X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=7b265cd96d1513ea47452fbacd91841d64fe91a8;hb=bdac014448b6ec968fe645f1581f321144f07dba;hp=7272b802c78201b30cfdff58bb460f654046ab3c;hpb=1656d58a7bd17df4a1edcc9677ade4dbafc82229;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 7272b80..7b265cd 100644 --- a/world.h +++ b/world.h @@ -1,245 +1,586 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + +#include "common.h" + +VG_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 "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 "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" +#include "shaders/alphatest.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 }; -static struct gworld +enum logic_type { - scene geo, foliage; - submodel sm_road, sm_terrain; - glmesh skybox; + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; - v3f tutorial; +VG_STATIC struct gworld +{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ -#if 0 - rigidbody box; -#endif + /* rendering */ + glmesh skydome; + mdl_submesh dome_upper, dome_lower; + + glmesh mesh_gate_surface; + + double sky_time, sky_rate, sky_target_rate; + + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; + + boxf depthbounds; + int depth_computed; + + float height; + int enabled; + v4f plane; + } + 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; - teleport_gate gates[16]; + 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; + + /* 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 ]; + + /* + * Dynamically allocated when world_load is called. + * + * the following arrays index somewhere into this linear + * allocator + * + * (world_gen.h) + * -------------------------------------------------------------------------- + */ + void *dynamic_vgl; + + /* + * Main world .mdl + */ + mdl_context *meta; + + /* + * Named safe places to respawn + */ + struct respawn_point + { + v3f co; + v4f q; + const char *name; + } + * spawns; + u32 spawn_count; + + /* + * Audio player entities + */ + struct world_audio_thing + { + v3f pos; + float volume; + u32 flags; + + audio_player player; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; + + /* + * Relays, random, etc + */ + struct logic_entity + { + v3f pos; + enum logic_type logic_type; + int enabled; + + /* indexes the action array */ + u32 action_start, action_count; + } + * logic_entities; + u32 logic_entity_count; + + /* + * Action array + */ + struct logic_action + { + u32 event, /* on trigger, on enable, etc (TODO: Enum) */ + target_id; /* thing to target, 0: self */ + + } + * logic_actions; + u32 logic_action_count; + + /* + * Box trigger entities + */ + struct trigger_zone + { + m4x3f transform, inv_transform; + u32 trigger_entity; + } + * triggers; + u32 trigger_count; + + + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ + struct route_node + { + 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 */ + } + *nodes; + u32 node_count; + + struct route + { + u32 track_id; + v4f colour; + + u32 start; + mdl_submesh sm; + + int active; + float factive; + + double best_lap, latest_pass; /* Session */ + + m4x3f scoreboard_transform; + } + *routes; + u32 route_count; + + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; + + m4x3f to_world, recv_to_world, transport; + } + gate; + + u32 node_id; + + struct route_timing + { + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; u32 gate_count; - - rigidbody temp_rbs[32]; - u32 rb_count; - bh_tree bhcubes; + struct route_collector + { + struct route_timing timing; + } + *collectors; + u32 collector_count; + + + /* logic + * ---------------------------------------------------- + */ + + u32 active_gate, + current_run_version; + double time, rewind_from, rewind_to, last_use; + + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; + + /* spacial mappings */ + bh_tree *audio_bh, + *trigger_bh, + *geo_bh; + + /* graphics */ + glmesh mesh_geo, + mesh_no_collide, + mesh_route_lines, + mesh_water; + + rigidbody rb_geo; + + /* TODO Maybe make this less hardcoded... + * im on it, boss*/ + mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb, + sm_foliage_main, sm_foliage_alphatest, + sm_graffiti, sm_subworld, sm_terrain; + } world; +/* + * API + */ -static void render_world( m4x4f projection, m4x3f camera ) -{ - render_sky( camera ); +VG_STATIC int ray_hit_is_ramp( ray_hit *hit ); +VG_STATIC int ray_hit_is_terrain( 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 ); - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); +/* + * Submodules + */ - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); +#include "world_routes.h" +#include "world_sfd.h" +#include "world_render.h" +#include "world_water.h" +#include "world_gen.h" +#include "world_gate.h" - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -} +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ -static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - for( int i=0; i<3; i++ ) - v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] ); -} + /* + * 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 + */ + audio_lock(); + for( int i=0; iplayer ) ) + { + u32 cflags = audio_player_get_flags( &at->player ); + audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL ); + } + } + audio_unlock(); + + return 0; } -static int ray_hit_is_ramp( ray_hit *hit ) +VG_STATIC int world_change_world( int argc, const char *argv[] ) { - return hit->tri[0] < world.sm_road.vertex_count; + if( argc == 0 ) + { + vg_info( "%s\n", world.world_name ); + return 0; + } + else + { + vg_info( "Switching world...