X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=672ceb71ca35fb85bb8a49b92b24649f1aa058ba;hb=0ca7f5ca2560908de1a03db112df67e52b476107;hp=cf721e8402c097d95bcc5a5ba274acb9c43f0a5a;hpb=cedb92d590f4578a246a09a96c0fa0eda109d3c7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index cf721e8..672ceb7 100644 --- a/world.h +++ b/world.h @@ -1,830 +1,915 @@ -#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 "network.h" -#include "network_msg.h" +#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" + +#include "shaders/model_sky.h" + +typedef struct teleport_gate teleport_gate; + +enum { k_max_ui_segments = 8 }; + +enum { k_max_ui_elements = k_max_ui_segments }; +enum { k_max_element_verts = 10 }; +enum { k_max_element_indices = 20 }; + +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 }; + +enum logic_type +{ + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; + +enum geo_type +{ + k_geo_type_solid = 0, + k_geo_type_nonsolid = 1, + k_geo_type_water = 2 +}; -#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 const float k_light_cube_size = 8.0f; -static struct gworld +struct world_instance { - /* gameplay */ + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing + */ + + /* Fixed items + * ------------------------------------------------------- + */ + + char world_name[ 64 ]; + + struct + { + boxf depthbounds; + int depth_computed; + + float height; + int enabled; + v4f plane; + } + water; + + /* 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_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; + + v3i light_cubes; + + struct framebuffer heightmap; + + /* + * 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; + + /* + * Materials / textures + */ + + GLuint *textures; + u32 texture_count; + + struct world_material + { + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; + } + * materials; + u32 material_count; + + /* + * Named safe places to respawn + */ struct respawn_point { v3f co; v4f q; - char name[32]; + const char *name; } - spawns[32]; + * spawns; u32 spawn_count; - struct subworld_routes routes; - struct subworld_sfd sfd; + /* + * Audio player entities + */ + struct world_audio_thing + { + v3f pos; + float volume; + u32 flags; - /* Paths */ - traffic_node traffic[128]; - u32 traffic_count; + audio_player player; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; -#if 0 - traffic_driver van_man[6]; -#endif - - /* Physics */ - - /* Rendering & geometry */ - scene geo, foliage; - rigidbody rb_geo; + /* + * Relays + */ + struct logic_relay + { + v3f pos; + + struct relay_target + { + u32 sub_id; + enum classtype classtype; + } + targets[4]; + u32 target_count; + } + * logic_relays; + u32 relay_count; - /* 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; + /* + * Box trigger entities + */ + struct trigger_zone + { + m4x3f transform, inv_transform; - glmesh skybox, skydome; - mdl_submesh dome_upper, dome_lower; + struct relay_target target; + } + * triggers; + u32 trigger_count; - glmesh cars; - mdl_submesh car_holden; + /* + * Achievements + */ + struct logic_achievement + { + v3f pos; + const char *achievement_id; + u32 achieved; + } + * logic_achievements; + u32 achievement_count; - rigidbody mr_ball; + /* + * Lights + */ + struct world_light + { + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; - /* Load time */ + /* enabled.. etc? + * TODO: we should order entities in the binary by their type */ + } + * lights; + u32 light_count; - struct instance_cache + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ + struct route_node { - mdl_header *mdl; - u32 pstr_file; + v3f co, right, up, h; + u32 next[2]; + + u32 special_type, special_id, current_refs, ref_count; + u32 route_ids[4]; /* Gates can be linked into up to four routes */ } - * instance_cache; - u32 instance_cache_count, - instance_cache_cap; + *nodes; + u32 node_count; - v3f render_gate_pos; - int active_route_board; -} -world; + struct route + { + u32 track_id; + v4f colour; -static struct subworld_routes *subworld_routes(void) { return &world.routes; } -static struct subworld_sfd *subworld_sfd(void) { return &world.sfd; } + u32 start; + mdl_submesh sm; + + int active; + float factive; + double best_lap, latest_pass; /* Session */ -vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; + m4x3f scoreboard_transform; + } + *routes; + u32 route_count; -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; -vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi", - .flags = VG_TEXTURE_NEAREST }; + m4x3f to_world, transport; + } + gate; -vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi", - .flags = VG_TEXTURE_NEAREST }; + u32 node_id; -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 route_timing + { + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; + u32 gate_count; -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) -{ - return scene_raycast( &world.geo, pos, dir, hit ); -} + struct nonlocal_gate + { + struct teleport_gate gate; + mdl_node *node; -static int ray_hit_is_terrain( ray_hit *hit ) -{ - u32 valid_start = 0, - valid_end = world.sm_terrain.vertex_count; + u32 target_map_index, working; + } + *nonlocal_gates; + u32 nonlocalgate_count; - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); -} + struct route_collector + { + struct route_timing timing; + } + *collectors; + u32 