X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=80bf3b6bafad33620b4738fb314440cfd581a6d3;hb=2673c575386c604fc2c0603dba2480eda05cf97a;hp=ef935968257fd422b9be0f7f592c332fcefbdb55;hpb=791f807111a1f740f745c67db642aa7a8bee56e8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index ef93596..80bf3b6 100644 --- a/world.h +++ b/world.h @@ -18,6 +18,7 @@ typedef struct world_instance world_instance; #include "rigidbody.h" #include "bvh.h" #include "model.h" +#include "entity.h" #include "shaders/scene_standard.h" #include "shaders/scene_standard_alphatest.h" @@ -28,8 +29,6 @@ typedef struct world_instance world_instance; #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 }; @@ -53,6 +52,8 @@ enum geo_type k_geo_type_water = 2 }; +static const float k_light_cube_size = 8.0f; + struct world_instance { /* This is a small flag we use to changelevel. @@ -79,34 +80,45 @@ struct world_instance /* STD140 */ struct ub_world_lighting { - /* v3f (padded) */ - v4f g_light_colours[3], - g_light_directions[3], - g_ambient_colour; + 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; - int g_light_count; + 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; - -#if 0 - v4f g_point_light_positions[32]; - v4f g_point_light_colours[32]; -#endif } ub_lighting; GLuint ubo_lighting; int ubo_bind_point; GLuint tbo_light_entities, - tex_light_entities; + tex_light_entities, + tex_light_cubes; + + v3i light_cubes; struct framebuffer heightmap; @@ -122,24 +134,32 @@ struct world_instance /* * Main world .mdl */ - mdl_context *meta; - - /* - * Materials / textures - */ + mdl_context meta; GLuint *textures; u32 texture_count; - struct world_material + struct world_surface { mdl_material info; mdl_submesh sm_geo, sm_no_collide; } - * materials; - u32 material_count; + * 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; + + ent_gate *rendering_gate; + +#if 0 /* * Named safe places to respawn */ @@ -158,56 +178,40 @@ struct world_instance struct world_audio_thing { v3f pos; - float volume; + float volume, range; u32 flags; - - audio_player player; audio_clip temp_embedded_clip; } * audio_things; u32 audio_things_count; - /* - * Relays - */ - struct logic_relay + struct soundscape { - v3f pos; - - struct relay_target - { - u32 sub_id; - enum classtype classtype; - } - targets[4]; - u32 target_count; + /* 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; } - * logic_relays; - u32 relay_count; + * soundscapes; + u32 soundscape_count; /* - * Box trigger entities + * Box volume entities */ - struct trigger_zone + struct world_volume { m4x3f transform, inv_transform; - - struct relay_target target; - } - * triggers; - u32 trigger_count; - - /* - * Achievements - */ - struct logic_achievement - { - v3f pos; - const char *achievement_id; - u32 achieved; + mdl_node *node; } - * logic_achievements; - u32 achievement_count; + * volumes; + u32 volume_count; /* * Lights @@ -216,9 +220,8 @@ struct world_instance { mdl_node *node; struct classtype_world_light *inf; - - /* enabled.. etc? - * TODO: we should order entities in the binary by their type */ + m4x3f inverse_world; + v2f angle_sin_cos; } * lights; u32 light_count; @@ -227,6 +230,7 @@ struct world_instance * Routes (world_routes.h) * -------------------------------------------------------------------------- */ + struct route_node { v3f co, right, up, h; @@ -296,6 +300,7 @@ struct world_instance } *collectors; u32 collector_count; +#endif /* logic @@ -309,7 +314,7 @@ struct world_instance /* spacial mappings */ bh_tree *audio_bh, - *trigger_bh, + *volume_bh, *geo_bh; /* graphics */ @@ -327,20 +332,17 @@ VG_STATIC struct world_global * Allocated as system memory * -------------------------------------------------------------------------- */ - void *generic_heap, - *audio_heap; /* sub buffer of the audio buffer */ + void *generic_heap; /* rendering */ glmesh skydome; - mdl_submesh dome_upper, dome_lower; - - glmesh mesh_gate_surface; + glmesh mesh_gate; + mdl_submesh sm_gate_surface, + sm_gate_marker[4]; double sky_time, sky_rate, sky_target_rate; - /* gates, TODO: active_gate should also know which instance */ - u32 active_gate, - current_run_version; + u32 current_run_version; double time, rewind_from, rewind_to, last_use; /* water