X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=73b42a4c2bbaf45de4a41f5295bf7789f4e5e028;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=cdf2f16f0c85a901293dbc1cc9dc691c77b235a4;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index cdf2f16..73b42a4 100644 --- a/world.h +++ b/world.h @@ -1,13 +1,17 @@ +#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 "shaders/standard.h" @@ -18,6 +22,14 @@ static struct gworld glmesh skybox; v3f tutorial; + + teleport_gate gates[16]; + u32 gate_count; + + rigidbody temp_rbs[32]; + u32 rb_count; + + bh_tree bhcubes; } world; @@ -28,7 +40,7 @@ static void render_world( m4x4f projection, m4x3f camera ) m4x3f identity_matrix; m4x3_identity( identity_matrix ); - render_terrain( projection ); + render_terrain( projection, camera[3] ); scene_bind( &world.geo ); scene_draw( &world.geo ); @@ -38,9 +50,15 @@ static void render_world( m4x4f projection, m4x3f camera ) glEnable(GL_CULL_FACE); } +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] ); +} + 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 ) @@ -48,69 +66,131 @@ static int ray_hit_is_ramp( ray_hit *hit ) return hit->tri[0] < world.sm_road.vertex_count; } -static void world_init_default(void) +static void world_load(void) { /* Setup scene */ scene_init( &world.geo ); model *mworld = vg_asset_read( "models/mp_dev.mdl" ); - scene_add_model( &world.geo, mworld, submodel_get( mworld, "mp_dev" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.sm_road ); - - scene_add_model( &world.geo, mworld, submodel_get( mworld, "terrain" ), - (v3f){0.0f,0.0f,0.0f}, 0.0f, 1.0f ); - scene_copy_slice( &world.geo, &world.sm_terrain ); - - v3_copy( model_marker_get( mworld, "mp_dev_tutorial" )->co, world.tutorial ); + 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 ); + } + scene_copy_slice( &world.geo, &world.sm_road ); - /* GATE DEV */ -#if 0 + for( int i=0; ilayer_count; i++ ) { - model_marker *ga = model_marker_get(mworld,"gate_a"), - *gb = model_marker_get(mworld,"gate_a_recv"); + 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 ); + } - 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 ); + scene_copy_slice( &world.geo, &world.sm_terrain ); - gate_a.other = &gate_b; - gate_b.other = &gate_a; + /* + * 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_a ); - gate_transform_update( &gate_b ); + gate_transform_update( gate ); + } + } } -#endif - /* WATER DEV */ + /* + * 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] ); + + break; + } } - free( mworld ); scene_upload( &world.geo ); - bvh_create( &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"); + /* + * 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" ) ) + 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 ); + } + + 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; @@ -122,7 +202,8 @@ static void world_init_default(void) if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) { - if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) ) + if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) && + hit.pos[1] > water_height()+10.0f ) { v4f qsurface, qrandom; v3f axis; @@ -136,15 +217,23 @@ static void world_init_default(void) q_m3x3( qsurface, transform ); v3_copy( hit.pos, transform[3] ); - - scene_add_foliage( &world.foliage, mfoliage, - model_get_submodel( mfoliage, 0 ), transform ); + + 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); } } } free( mfoliage ); scene_upload( &world.foliage ); + + bh_create( &world.bhcubes, + &bh_system_rigidbodies, world.temp_rbs, world.rb_count ); } #endif /* WORLD_H */