collector_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; - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); -} + /* logic + * ---------------------------------------------------- + */ -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(); -} + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; -static void world_free(void) -{ - /* TODO.. */ + /* spacial mappings */ + bh_tree *audio_bh, + *trigger_bh, + *geo_bh; - world_sfd_free(); -} + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; -static void render_world_depth( m4x4f projection, m4x3f camera ); + rigidbody rb_geo; /* todo.. ... */ +}; -static void add_all_if_material( m4x3f transform, scene *pscene, - mdl_header *mdl, u32 id ) +VG_STATIC struct world_global { - for( int i=0; inode_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mdl, i ); + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap, + *audio_heap; /* sub buffer of the audio buffer */ - for( int j=0; jsubmesh_count; j++ ) - { - mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); + /* rendering */ + glmesh skydome; + mdl_submesh dome_upper, dome_lower; - if( sm->material_id == id ) - { - m4x3f transform2; - mdl_node_transform( pnode, transform2 ); - m4x3_mul( transform, transform2, transform2 ); + glmesh mesh_gate_surface; - scene_add_submesh( pscene, mdl, sm, transform2 ); - } - } + double sky_time, sky_rate, sky_target_rate; - if( pnode->classtype == k_classtype_instance ) - { - 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; + /* gates, TODO: active_gate should also know which instance */ + u32 active_gate, + current_run_version; + double time, rewind_from, rewind_to, last_use; - m4x3f transform2; - mdl_node_transform( pnode, transform2 ); - m4x3_mul( transform, transform2, transform2 ); - - add_all_if_material( transform2, pscene, mdl2, id ); - } - } + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; } -} + water; -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; + /* split flap display */ + struct + { + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; - m4x3f transform; - mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); - mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); + u32 w, h; + float *buffer; + } + sfd; - for( int i=0;i<100000;i++ ) + /* timing bars, fixed maximum amount */ + struct route_ui_bar { - 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; + GLuint vao, vbo, ebo; + + u32 indices_head; + u32 vertex_head; - if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) + struct route_ui_segment { - if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) && - (hit.pos[1] > water_height()+10.0f) ) - { - v4f qsurface, qrandom; - v3f axis; + float length; + u32 vertex_start, vertex_count, + index_start, index_count, notches; + } + segments[k_max_ui_segments]; - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); + u32 segment_start, segment_count, fade_start, fade_count; + double fade_timer_start; + float xpos; + } + ui_bars[16]; - 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_trigger; - 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" ); - - 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; - } + return &world_global.worlds[ world_global.active_world ]; +} - 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; - } - } +/* + * API + */ - if( !cached ) - { - world.instance_cache = buffer_reserve( - world.instance_cache, world.instance_cache_count, - &world.instance_cache_cap, 1, - sizeof(struct instance_cache) ); +VG_STATIC +int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); - struct instance_cache *cache = - &world.instance_cache[world.instance_cache_count]; +VG_STATIC +struct world_material *ray_hit_material( world_instance *world, ray_hit *hit ); - const char *filename = mdl_pstr(mworld, inst->pstr_file); +VG_STATIC +void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] ); - cache->pstr_file = inst->pstr_file; - cache->mdl = mdl_load( filename ); +VG_STATIC +int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); - 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 ); - } - } - } - } +/* + * Submodules + */ - world.instance_cache = buffer_fix( world.instance_cache, - world.instance_cache_count, - &world.instance_cache_cap, - sizeof( struct instance_cache ) ); +#include "world_routes.h" +#include "world_sfd.h" +#include "world_render.h" +#include "world_water.h" +#include "world_gen.h" +#include "world_gate.h" + +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ -#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; + audio_lock(); + for( int i=0; iaudio_things_count; i++ ) + { + struct world_audio_thing *at = &world->audio_things[i]; + + if( audio_player_is_playing( &at->player ) ) + { + u32 cflags = audio_player_get_flags( &at->player ); + audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL ); + } } + audio_unlock(); - m4x3f midentity; - m4x3_identity( midentity ); + return 0; +} - if( mat_terrain ) - add_all_if_material( midentity, &world.geo, mworld, mat_terrain ); - scene_copy_slice( &world.geo, &world.sm_terrain ); +VG_STATIC int world_change_world( int argc, const char *argv[] ) +{ +#if 0 + world_instance *world = get_active_world(); - if( mat_surf_oob ) - add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob ); + if( argc == 0 ) + { + vg_info( "%s\n", world.world_name ); + return 0; + } else - vg_warn( "No OOB surface\n" ); - scene_copy_slice( &world.geo, &world.sm_geo_std_oob ); + { + vg_info( "Switching world...