X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=66922cd2604e8f31b726769f245c026977f01353;hb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;hp=29e1e714b6453576dc9e510e5951fc6b0a227c83;hpb=eb6573694ca9292baaefee233dedb0b79f3ddc2e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 29e1e71..66922cd 100644 --- a/world.h +++ b/world.h @@ -1,44 +1,55 @@ +#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" #include "water.h" - +#include "rigidbody.h" +#include "gate.h" +#include "bvh.h" +#include "lighting.h" +#include "model.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" static struct gworld { - scene geo, foliage; + /* gameplay */ + v3f tutorial; + teleport_gate gates[64]; + u32 gate_count; + + /* Physics */ + rigidbody temp_rbs[128]; + u32 rb_count; + bh_tree bhcubes; + + /* Rendering & geometry */ + scene geo, foliage, props; submodel sm_road, sm_terrain; - glmesh skybox; - v3f tutorial; + glmesh skybox, skydome; + submodel dome_upper, + dome_lower; } world; -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 ); - - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); - - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); - - vg_line_boxf( world.geo.bbx, 0xff00ffff ); -} +vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", + .flags = VG_TEXTURE_NEAREST }; static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) { @@ -48,7 +59,7 @@ 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 ) @@ -56,9 +67,29 @@ static int ray_hit_is_ramp( ray_hit *hit ) return hit->tri[0] < world.sm_road.vertex_count; } +static void world_register(void) +{ + shader_terrain_register(); + shader_sky_register(); + shader_planeinf_register(); + shader_gpos_register(); + shader_fscolour_register(); +} + +static void world_free(void) +{ + /* TODO.. */ +} + +static void render_world_depth( m4x4f projection, m4x3f camera ); static void world_load(void) { - /* Setup scene */ + /* + * Setup scene + * + * TODO: Call world_free when its ready here + * + */ scene_init( &world.geo ); model *mworld = vg_asset_read( "models/mp_dev.mdl" ); @@ -69,6 +100,17 @@ static void world_load(void) scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); } + for( int i=0; ilayer_count; i++ ) + { + submodel *sm = model_get_submodel( mworld, i ); + if( !strcmp( sm->material, "vertex_blend" ) ) + { + m4x3f transform; + q_m3x3( sm->q, transform ); + v3_copy( sm->pivot, transform[3] ); + scene_add_foliage( &world.geo, mworld, sm, transform ); + } + } scene_copy_slice( &world.geo, &world.sm_road ); for( int i=0; ilayer_count; i++ ) @@ -78,56 +120,100 @@ static void world_load(void) scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); } + scene_copy_slice( &world.geo, &world.sm_terrain ); /* * TODO: Parametric marker import */ - v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial ); - - - /* GATE DEV */ -#if 0 + 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_marker_get(mworld,"gate_a"), - *gb = model_marker_get(mworld,"gate_a_recv"); - - v3_copy( ga->co, gate_a.co ); - v3_copy( gb->co, gate_b.co ); - v4_copy( ga->q, gate_a.q ); - v4_copy( gb->q, gate_b.q ); - v2_copy( ga->s, gate_a.dims ); - v2_copy( gb->s, gate_b.dims ); - - gate_a.other = &gate_b; - gate_b.other = &gate_a; + 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_a ); - gate_transform_update( &gate_b ); + gate_transform_update( gate ); + } + } } -#endif - /* WATER DEV - * again, TODO: parametric import (material) + /* + * Load water mesh (1 per world) */ + for( int i=0; ilayer_count; i++ ) { - glmesh surf; - submodel *sm = submodel_get(mworld,"mp_dev_water"); - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); - } + 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] ); - free( mworld ); - scene_upload( &world.geo ); - bvh_create( &world.geo ); + vg_info( "%.3f\n", sm->pivot[1] ); + + break; + } + } - water_compute_depth( world.geo.bbx ); + scene_bh_create( &world.geo ); + scene_upload( &world.geo ); scene_init( &world.foliage ); model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); + /* + * 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" ) || + !strcmp( sm->material, "vertex_blend") ) + 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 ); + } + v3f volume; v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); volume[1] = 1.0f; @@ -141,6 +227,7 @@ static void world_load(void) { 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; @@ -149,7 +236,7 @@ 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 ) + hit.pos[1] > water_height()+10.0f ) { v4f qsurface, qrandom; v3f axis; @@ -164,19 +251,251 @@ static void world_load(void) v3_copy( hit.pos, transform[3] ); - if( vg_randf() < 0.00000006f ) + if( vg_randf() < 0.0006f ) { m3x3_identity( transform ); - scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform ); + scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform); } else - scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform ); + scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform); } } } free( mfoliage ); scene_upload( &world.foliage ); + + + /* Prop layer */ + scene_init( &world.props ); + for( int i=0; ilayer_count; i++ ) + { + submodel *sm = model_get_submodel( mworld, i ); + if( !strcmp( sm->material, "vertex_blend" ) ) + { + m4x3f transform; + q_m3x3( sm->q, transform ); + v3_copy( sm->pivot, transform[3] ); + scene_add_foliage( &world.props, mworld, sm, transform ); + } + } + + scene_upload( &world.props ); + free( mworld ); + bh_create( &world.bhcubes, + &bh_system_rigidbodies, world.temp_rbs, world.rb_count ); + + /* + * 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); + + /* + * TODO: World settings entity + */ + struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting; + + v3f sundir = { 0.5f, 0.8f, 0.2f }; + v3_normalize( sundir ); + v3_copy( sundir, winfo->g_directional ); + v3_copy( (v3f){ 1.2f,1.152f,1.08f }, winfo->g_sun_colour ); + v3_copy( (v3f){ 0.15f,0.1f,0.2f }, winfo->g_shadow_colour ); + 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(); +} + +static void world_init(void) +{ + vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, + &tex_terrain_noise }, 2 ); + + + model *msky = vg_asset_read("models/rs_skydome.mdl"); + model_unpack( msky, &world.skydome ); + + world.dome_lower = *submodel_get( msky, "dome_lower" ); + world.dome_upper = *submodel_get( msky, "dome_upper" ); + + free(msky); +} + +/* + * Rendering + */ + +static void bind_terrain_textures(void) +{ + vg_tex2d_bind( &tex_terrain_noise, 0 ); + vg_tex2d_bind( &tex_terrain_colours, 1 ); +} + +static void render_props( m4x4f projection, v3f camera ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + + shader_vblend_use(); + shader_vblend_uTexGarbage(0); + shader_vblend_uTexGradients(1); + shader_link_standard_ub( _shader_vblend.id, 2 ); + bind_terrain_textures(); + + shader_vblend_uPv( projection ); + shader_vblend_uMdl( identity_matrix ); + shader_vblend_uCamera( camera ); + + scene_bind( &world.props ); + scene_draw( &world.props ); +} + +static void render_terrain( m4x4f projection, v3f camera ) +{ + 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 ); + scene_draw( &world.geo ); + + glDisable(GL_CULL_FACE); + scene_bind( &world.foliage ); + scene_draw( &world.foliage ); + glEnable(GL_CULL_FACE); +} + +static void render_lowerdome( m4x3f camera ) +{ + 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 ); + + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + + 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()} ); + + submodel_draw( &world.dome_lower ); +} + +static void render_sky(m4x3f camera) +{ + 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 ); + + 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 ); + + vg_tex2d_bind( &tex_terrain_noise, 0 ); + + glDepthMask( GL_FALSE ); + glDisable( GL_DEPTH_TEST ); + + mesh_bind( &world.skydome ); + submodel_draw( &world.dome_upper ); + + glEnable( GL_DEPTH_TEST ); + glDepthMask( GL_TRUE ); +} + +static void render_world( m4x4f projection, m4x3f camera ) +{ + render_sky( camera ); + render_terrain( projection, camera[3] ); + /* render props... */ +} + +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 ); + + glDisable(GL_CULL_FACE); + scene_bind( &world.foliage ); + scene_draw( &world.foliage ); + glEnable(GL_CULL_FACE); + + scene_bind( &world.props ); + scene_draw( &world.props ); } #endif /* WORLD_H */