X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=80bf3b6bafad33620b4738fb314440cfd581a6d3;hb=2673c575386c604fc2c0603dba2480eda05cf97a;hp=20c44011b06486dae764ef86650440220ebddc00;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 20c4401..80bf3b6 100644 --- a/world.h +++ b/world.h @@ -1,497 +1,797 @@ -#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 "entity.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/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" -static struct gworld -{ - /* 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; +#include "shaders/model_sky.h" - glmesh skybox, skydome; - submodel dome_upper, - dome_lower; -} -world; +enum { k_max_ui_segments = 8 }; -vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; +enum { k_max_ui_elements = k_max_ui_segments }; +enum { k_max_element_verts = 10 }; +enum { k_max_element_indices = 20 }; -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; +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 void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) +enum logic_type { - for( int i=0; i<3; i++ ) - v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] ); -} + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) +enum geo_type { - return scene_raycast( &world.geo, pos, dir, hit ); -} + k_geo_type_solid = 0, + k_geo_type_nonsolid = 1, + k_geo_type_water = 2 +}; -static int ray_hit_is_ramp( ray_hit *hit ) -{ - return hit->tri[0] < world.sm_road.vertex_count; -} +static const float k_light_cube_size = 8.0f; -static void world_register(void) +struct world_instance { - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); -} - -static void world_free(void) -{ - /* TODO.. */ -} + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing + */ -static void render_world_depth( m4x4f projection, m4x3f camera ); -static void world_load(void) -{ - /* - * Setup scene - * - * TODO: Call world_free when its ready here - * + /* Fixed items + * ------------------------------------------------------- */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); - for( int i=0; ilayer_count; i++ ) + char world_name[ 64 ]; + + struct { - 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 ); + boxf depthbounds; + int depth_computed; + float height; + int enabled; + v4f plane; } - for( int i=0; ilayer_count; i++ ) + water; + + /* STD140 */ + struct ub_world_lighting { - 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 ); - } + 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_realtime; + 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; } - scene_copy_slice( &world.geo, &world.sm_road ); + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; + + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; + + v3i light_cubes; - for( int i=0; ilayer_count; i++ ) + 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; + + GLuint *textures; + u32 texture_count; + + struct world_surface { - 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_material info; + mdl_submesh sm_geo, + sm_no_collide; } + * surfaces; + u32 surface_count; + mdl_array_ptr ent_spawn, + ent_gate, + ent_light, + ent_route_node, + ent_path_index, + ent_checkpoint, + ent_route, + ent_water; - scene_copy_slice( &world.geo, &world.sm_terrain ); + ent_gate *rendering_gate; - /* - * TODO: Parametric marker import - */ - v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial ); - - /* - * Initialize gates +#if 0 + /* + * Named safe places to respawn */ - - world.gate_count = 0; - for( int i=0; imarker_count; i++ ) + struct respawn_point { - 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 ); - } - } + v3f co; + v4f q; + const char *name; } + * spawns; + u32 spawn_count; /* - * Load water mesh (1 per world) + * Audio player entities */ - for( int i=0; ilayer_count; i++ ) + struct world_audio_thing { - 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] ); + v3f pos; + float volume, range; + u32 flags; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; - vg_info( "%.3f\n", sm->pivot[1] ); + struct soundscape + { + /* locking */ + audio_channel *channels[4]; + + /* accessable without locking */ + v3f spawn_position; + + u32 usage_count; + u32 max_instances; + u32 allow_transitions; + float transition_duration; + const char *label; + } + * soundscapes; + u32 soundscape_count; - break; - } + /* + * Box volume entities + */ + struct world_volume + { + m4x3f transform, inv_transform; + mdl_node *node; } - - scene_bh_create( &world.geo ); - scene_upload( &world.geo ); + * volumes; + u32 volume_count; - scene_init( &world.foliage ); - model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); + /* + * Lights + */ + struct world_light + { + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; + } + * lights; + u32 light_count; /* - * TODO: Load any other meshes into the foliage scene, and create rbs for - * them. - * - * then compute bvh + * Routes (world_routes.h) + * -------------------------------------------------------------------------- */ - - for( int i=0; ilayer_count; i++ ) + + struct route_node { - 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; + 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; - m4x3f transform; - q_m3x3( sm->q, transform ); - v3_copy( sm->pivot, transform[3] ); - scene_add_foliage( &world.foliage, mworld, sm, transform ); + struct route + { + u32 track_id; + v4f colour; + + u32 start; + mdl_submesh sm; + + int active; + float factive; - rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ]; + double best_lap, latest_pass; /* Session */ - 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 ); + m4x3f scoreboard_transform; } + *routes; + u32 route_count; - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; - m4x3f transform; + m4x3f to_world, transport; + } + gate; + + u32 