X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=7f8432ab08d9f0630777be8aa1e33db78cac529f;hb=15beb60ade240af4e00b0d204f7e89a4d35dca36;hp=cfa3d6b79f51b4f16e690758c1ccf949b3748b9d;hpb=e36cb7e44611855d39ba84710a7007ca659e9cd5;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index cfa3d6b..7f8432a 100644 --- a/world.h +++ b/world.h @@ -1,246 +1,409 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + +#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 "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 "traffic.h" /*TODO: -> world_traffic.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" + +enum { k_max_ui_segments = 8 }; +enum { k_max_ui_splits_per_segment = 16 }; + +enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment }; +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 { - scene geo, foliage; - submodel sm_road, sm_terrain; - glmesh skybox; + struct subworld_gen + { + + } + subworld_gen; - v3f tutorial; + /* gameplay */ + struct respawn_point + { + v3f co; + v4f q; + char name[32]; + } + spawns[32]; + u32 spawn_count; -#if 0 - rigidbody box; -#endif + struct achievement_zone + { + m4x3f transform, inv_transform; + char name[32]; + int triggered; + } + * achievement_zones; - teleport_gate gates[16]; - u32 gate_count; + u32 achievement_zones_count, + achievement_zones_cap; - rigidbody temp_rbs[32]; - u32 rb_count; -} -world; + struct subworld_routes + { + struct route_node + { + v3f co, right, up, h; + u32 next[2]; -static void render_world( m4x4f projection, m4x3f camera ) -{ - render_sky( camera ); + u32 special_type, special_id, current_refs, ref_count; + u32 route_ids[4]; /* Gates can be linked into up to four routes */ + } + *nodes; - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + u32 node_count, + node_cap; - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + struct route + { + u32 track_id; + v4f colour; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -} + u32 start; + mdl_submesh sm; + + int active; + float factive; -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] ); -} + double best_lap, latest_pass; /* Session */ -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) -{ - return bvh_raycast( &world.geo, pos, dir, hit ); -} + struct + { + GLuint vao, vbo, ebo; -static int ray_hit_is_ramp( ray_hit *hit ) -{ - return hit->tri[0] < world.sm_road.vertex_count; -} + u32 indices_head; + u32 vertex_head; -static void world_load(void) -{ - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + float last_notch; - 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 ); + struct route_ui_segment + { + float length; + u32 vertex_start, vertex_count, + index_start, index_count, notches; + } + segments[k_max_ui_segments]; - } - scene_copy_slice( &world.geo, &world.sm_road ); + u32 segment_start, segment_count, fade_start, fade_count; + double fade_timer_start; + float xpos; + } + ui; - 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 ); - } + m4x3f scoreboard_transform; + } + *routes; - scene_copy_slice( &world.geo, &world.sm_terrain ); + double last_interaction; - /* - * 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 ) + u32 route_count, + route_cap; + + struct route_gate { - struct classtype_gate *data = get_entdata_raw( mworld, ga ); + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; + + m4x3f to_world, recv_to_world, transport; + } + gate; - if( data->target ) + u32 node_id; + + struct route_timing { - 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 ); - } + u32 version; /* Incremented on every teleport */ + double time; + } + timing; } + *gates; + + struct route_collector + { + struct route_timing timing; + } + *collectors; + + u32 gate_count, + gate_cap, + collector_count, + collector_cap; + + u32 active_gate, + current_run_version; + + scene scene_lines; } + routes; - /* - * Load water mesh (1 per world) - */ - for( int i=0; ilayer_count; i++ ) + struct subworld_sfd { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "water" ) ) + scene mesh; + mdl_submesh *sm_module, *sm_card; + glmesh temp; + + struct sfd_instance { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); + float *buffer; - break; - } + u32 w,h; + } + tester; } + sfd; - 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"); + /* Paths */ + traffic_node traffic[128]; + u32 traffic_count; - /* - * TODO: Load any other meshes into the foliage scene, and create rbs for - * them. - * - * then compute bvh - */ #if 0 - scene_add_foliage( &world.foliage, mworld, boxtest, world.box.to_world ); + traffic_driver van_man[6]; #endif + /* Physics */ + + /* Rendering & geometry */ + scene geo, foliage; + rigidbody rb_geo; -#if 0 - submodel *boxtest = submodel_get( mworld, "cubey" ); + /* 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; -#endif - - for( int i=0; ilayer_count; i++ ) + glmesh skybox, skydome; + mdl_submesh dome_upper, dome_lower; + + glmesh cars; + mdl_submesh car_holden; + + /* Load time */ + + struct instance_cache { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "surf" ) || - !strcmp( sm->material, "terrain" ) || - !strcmp( sm->material, "water" ) ) - continue; + mdl_header *mdl; + u32 pstr_file; + } + * instance_cache; + u32 instance_cache_count, + instance_cache_cap; - m4x3f transform; - q_m3x3( sm->q, transform ); - v3_copy( sm->pivot, transform[3] ); - scene_add_foliage( &world.foliage, mworld, sm, transform ); + v3f render_gate_pos; + int active_route_board; +} +world; + +/* + * API + */ + +static int ray_hit_is_ramp( ray_hit *hit ); +static int ray_hit_is_terrain( ray_hit *hit ); +static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ); +static int ray_world( v3f pos, v3f dir, ray_hit *hit ); + +/* + * Submodules + */ +#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 + * ----------------------------------------------------------------------------- + */ + +static void world_init(void) +{ + shader_terrain_register(); + shader_sky_register(); + shader_planeinf_register(); + shader_gpos_register(); + shader_fscolour_register(); + shader_alphatest_register(); + + vg_info( "Loading world resources\n" ); - rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ]; + VG_REQUIRED_ASSET( mdl_header*, mcars, mdl_load, "models/rs_cars.mdl" ); + VG_REQUIRED_ASSET( mdl_header*, msky, mdl_load, "models/rs_skydome.mdl" ); - 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 ); + mdl_node *nholden = mdl_node_from_name( mcars, "holden" ); + world.car_holden = *mdl_node_submesh( mcars, nholden, 0 ); + + 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 ); + + vg_acquire_thread_sync(); + { + mdl_unpack_glmesh( mcars, &world.cars ); + mdl_unpack_glmesh( msky, &world.skydome ); } + vg_release_thread_sync(); + vg_free(mcars); + vg_free(msky); - free( mworld ); + /* Other systems */ + vg_info( "Loading other world systems\n" ); - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + vg_loader_highwater( world_render_init, world_render_free, NULL ); + vg_loader_highwater( world_sfd_init, world_sfd_free, NULL ); + vg_loader_highwater( world_water_init, world_water_free, NULL ); + vg_loader_highwater( world_gates_init, world_gates_free, NULL ); + vg_loader_highwater( world_routes_init, world_routes_free, NULL ); +} - m4x3f transform; +static void world_free( void *_ ) +{ + mesh_free( &world.cars ); + mesh_free( &world.skydome ); + vg_free( world.achievement_zones ); +} - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); +static void world_update( v3f pos ) +{ + world_routes_update(); +#if 0 + world_routes_debug(); +#endif + + int closest = 0; + float min_dist = INFINITY; - for( int i=0;i<100000;i++ ) + for( int i=0; i 0.8f && !ray_hit_is_ramp(&hit) && - hit.pos[1] > wrender.height ) - { - v4f qsurface, qrandom; - v3f axis; + min_dist = d; + closest = i; + } + } + + if( (world.active_route_board != closest) || network_scores_updated ) + { + network_scores_updated = 0; + world.active_route_board = closest; + struct subworld_sfd *sfd = &world.sfd; - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); + struct route *route = &world.routes.routes[closest]; - 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 ); + u32 id = route->track_id; - 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); + if( id != 0xffffffff ) + { + struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; + + for( int i=0; i<13; i++ ) + { + sfd_encode( &sfd->tester, i, &local_board->data[27*i] ); } } } - free( mfoliage ); - scene_upload( &world.foliage ); + for( int i=0; itriggered ) + continue; + + 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) ) + { + zone->triggered = 1; + steam_set_achievement( zone->name ); + steam_store_achievements(); + } + + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); + } + + sfd_update( &world.sfd.tester ); +} + +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ + +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 scene_raycast( &world.geo, pos, dir, hit ); +} + +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); +} + +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 */