\n" ); + strcpy( world.world_name, argv[0] ); + world.switching_to_new_world = 1; + world_stop_sound( 0, NULL ); + } + + return 0; } -static bh_system bh_system_rigidbodies; -static void world_load(void) +VG_STATIC void world_init(void) { - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + vg_convar_push( (struct vg_convar){ + .name = "water_enable", + .data = &world.water.enabled, + .data_type = k_convar_dtype_i32, + .opt_i32 = { .min=0, .max=1, .clamp=1 }, + .persistent = 0 + }); + + vg_function_push( (struct vg_cmd) + { + .name = "world_stop_sound", + .function = world_stop_sound + }); - for( int i=0; ilayer_count; i++ ) + vg_function_push( (struct vg_cmd) { - 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 ); + .name = "world", + .function = world_change_world + }); - } - scene_copy_slice( &world.geo, &world.sm_road ); + world.sky_rate = 1.0; + world.sky_target_rate = 1.0; + + shader_terrain_register(); + shader_sky_register(); + shader_planeinf_register(); + shader_gpos_register(); + shader_fscolour_register(); + shader_alphatest_register(); + + 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" ); + + 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 ); - for( int i=0; ilayer_count; i++ ) + vg_acquire_thread_sync(); { - 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 ); + mdl_unpack_glmesh( msky, &world.skydome ); } + vg_release_thread_sync(); - scene_copy_slice( &world.geo, &world.sm_terrain ); + /* Other systems */ + vg_info( "Loading other world systems\n" ); - /* - * 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++ ) + vg_loader_highwater( world_render_init, NULL, NULL ); + vg_loader_highwater( world_sfd_init, NULL, NULL ); + vg_loader_highwater( world_water_init, NULL, NULL ); + vg_loader_highwater( world_gates_init, NULL, NULL ); + vg_loader_highwater( world_routes_init, NULL, NULL ); + + /* Allocate dynamic world memory arena */ + u32 max_size = 72*1024*1024; + world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size, + VG_MEMORY_SYSTEM ); +} + +VG_STATIC void world_update( v3f pos ) +{ + if( world.switching_to_new_world ) { - model_marker *ga = model_get_marker( mworld, i ); - - if( ga->classtype == k_classtype_gate ) + int all_stopped = 1; + + audio_lock(); + for( int i=0; itarget ) + struct world_audio_thing *at = &world.audio_things[i]; + + if( audio_player_is_playing( &at->player ) ) { - 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 ); + all_stopped = 0; + break; } } - } + audio_unlock(); - /* - * 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" ) ) + if( all_stopped ) { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); - - break; + world.switching_to_new_world = 0; + world_unload(); + world_load(); } } - scene_upload( &world.geo ); - bvh_create( &world.geo ); - - water_compute_depth( world.geo.bbx ); - scene_init( &world.foliage ); - model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); + 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 ); - /* - * TODO: Load any other meshes into the foliage scene, and create rbs for - * them. - * - * then compute bvh - */ + world_routes_update(); +#if 0 + world_routes_debug(); +#endif - for( int i=0; ilayer_count; i++ ) + int closest = 0; + float min_dist = INFINITY; + + for( int i=0; imaterial, "surf" ) || - !strcmp( sm->material, "terrain" ) || - !strcmp( sm->material, "water" ) ) - continue; + float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos ); + + if( d < min_dist ) + { + min_dist = d; + closest = i; + } + } - m4x3f transform; - q_m3x3( sm->q, transform ); - v3_copy( sm->pivot, transform[3] ); - scene_add_foliage( &world.foliage, mworld, sm, transform ); + if( (world.active_route_board != closest) || network_scores_updated ) + { + network_scores_updated = 0; + world.active_route_board = closest; - rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ]; + struct route *route = &world.routes[closest]; - 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 ); - } + u32 id = route->track_id; - free( mworld ); + if( id != 0xffffffff ) + { + struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + for( int i=0; i<13; i++ ) + { + sfd_encode( i, &local_board->data[27*i] ); + } + } + } - m4x3f transform; +#if 0 + VG_STATIC int in_zone = 0; - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); + int in_zone_this_time = 0; - for( int i=0;i<100000;i++ ) + for( int i=0; iinv_transform, pos, local ); + + if( (fabsf(local[0]) <= 1.0f) && + (fabsf(local[1]) <= 1.0f) && + (fabsf(local[2]) <= 1.0f) ) { - if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) && - hit.pos[1] > wrender.height ) + in_zone_this_time = 1; + + if( !in_zone && zone->ptarget ) + { + audio_lock(); + audio_player_playclip( &zone->ptarget->player, + &zone->ptarget->temp_embedded_clip ); + audio_unlock(); + } + + if( !zone->triggered ) { - 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() < 0.00000006f ) - { - m3x3_identity( transform ); - scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform); - } - else - scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform); + steam_set_achievement( zone->name ); + steam_store_achievements(); } + + zone->triggered = 1; } + + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); } - free( mfoliage ); - scene_upload( &world.foliage ); + in_zone = in_zone_this_time; +#endif - world.bhcubes.user = world.temp_rbs; - bh_create( &world.bhcubes, &bh_system_rigidbodies, world.rb_count ); + sfd_update(); +} + +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ + +VG_STATIC void ray_world_get_tri( 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] ); +} + +VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ) +{ + return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit ); +} + +VG_STATIC int ray_hit_is_terrain( ray_hit *hit ) +{ + u32 valid_start = 0, + valid_end = world.sm_terrain.vertex_count; + + return (hit->tri[0] >= valid_start) && + (hit->tri[0] < valid_end); +} + +VG_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); } #endif /* WORLD_H */