node_id; - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); + struct route_timing + { + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; + u32 gate_count; - for( int i=0;i<100000;i++ ) + struct nonlocal_gate { - 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; + struct teleport_gate gate; + mdl_node *node; - 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] > water_height()+10.0f ) - { - 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() < 0.0006f ) - { - m3x3_identity( transform ); - scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform); - } - else - scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform); - } - } + u32 target_map_index, working; } + *nonlocal_gates; + u32 nonlocalgate_count; - free( mfoliage ); - scene_upload( &world.foliage ); - - - /* Prop layer */ - scene_init( &world.props ); - for( int i=0; ilayer_count; i++ ) + struct route_collector { - 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 ); - } + struct route_timing timing; } + *collectors; + u32 collector_count; +#endif - 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 + /* logic + * ---------------------------------------------------- */ - struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting; - 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) + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; + + /* spacial mappings */ + bh_tree *audio_bh, + *volume_bh, + *geo_bh; + + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; + + rigidbody rb_geo; /* todo.. ... */ +}; + +VG_STATIC struct world_global { - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, - &tex_terrain_noise }, 2 ); + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap; + /* rendering */ + glmesh skydome; + glmesh mesh_gate; + mdl_submesh sm_gate_surface, + sm_gate_marker[4]; - 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" ); + double sky_time, sky_rate, sky_target_rate; + + u32 current_run_version; + double time, rewind_from, rewind_to, last_use; - free(msky); + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; + } + water; + + /* split flap display */ + struct + { + glmesh mesh_base, mesh_display; + mdl_submesh sm_base; + u32 active_route_board; + + u32 w, h; + float *buffer; + } + sfd; + + v3f render_gate_pos; + int in_volume; + + int switching_to_new_world; + + world_instance worlds[4]; + u32 world_count; + u32 active_world; +} +world_global; + +VG_STATIC world_instance *get_active_world( void ) +{ + return &world_global.worlds[ world_global.active_world ]; } /* - * Rendering + * API */ -static void bind_terrain_textures(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); -} +VG_STATIC +int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); -static void render_props( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); +VG_STATIC +struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit ); - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); - bind_terrain_textures(); +VG_STATIC +void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] ); - shader_vblend_uPv( projection ); - shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( camera ); +VG_STATIC +int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); - scene_bind( &world.props ); - scene_draw( &world.props ); -} +/* + * Submodules + */ + +#include "world_routes.h" +#include "world_sfd.h" +#include "world_render.h" +#include "world_water.h" +#include "world_volumes.h" +#include "world_gen.h" +#include "world_gate.h" + +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ -static void render_terrain( m4x4f projection, v3f camera ) +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - 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); + world_instance *world = get_active_world(); + return 0; } -static void render_lowerdome( m4x3f camera ) +VG_STATIC void world_init(void) { - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; + + 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(); - 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 ); + shader_model_sky_register(); - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + vg_info( "Loading world resources\n" ); - 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()} ); + vg_linear_clear( vg_mem.scratch ); - submodel_draw( &world.dome_lower ); + mdl_context msky; + mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &msky, vg_mem.scratch ); + mdl_load_mesh_block( &msky, vg_mem.scratch ); + mdl_close( &msky ); + + vg_acquire_thread_sync(); + { + mdl_unpack_glmesh( &msky, &world_global.skydome ); + } + vg_release_thread_sync(); + + /* Other systems */ + vg_info( "Loading other world systems\n" ); + + vg_loader_step( world_render_init, NULL ); + vg_loader_step( world_sfd_init, NULL ); + vg_loader_step( world_water_init, NULL ); + vg_loader_step( world_gates_init, NULL ); + vg_loader_step( world_routes_init, NULL ); + + /* Allocate dynamic world memory arena */ + u32 max_size = 76*1024*1024; + world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, + max_size, + VG_MEMORY_SYSTEM ); } -static void render_sky(m4x3f camera) +VG_STATIC void world_update( world_instance *world, v3f pos ) { - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + /* 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_realtime = vg.