rendering */ @@ -353,39 +355,17 @@ VG_STATIC struct world_global /* split flap display */ struct { - mdl_submesh *sm_module, *sm_card; glmesh mesh_base, mesh_display; + mdl_submesh sm_base; + u32 active_route_board; u32 w, h; float *buffer; } sfd; - /* timing bars, fixed maximum amount */ - struct route_ui_bar - { - GLuint vao, vbo, ebo; - - 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; - int in_trigger; + int in_volume; int switching_to_new_world; @@ -408,7 +388,7 @@ VG_STATIC int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); VG_STATIC -struct world_material *ray_hit_material( world_instance *world, ray_hit *hit ); +struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit ); VG_STATIC void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] ); @@ -424,6 +404,7 @@ int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); #include "world_sfd.h" #include "world_render.h" #include "world_water.h" +#include "world_volumes.h" #include "world_gen.h" #include "world_gate.h" @@ -436,74 +417,11 @@ int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { world_instance *world = get_active_world(); - - /* - * 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; 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(); - - return 0; -} - -VG_STATIC int world_change_world( int argc, const char *argv[] ) -{ -#if 0 - world_instance *world = get_active_world(); - - 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 ); - } -#endif - return 0; } 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 - - 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 - }); - world_global.sky_rate = 1.0; world_global.sky_target_rate = 1.0; @@ -519,14 +437,16 @@ VG_STATIC void world_init(void) 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 *nupper = mdl_node_from_name( msky, "dome_complete" ); - world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); + 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 ); + mdl_unpack_glmesh( &msky, &world_global.skydome ); } vg_release_thread_sync(); @@ -546,178 +466,140 @@ VG_STATIC void world_init(void) VG_MEMORY_SYSTEM ); } -VG_STATIC void world_audio_init(void) +VG_STATIC void world_update( world_instance *world, v3f pos ) { - u32 size = vg_linear_remaining( vg_audio.audio_pool ) - - sizeof(vg_linear_allocator); + /* TEMP!!!!!! */ + static double g_time = 0.0; + g_time += vg.time_delta * (1.0/(k_day_length*60.0)); - world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, - size, - VG_MEMORY_SYSTEM ); -} -VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid ) -{ - struct logic_achievement *ach = &world->logic_achievements[ uid ]; + struct ub_world_lighting *state = &world->ub_lighting; - if( ach->achieved ) - return; + 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; - steam_set_achievement( ach->achievement_id ); - steam_store_achievements(); + 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 ); - ach->achieved = 1; -} + 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 ); -VG_STATIC void world_run_relay( world_instance *world, - struct relay_target *rt ); + 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 ); -VG_STATIC void world_trigger_relay( world_instance *world, u32 uid ) -{ - struct logic_relay *relay = &world->logic_relays[ uid ]; - 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 ]; - - audio_lock(); - audio_player_playclip( &wat->player, - &wat->temp_embedded_clip ); - audio_unlock(); -} - -VG_STATIC void world_run_relay( world_instance *world, - struct relay_target *rt ) -{ - 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 ) - { - instr->p_trigger( world, rt->sub_id ); - return; - } - } - - 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)); - - world->ub_lighting.g_time = g_time; - world->ub_lighting.g_debug_indices = k_debug_light_indices; - world->ub_lighting.g_debug_complexity = k_debug_light_complexity; 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 ) ) - { - all_stopped = 0; - break; - } - } - audio_unlock(); - - if( all_stopped ) - { - world.switching_to_new_world = 0; - world_unload(); - vg_loader_start( world_load ); - return; - } - } - -#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 - world_routes_debug(); -#endif + world_routes_debug( world ); + + /* ---- SFD ------------ */ - if( world->route_count > 0 ) - { - int closest = 0; + if( mdl_arrcount( &world->ent_route ) ){ + u32 closest = 0; float min_dist = INFINITY; - for( int i=0; iroute_count; i++ ) - { - float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); + 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 ); - if( d < min_dist ) - { - min_dist = d; + if( dist < min_dist ){ + min_dist = dist; closest = i; } } - if( (world_global.active_route_board != closest) + if( (world_global.sfd.active_route_board != closest) || network_scores_updated ) { network_scores_updated = 0; - world_global.active_route_board = closest; - - struct route *route = &world->routes[closest]; + world_global.sfd.active_route_board = closest; - u32 id = route->track_id; + ent_route *route = mdl_arritm( &world->ent_route, closest ); + u32 id = route->official_track_id; - if( id != 0xffffffff ) - { + if( id != 0xffffffff ){ struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; - for( int i=0; i<13; i++ ) - { + 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(); + +#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 ++; + } - int in_trigger = 0; - for( int i=0; itrigger_count; i++ ) + 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 trigger_zone *zone = &world->triggers[i]; + 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 ); @@ -726,23 +608,39 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) (fabsf(local[1]) <= 1.0f) && (fabsf(local[2]) <= 1.0f) ) { - in_trigger = 1; + in_volume = 1; - if( !world_global.in_trigger ) + if( !world_global.in_volume ) { - world_run_relay( world, &zone->target ); +#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 ); } - - vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, - { 1.0f, 1.0f, 1.0f}}, - 0xff00ff00 ); } +#endif +#if 0 if( k_debug_light_indices ) { - for( int i=0; ilight_count; i++ ) - { + for( int i=0; ilight_count; i++ ){ struct world_light *light = &world->lights[i]; struct classtype_world_light *inf = light->inf; @@ -759,8 +657,31 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) } } - world_global.in_trigger = in_trigger; - sfd_update(); + 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 } /* @@ -811,16 +732,14 @@ VG_STATIC int spherecast_world( world_instance *world, float min_t = 1.0f; int idx; - while( bh_next( world->geo_bh, &it, region, &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 ); - for( int j=0; j<3; j++ ) - { + for( int j=0; j<3; j++ ){ v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); box_addpt( box, tri[j] ); } @@ -833,10 +752,8 @@ VG_STATIC int spherecast_world( world_instance *world, float t; v3f n1; - if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ) - { - if( t < min_t ) - { + if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ){ + if( t < min_t ){ min_t = t; hit = idx; v3_copy( n1, n ); @@ -849,34 +766,32 @@ VG_STATIC int spherecast_world( world_instance *world, } VG_STATIC -struct world_material *world_tri_index_material( world_instance *world, +struct world_surface *world_tri_index_surface( world_instance *world, u32 index ) { - for( int i=1; imaterial_count; i++ ) - { - struct world_material *mat = &world->materials[i]; + for( int i=1; isurface_count; i++ ){ + struct world_surface *surf = &world->surfaces[i]; - if( (index >= mat->sm_geo.vertex_start) && - (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) + if( (index >= surf->sm_geo.vertex_start) && + (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) ) { - return mat; + return surf; } } - /* error material */ - return &world->materials[0]; + return &world->surfaces[0]; } -VG_STATIC struct world_material *world_contact_material( world_instance *world, +VG_STATIC struct world_surface *world_contact_surface( world_instance *world, rb_ct *ct ) { - return world_tri_index_material( world, ct->element_id ); + return world_tri_index_surface( world, ct->element_id ); } -VG_STATIC struct world_material *ray_hit_material( world_instance *world, - ray_hit *hit ) +VG_STATIC struct world_surface *ray_hit_surface( world_instance *world, + ray_hit *hit ) { - return world_tri_index_material( world, hit->tri[0] ); + return world_tri_index_surface( world, hit->tri[0] ); } #endif /* WORLD_H */