world_trigger_audio( world_instance *world, u32 uid ) { - struct world_audio_thing *wat = &world.audio_things[ uid ]; + struct world_audio_thing *wat = &world->audio_things[ uid ]; audio_lock(); audio_player_playclip( &wat->player, &wat->temp_embedded_clip ); audio_unlock(); } +#endif -VG_STATIC void world_run_relay( struct relay_target *rt ) +#if 0 +VG_STATIC void world_run_relay( world_instance *world, + struct relay_target *rt ) { struct entity_instruction { enum classtype classtype; - void (*p_trigger)( u32 uid ); + 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 } + { k_classtype_audio, world_trigger_audio }, + { k_classtype_logic_wire, logic_bricks_trigger_brick } }; for( int i=0; iclasstype == rt->classtype ) { - instr->p_trigger( rt->sub_id ); + instr->p_trigger( world, rt->sub_id ); return; } } vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); } +#endif -VG_STATIC void world_update( v3f pos ) +VG_STATIC void world_update( world_instance *world, v3f pos ) { + /* TEMP!!!!!! */ + static double g_time = 0.0; + g_time += vg.time_delta * (1.0/(k_day_length*60.0)); + + + struct ub_world_lighting *state = &world->ub_lighting; + + state->g_time = g_time; + state->g_debug_indices = k_debug_light_indices; + state->g_light_preview = k_light_preview; + state->g_debug_complexity = k_debug_light_complexity; + + 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 ); + + 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 ); + + 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 ); + + + + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ + + +#if 0 if( world.switching_to_new_world ) { int all_stopped = 1; @@ -561,23 +743,25 @@ VG_STATIC void world_update( v3f pos ) } } - world.sky_time += world.sky_rate * vg.time_delta; - world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate, - vg.time_delta * 5.0 ); +#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_routes_update( world ); #if 0 world_routes_debug(); #endif - if( world.route_count > 0 ) + if( world->route_count > 0 ) { 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 ); + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); if( d < min_dist ) { @@ -586,12 +770,13 @@ VG_STATIC void world_update( v3f pos ) } } - if( (world.active_route_board != closest) || network_scores_updated ) + if( (world_global.active_route_board != closest) + || network_scores_updated ) { network_scores_updated = 0; - world.active_route_board = closest; + world_global.active_route_board = closest; - struct route *route = &world.routes[closest]; + struct route *route = &world->routes[closest]; u32 id = route->track_id; @@ -607,11 +792,40 @@ VG_STATIC void world_update( v3f pos ) } } } + + /* TODO: Bvh */ + + static float random_accum = 0.0f; + random_accum += vg.time_delta; + + u32 random_ticks = 0; + + while( random_accum > 0.1f ) + { + random_accum -= 0.1f; + random_ticks ++; + } int in_trigger = 0; - for( int i=0; itrigger_count; i++ ) { - struct trigger_zone *zone = &world.triggers[i]; + struct trigger_zone *zone = &world->triggers[i]; + + 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 ); + + logic_bricks_send_packet( world, &packet ); + continue; + } v3f local; m4x3_mulv( zone->inv_transform, pos, local ); @@ -622,9 +836,16 @@ VG_STATIC void world_update( v3f pos ) { in_trigger = 1; - if( !world.in_trigger ) + if( !world_global.in_trigger ) { - world_run_relay( &zone->target ); + logic_packet packet; + packet.location = zone->target_logic_brick; + packet.function = 0; + + packet.type = k_mdl_128bit_datatype_vec3; + v3_copy( pos, packet.data._v4f ); + + logic_bricks_send_packet( world, &packet ); } } @@ -633,24 +854,51 @@ VG_STATIC void world_update( v3f pos ) 0xff00ff00 ); } - for( int i=0; ilight_count; i++ ) + { + struct world_light *light = &world->lights[i]; + struct classtype_world_light *inf = light->inf; - u32 colour = 0xff000000; - u8 r = light->colour[0] * 255.0f, - g = light->colour[1] * 255.0f, - b = light->colour[2] * 255.0f; + u32 colour = 0xff000000; + u8 r = inf->colour[0] * 255.0f, + g = inf->colour[1] * 255.0f, + b = inf->colour[2] * 255.0f; - colour |= r; - colour |= g << 8; - colour |= b << 16; + colour |= r; + colour |= g << 8; + colour |= b << 16; - vg_line_pt3( light->co, 0.25f, colour ); + vg_line_pt3( light->node->co, 0.25f, colour ); + } } - world.in_trigger = in_trigger; + world_global.in_trigger = in_trigger; sfd_update(); + + if( debug_logic_bricks ) + logic_bricks_debug( world ); + + /* process soundscape transactions */ + audio_lock(); + for( int i=0; isoundscape_count; i++ ) + { + 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(); } /* @@ -659,21 +907,24 @@ VG_STATIC void world_update( v3f pos ) * ----------------------------------------------------------------------------- */ -VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) +VG_STATIC void ray_world_get_tri( world_instance *world, + ray_hit *hit, v3f tri[3] ) { for( int i=0; i<3; i++ ) - v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); + v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); } -VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ) +VG_STATIC int ray_world( world_instance *world, + v3f pos, v3f dir, ray_hit *hit ) { - return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit ); + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); } /* * Cast a sphere from a to b and see what time it hits */ -VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n ) +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 ); @@ -698,9 +949,9 @@ VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n ) float min_t = 1.0f; int idx; - while( bh_next( world.geo_bh, &it, region, &idx ) ) + while( bh_next( world->geo_bh, &it, region, &idx ) ) { - u32 *ptri = &world.scene_geo->arrindices[ idx*3 ]; + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; v3f tri[3]; boxf box; @@ -708,7 +959,7 @@ VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n ) for( int j=0; j<3; j++ ) { - v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] ); + v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); box_addpt( box, tri[j] ); } @@ -735,11 +986,13 @@ VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n ) return hit; } -VG_STATIC struct world_material *world_tri_index_material( u32 index ) +VG_STATIC +struct world_material *world_tri_index_material( world_instance *world, + u32 index ) { - for( int i=1; imaterial_count; i++ ) { - struct world_material *mat = &world.materials[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 ) ) @@ -749,17 +1002,19 @@ VG_STATIC struct world_material *world_tri_index_material( u32 index ) } /* error material */ - return &world.materials[0]; + return &world->materials[0]; } -VG_STATIC struct world_material *world_contact_material( rb_ct *ct ) +VG_STATIC struct world_material *world_contact_material( world_instance *world, + rb_ct *ct ) { - return world_tri_index_material( ct->element_id ); + return world_tri_index_material( world, ct->element_id ); } -VG_STATIC struct world_material *ray_hit_material( ray_hit *hit ) +VG_STATIC struct world_material *ray_hit_material( world_instance *world, + ray_hit *hit ) { - return world_tri_index_material( hit->tri[0] ); + return world_tri_index_material( world, hit->tri[0] ); } #endif /* WORLD_H */