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 ); + - 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 ); + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ + + 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 ); + world_routes_debug( world ); + + /* ---- SFD ------------ */ - shader_sky_use(); - shader_sky_uMdl(identity_matrix); - shader_sky_uPv(full); - shader_sky_uTexGarbage(0); - shader_sky_uTime( vg_time ); + if( mdl_arrcount( &world->ent_route ) ){ + u32 closest = 0; + float min_dist = INFINITY; + + for( u32 i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + float dist = v3_dist2( route->board_transform[3], pos ); - vg_tex2d_bind( &tex_terrain_noise, 0 ); + if( dist < min_dist ){ + min_dist = dist; + closest = i; + } + } + + if( (world_global.sfd.active_route_board != closest) + || network_scores_updated ) + { + network_scores_updated = 0; + world_global.sfd.active_route_board = closest; - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); + ent_route *route = mdl_arritm( &world->ent_route, closest ); + u32 id = route->official_track_id; - mesh_bind( &world.skydome ); - submodel_draw( &world.dome_upper ); + if( id != 0xffffffff ){ + struct netmsg_board *local_board = + &scoreboard_client_data.boards[id]; + + for( int i=0; i<13; i++ ){ + sfd_encode( i, &local_board->data[27*i] ); + } + }else{ + sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) ); + sfd_encode( 1, "No data" ); + } + } + } + sfd_update(); - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); +#if 0 + /* TODO: Bvh */ + + static float random_accum = 0.0f; + random_accum += vg.time_delta; + + u32 random_ticks = 0; + + while( random_accum > 0.1f ){ + random_accum -= 0.1f; + random_ticks ++; + } + + float radius = 25.0f; + boxf volume_proximity; + v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] ); + v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] ); + + bh_iter it; + bh_iter_init( 0, &it ); + int idx; + + int in_volume = 0; + + while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ) + { + struct world_volume *zone = &world->volumes[idx]; + + if( zone->node->classtype == k_classtype_volume_audio ) + { + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00c0ff ); +#if 0 + for( int j=0; jtarget_logic_brick; + packet.function = 0; + + packet.type = k_mdl_128bit_datatype_vec3; + packet.data._v4f[0] = vg_randf()*2.0f-1.0f; + packet.data._v4f[1] = vg_randf()*2.0f-1.0f; + packet.data._v4f[2] = vg_randf()*2.0f-1.0f; + m4x3_mulv( zone->transform, packet.data._v4f, packet.data._v4f ); + + logic_bricks_send_packet( world, &packet ); + } +#endif + 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) ) + { + in_volume = 1; + + if( !world_global.in_volume ) + { +#if 0 + logic_packet packet; + packet.location = zone->target_logic_brick; + packet.function = 0; + + packet.type = k_mdl_128bit_datatype_vec3; + v3_copy( pos, packet.data._v4f ); + + logic_bricks_send_packet( world, &packet ); +#endif + } + + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); + } + else + { + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff0000ff ); + } + } +#endif + +#if 0 + 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; + + u32 colour = 0xff000000; + u8 r = inf->colour[0] * 255.0f, + g = inf->colour[1] * 255.0f, + b = inf->colour[2] * 255.0f; + + colour |= r; + colour |= g << 8; + colour |= b << 16; + + vg_line_pt3( light->node->co, 0.25f, colour ); + } + } + + world_global.in_volume = in_volume; +#endif + +#if 0 + + /* process soundscape transactions */ + audio_lock(); + for( int i=0; isoundscape_count; i++ ) + { + struct soundscape *s = &world->soundscapes[i]; + s->usage_count = 0; + + for( int j=0; jmax_instances; j++ ) + { + if( s->channels[j] ) + { + if( audio_channel_finished(s->channels[j]) ) + s->channels[j] = audio_relinquish_channel( s->channels[j] ); + else + s->usage_count ++; + } + } + } + audio_unlock(); +#endif +} + +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ + +VG_STATIC void ray_world_get_tri( world_instance *world, + 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] ); } -static void render_world( m4x4f projection, m4x3f camera ) +VG_STATIC int ray_world( world_instance *world, + v3f pos, v3f dir, ray_hit *hit ) { - render_sky( camera ); - render_props( projection, camera[3] ); - render_terrain( projection, camera[3] ); + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); } -static void render_world_depth( m4x4f projection, 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 ) { - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + bh_iter it; + bh_iter_init( 0, &it ); - shader_gpos_use(); - shader_gpos_uCamera( camera[3] ); - shader_gpos_uPv( projection ); - shader_gpos_uMdl( identity_matrix ); + boxf region; + box_init_inf( region ); + box_addpt( region, pa ); + box_addpt( region, pb ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + v3_add( (v3f){ r, r, r}, region[1], region[1] ); + v3_add( (v3f){-r,-r,-r}, region[0], region[0] ); -#if 0 - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -#endif + v3f dir; + v3_sub( pb, pa, dir ); + + v3f dir_inv; + dir_inv[0] = 1.0f/dir[0]; + dir_inv[1] = 1.0f/dir[1]; + dir_inv[2] = 1.0f/dir[2]; + + int hit = -1; + float min_t = 1.0f; + + int idx; + while( bh_next( world->geo_bh, &it, region, &idx ) ){ + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; + + boxf box; + box_init_inf( box ); - scene_bind( &world.props ); - scene_draw( &world.props ); + 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 ) ){ + if( t < min_t ){ + min_t = t; + hit = idx; + v3_copy( n1, n ); + } + } + } + + *t = min_t; + return hit; +} + +VG_STATIC +struct world_surface *world_tri_index_surface( world_instance *world, + u32 index ) +{ + for( int i=1; isurface_count; i++ ){ + struct world_surface *surf = &world->surfaces[i]; + + if( (index >= surf->sm_geo.vertex_start) && + (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) ) + { + return surf; + } + } + + return &world->surfaces[0]; +} + +VG_STATIC struct world_surface *world_contact_surface( world_instance *world, + rb_ct *ct ) +{ + return world_tri_index_surface( world, ct->element_id ); +} + +VG_STATIC struct world_surface *ray_hit_surface( world_instance *world, + ray_hit *hit ) +{ + return world_tri_index_surface( world, hit->tri[0] ); } #endif /* WORLD_H */