X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=49c030ea37260f7945311ee69e4a9db447882f9d;hb=7eba38b8178c82040618a518634d8ff4813e2ff2;hp=af0507fafc0db0f33b0a4f33e6ba0a10d6b3f9f3;hpb=cb16ccb05a796178c879ea8d5091663d215a5217;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index af0507f..49c030e 100644 --- a/world.h +++ b/world.h @@ -1,248 +1,210 @@ -#include "common.h" - -static int ray_world( v3f pos, v3f dir, ray_hit *hit ); +/* + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ #ifndef WORLD_H #define WORLD_H -#include "scene.h" -#include "terrain.h" #include "render.h" -#include "water.h" -#include "rigidbody.h" -#include "gate.h" -#include "bvh.h" - -#include "shaders/standard.h" - -static struct gworld -{ - scene geo, foliage; - submodel sm_road, sm_terrain; - glmesh skybox; - - v3f tutorial; - - teleport_gate gates[64]; - u32 gate_count; - - rigidbody temp_rbs[128]; - u32 rb_count; - bh_tree bhcubes; -} -world; - -static void render_world( m4x4f projection, m4x3f camera ) -{ - render_sky( camera ); - - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); +/* types + */ + +enum world_geo_type{ + k_world_geo_type_solid = 0, + k_world_geo_type_nonsolid = 1, + k_world_geo_type_water = 2 +}; + +typedef struct world_instance world_instance; + +/* submodule headers */ +#include "world_entity.h" +#include "world_gate.h" +#include "world_gen.h" +#include "world_info.h" +#include "world_load.h" +#include "world_physics.h" +#include "world_render.h" +#include "world_sfd.h" +#include "world_volumes.h" +#include "world_water.h" +#include "world_audio.h" +#include "world_routes.h" + +/* console variables */ + +static f32 k_day_length = 30.0f; /* minutes */ +static i32 k_debug_light_indices = 0, + k_debug_light_complexity= 0, + k_light_preview = 0; + + +struct world_instance { + /* Fixed items + * ------------------------------------------------------- + */ - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + void *heap; + enum world_status{ + k_world_status_unloaded = 0, + k_world_status_loading = 1, + k_world_status_loaded = 2, + k_world_status_unloading = 3 /* dont spawn sounds and stuff */ + } + status; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); + struct{ + boxf depthbounds; + int depth_computed; - vg_line_boxf( world.geo.bbx, 0xff00ff00 ); -} + float height; + int enabled; + v4f plane; + } + water; + + f64 time; + + /* 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; + v4f g_board_0; + v4f g_board_1; + + 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; -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] ); -} + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) -{ - return scene_raycast( &world.geo, pos, dir, hit ); -} + float probabilities[3]; -static int ray_hit_is_ramp( ray_hit *hit ) -{ - return hit->tri[0] < world.sm_road.vertex_count; -} + v3i light_cubes; + struct framebuffer heightmap; -static void world_load(void) -{ - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + /* + * Dynamically allocated when world_load is called. + * + * the following arrays index somewhere into this linear + * allocator + * -------------------------------------------------------------------------- + */ - 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 ); + /* + * Main world .mdl + */ + mdl_context meta; - } - scene_copy_slice( &world.geo, &world.sm_road ); + GLuint *textures; + u32 texture_count; - 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 ); + struct world_surface{ + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; } + * surfaces; + u32 surface_count; + + ent_worldinfo info; + mdl_array_ptr ent_spawn, + ent_gate, + ent_light, + ent_route_node, + ent_path_index, + ent_checkpoint, + ent_route, + ent_water, + + ent_audio_clip, + ent_audio, + ent_volume, + ent_traffic, + ent_skateshop, + ent_marker, + ent_camera, + ent_swspreview, + ent_ccmd, + ent_challenge; + + ent_gate *rendering_gate; + + /* logic + * ---------------------------------------------------- + */ - scene_copy_slice( &world.geo, &world.sm_terrain ); + /* world geometry */ + scene_context scene_geo, + scene_no_collide, + scene_lines; - vg_info( "BBX: %.3f %.3f %.3f -> %.3f %.3f %.3f\n", - world.geo.bbx[0][0], world.geo.bbx[0][1], world.geo.bbx[0][2], - world.geo.bbx[1][0], world.geo.bbx[1][1], world.geo.bbx[1][2] ); + /* spacial mappings */ + bh_tree *geo_bh, + *entity_bh; + u32 *entity_list; - /* - * TODO: Parametric marker import - */ - v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial ); - - /* - * Initialize gates - */ - - world.gate_count = 0; - for( int i=0; imarker_count; i++ ) - { - model_marker *ga = model_get_marker( mworld, i ); - - if( ga->classtype == k_classtype_gate ) - { - struct classtype_gate *data = get_entdata_raw( mworld, ga ); - - if( data->target ) - { - 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 ); - } - } - } + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; - /* - * 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" ) ) - { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); - - vg_info( "%.3f\n", sm->pivot[1] ); - - break; - } - } + rb_object rb_geo; - scene_upload( &world.geo ); - scene_bh_create( &world.geo ); - - water_compute_depth( world.geo.bbx ); - - scene_init( &world.foliage ); - model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); + ent_challenge *challenge_target; + f32 challenge_timer; +}; +struct world_static { /* - * TODO: Load any other meshes into the foliage scene, and create rbs for - * them. - * - * then compute bvh + * Allocated as system memory + * -------------------------------------------------------------------------- */ - - 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 ); - } + void *heap; - free( mworld ); - - 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" ); - - 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; - - 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; - - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); - - float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f}); - q_axis_angle( qsurface, axis, angle ); - q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf ); - q_mul( qsurface, qrandom, qsurface ); - q_m3x3( qsurface, transform ); - - v3_copy( hit.pos, transform[3] ); - - if( vg_randf() < 0.0006f ) - { - m3x3_identity( transform ); - scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform); - } - else - scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform); - } - } - } + u32 current_run_version; + double time, rewind_from, rewind_to, last_use; - free( mfoliage ); - scene_upload( &world.foliage ); - - bh_create( &world.bhcubes, - &bh_system_rigidbodies, world.temp_rbs, world.rb_count ); + u32 active_trigger_volumes[8]; + u32 active_trigger_volume_count; + + world_instance worlds[4]; + i32 active_world; } +static world_static; + +static void world_init(void); +static world_instance *world_current_instance(void); #endif /* WORLD_H */