\n" ); + strcpy( world.world_name, argv[0] ); + world.switching_to_new_world = 1; + world_stop_sound( 0, NULL ); + } +#endif - if( mat_surf ) - add_all_if_material( midentity, &world.geo, mworld, mat_surf ); - scene_copy_slice( &world.geo, &world.sm_geo_std ); + return 0; +} - if( mat_vertex_blend ) - add_all_if_material( midentity, &world.geo, mworld, mat_vertex_blend ); - scene_copy_slice( &world.geo, &world.sm_geo_vb ); +VG_STATIC void world_init(void) +{ +#if 0 + vg_var_push( (struct vg_var){ + .name = "water_enable", + .data = &world.water.enabled, + .data_type = k_var_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 0 + }); +#endif - scene_upload( &world.geo ); - scene_bh_create( &world.geo ); + vg_function_push( (struct vg_cmd) + { + .name = "world_stop_sound", + .function = world_stop_sound + }); + vg_function_push( (struct vg_cmd) + { + .name = "world", + .function = world_change_world + }); - /* Foliage /nocollide layer. - * TODO: Probably should have material traits for this - */ - scene_init( &world.foliage ); + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; - world_apply_procedural_foliage(); - scene_copy_slice( &world.foliage, &world.sm_foliage_main ); + 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(); - add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest ); - scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest ); + shader_model_sky_register(); - add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti ); - scene_copy_slice( &world.foliage, &world.sm_graffiti ); + vg_info( "Loading world resources\n" ); + + vg_linear_clear( vg_mem.scratch ); + mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" ); - scene_upload( &world.foliage ); - world_routes_loadfrom( mworld ); + mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" ); + world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); - 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_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, + size, + VG_MEMORY_SYSTEM ); +} - 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 ); +VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid ) +{ + struct logic_achievement *ach = &world->logic_achievements[ uid ]; - q_identity(world.mr_ball.q); - rb_init( &world.mr_ball ); + if( ach->achieved ) + return; - /* - * Setup scene collider - */ - v3_zero( world.rb_geo.co ); - q_identity( world.rb_geo.q ); + steam_set_achievement( ach->achievement_id ); + steam_store_achievements(); - 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 ); + ach->achieved = 1; } -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); - +VG_STATIC void world_run_relay( world_instance *world, + struct relay_target *rt ); - mdl_header *msky = mdl_load("models/rs_skydome.mdl"); - mdl_unpack_glmesh( msky, &world.skydome ); +VG_STATIC void world_trigger_relay( world_instance *world, u32 uid ) +{ + struct logic_relay *relay = &world->logic_relays[ uid ]; - 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); + for( int i=0; itarget_count; i++ ) + { + world_run_relay( world, &relay->targets[i] ); + } +} +VG_STATIC void world_trigger_audio( world_instance *world, u32 uid ) +{ + struct world_audio_thing *wat = &world->audio_things[ uid ]; - /* Other systems */ - world_sfd_init(); - world_audio_init(); + audio_lock(); + audio_player_playclip( &wat->player, + &wat->temp_embedded_clip ); + audio_unlock(); } -static void world_update(void) +VG_STATIC void world_run_relay( world_instance *world, + struct relay_target *rt ) { - world_routes_update(); - world_routes_debug(); - - int closest = 0; - float min_dist = INFINITY; + struct entity_instruction + { + enum classtype classtype; + 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 } + }; - for( int i=0; iclasstype == rt->classtype ) { - min_dist = dist; - closest = i; + instr->p_trigger( world, rt->sub_id ); + return; } } - if( (world.active_route_board != closest) || network_scores_updated ) - { - network_scores_updated = 0; - world.active_route_board = closest; - struct subworld_sfd *sfd = subworld_sfd(); + vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); +} + +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 ); - struct route *route = &world.routes.routes[closest]; - u32 id = route->track_id; - if( id != 0xffffffff ) + 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; + + audio_lock(); + for( int i=0; iplayer ) ) { - sfd_encode( &sfd->tester, i, &local_board->data[27*i] ); + all_stopped = 0; + break; } } + audio_unlock(); + + if( all_stopped ) + { + world.switching_to_new_world = 0; + world_unload(); + vg_loader_start( world_load ); + return; + } } - - sfd_update( &world.sfd.tester ); +#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 ); #if 0 - rb_solver_reset(); - rb_build_manifold_terrain_sphere( &world.mr_ball ); + world_routes_debug(); +#endif - 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; iroute_count > 0 ) { - traffic_drive( &world.van_man[i] ); - traffic_visualize_car( &world.van_man[i] ); - } -#endif -} + int closest = 0; + float min_dist = INFINITY; -/* - * Rendering - */ + for( int i=0; iroute_count; i++ ) + { + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); -static void bind_terrain_textures(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); -} + if( d < min_dist ) + { + min_dist = d; + closest = i; + } + } -static void render_world_vb( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + if( (world_global.active_route_board != closest) + || network_scores_updated ) + { + network_scores_updated = 0; + world_global.active_route_board = closest; - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); - bind_terrain_textures(); + struct route *route = &world->routes[closest]; - shader_vblend_uPv( projection ); - shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( camera ); + u32 id = route->track_id; - scene_bind( &world.geo ); - mdl_draw_submesh( &world.sm_geo_vb ); + if( id != 0xffffffff ) + { + struct netmsg_board *local_board = + &scoreboard_client_data.boards[id]; - mesh_bind( &world.cars ); + for( int i=0; i<13; i++ ) + { + sfd_encode( i, &local_board->data[27*i] ); + } + } + } + } -#if 0 - for( int i=0; itrigger_count; i++ ) { - shader_vblend_uMdl( world.van_man[i].transform ); - mdl_draw_submesh( &world.car_holden ); - } -#endif -} + struct trigger_zone *zone = &world->triggers[i]; -static void render_world_alphatest( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + 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_trigger = 1; + + if( !world_global.in_trigger ) + { + world_run_relay( world, &zone->target ); + } + } - shader_alphatest_use(); - shader_alphatest_uTexGarbage(0); - shader_alphatest_uTexMain(1); - shader_link_standard_ub( _shader_alphatest.id, 2 ); + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); + } - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_alphatest, 1 ); + 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_alphatest_uPv( projection ); - shader_alphatest_uMdl( identity_matrix ); - shader_alphatest_uCamera( camera ); + u32 colour = 0xff000000; + u8 r = inf->colour[0] * 255.0f, + g = inf->colour[1] * 255.0f, + b = inf->colour[2] * 255.0f; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - mdl_draw_submesh( &world.sm_foliage_alphatest ); + colour |= r; + colour |= g << 8; + colour |= b << 16; - vg_tex2d_bind( &tex_graffiti, 1 ); - mdl_draw_submesh( &world.sm_graffiti ); + vg_line_pt3( light->node->co, 0.25f, colour ); + } + } - glEnable(GL_CULL_FACE); + world_global.in_trigger = in_trigger; + sfd_update(); } -static void render_terrain( m4x4f projection, v3f camera ) +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ + +VG_STATIC void ray_world_get_tri( world_instance *world, + ray_hit *hit, v3f tri[3] ) { - 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); + for( int i=0; i<3; i++ ) + v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); } -static void render_lowerdome( m4x3f camera ) +VG_STATIC int ray_world( world_instance *world, + v3f pos, v3f dir, ray_hit *hit ) { - 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()} ); - - mdl_draw_submesh( &world.dome_lower ); + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); } -static void render_sky(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_sky_use(); - shader_sky_uMdl(identity_matrix); - shader_sky_uPv(full); - shader_sky_uTexGarbage(0); - shader_sky_uTime( vg_time ); + v3_add( (v3f){ r, r, r}, region[1], region[1] ); + v3_add( (v3f){-r,-r,-r}, region[0], region[0] ); - vg_tex2d_bind( &tex_terrain_noise, 0 ); + v3f dir; + v3_sub( pb, pa, dir ); - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); + v3f dir_inv; + dir_inv[0] = 1.0f/dir[0]; + dir_inv[1] = 1.0f/dir[1]; + dir_inv[2] = 1.0f/dir[2]; - mesh_bind( &world.skydome ); - mdl_draw_submesh( &world.dome_upper ); - - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); -} + int hit = -1; + float min_t = 1.0f; -static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera ) -{ - float closest = INFINITY; - int id = 0; - - for( int i=0; igeo_bh, &it, region, &idx ) ) { - struct route_gate *rg = &world.routes.gates[i]; - float dist = v3_dist2( rg->gate.co[0], camera[3] ); + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; + + boxf box; + box_init_inf( box ); - if( dist < closest ) + for( int j=0; j<3; j++ ) + { + v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); + box_addpt( box, tri[j] ); + } + + v3_add( (v3f){ r, r, r}, box[1], box[1] ); + v3_add( (v3f){-r,-r,-r}, box[0], box[0] ); + + 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, playerco, 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_material *world_tri_index_material( 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] ); - - int closest = 0; - float min_dist = INFINITY; - - for( int i=0; imaterial_count; i++ ) { - float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3], - camera[3] ); + struct world_material *mat = &world->materials[i]; - if( dist < min_dist ) + if( (index >= mat->sm_geo.vertex_start) && + (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) { - min_dist = dist; - closest = i; + return mat; } } - sfd_render( &world.sfd.tester, projection, camera[3], - world.routes.routes[closest].scoreboard_transform ); + /* error material */ + return &world->materials[0]; } -static void render_world_depth( m4x4f projection, m4x3f camera ) +VG_STATIC struct world_material *world_contact_material( 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_material( 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_material *ray_hit_material( world_instance *world, + ray_hit *hit ) +{ + return world_tri_index_material( world, hit->tri[0] ); } #endif /* WORLD_H */