X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=8b1b1dc079ff159e06e6197837f0637e4a6a1e46;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=d8b36165c20d2225dcd90621e98d03c5cc7afdd4;hpb=9c85e110fa8b965195438d96625ff9753af362a6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index d8b3616..8b1b1dc 100644 --- a/world.h +++ b/world.h @@ -1,18 +1,22 @@ +/* + * 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 ); +VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); #ifndef WORLD_H #define WORLD_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 "lighting.h" #include "model.h" #include "shaders/terrain.h" @@ -22,479 +26,488 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ); #include "shaders/vblend.h" #include "shaders/gpos.h" #include "shaders/fscolour.h" +#include "shaders/alphatest.h" -static struct gworld -{ - /* gameplay */ - struct respawn_point - { - v3f co; - v4f q; - char name[32]; - } - spawns[32]; - u32 spawn_count; +typedef struct teleport_gate teleport_gate; - teleport_gate gates[64]; - u32 gate_count; - - /* Physics */ - rigidbody temp_rbs[128]; - u32 rb_count; - bh_tree bhcubes; - - /* Rendering & geometry */ - scene geo, foliage, props; - mdl_submesh sm_surface; - - glmesh skybox, skydome; - mdl_submesh dome_upper, dome_lower; -} -world; - -vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", - .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; +enum { k_max_ui_segments = 8 }; -vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", - .flags = VG_TEXTURE_NEAREST }; +enum { k_max_ui_elements = k_max_ui_segments }; +enum { k_max_element_verts = 10 }; +enum { k_max_element_indices = 20 }; -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] ); -} +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 int ray_world( v3f pos, v3f dir, ray_hit *hit ) +enum logic_type { - return scene_raycast( &world.geo, pos, dir, hit ); -} + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; -static int ray_hit_is_ramp( ray_hit *hit ) +VG_STATIC struct gworld { - return hit->tri[0] < world.sm_surface.vertex_count; -} + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ -static void world_register(void) -{ - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); -} + /* rendering */ + glmesh skydome; + mdl_submesh dome_upper, dome_lower; -static void world_free(void) -{ - /* TODO.. */ -} + glmesh mesh_gate_surface; -static void render_world_depth( m4x4f projection, m4x3f camera ); + double sky_time, sky_rate, sky_target_rate; -static void add_all_if_material( scene *pscene, mdl_header *mdl, u32 id ) -{ - for( int i=0; inode_count; i++ ) + /* water rendering */ + struct { - mdl_node *pnode = mdl_node_from_id( mdl, i ); + struct framebuffer fbreflect, fbdepth; - for( int j=0; jsubmesh_count; j++ ) - { - mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); + boxf depthbounds; + int depth_computed; - if( sm->material_id == id ) - { - m4x3f transform; - mdl_node_transform( pnode, transform ); - scene_add_submesh( pscene, mdl, sm, transform ); - } - } + float height; + int enabled; + v4f plane; } -} - -static void world_apply_foliage(void) -{ - scene_init( &world.foliage ); - mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl"); + water; - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + /* split flap display */ + struct + { + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; - m4x3f transform; - mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); - mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); + u32 w, h; + float *buffer; + } + sfd; - for( int i=0;i<100000;i++ ) + /* timing bars, fixed maximum amount */ + struct route_ui_bar { - 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; + GLuint vao, vbo, ebo; - 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 ); + u32 indices_head; + u32 vertex_head; - 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 ); + float last_notch; - v3_copy( hit.pos, transform[3] ); - scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform); - } + struct route_ui_segment + { + float length; + u32 vertex_start, vertex_count, + index_start, index_count, notches; } - } - - scene_upload( &world.foliage ); - free( mfoliage ); -} + segments[k_max_ui_segments]; -static void world_load(void) -{ - mdl_header *mworld = mdl_load( "models/mp_dev.mdl" ); + u32 segment_start, segment_count, fade_start, fade_count; + double fade_timer_start; + float xpos; + } + ui_bars[16]; - world.spawn_count = 0; - world.gate_count = 0; - world.rb_count = 0; + v3f render_gate_pos; + int active_route_board; - scene_init( &world.geo ); - scene_init( &world.props ); + /* + * Dynamically allocated when world_load is called. + * + * the following arrays index somewhere into this linear + * allocator + * + * (world_gen.h) + * -------------------------------------------------------------------------- + */ + void *dynamic_vgl; - /* - * Compile meshes into the world scenes + /* + * Main world .mdl */ - u32 mat_surf = 0, - mat_surf_oob = 0, - mat_vertex_blend = 0; + mdl_context *meta; - for( int i=1; imaterial_count; i++ ) + /* + * Named safe places to respawn + */ + struct respawn_point { - mdl_material *mat = mdl_material_from_id( mworld, i ); - const char *mat_name = mdl_pstr( mworld, mat->pstr_name ); + v3f co; + v4f q; + const char *name; + } + * spawns; + u32 spawn_count; - vg_info( "%d %s\n", mat->pstr_name, mat_name ); + /* + * Audio player entities + */ + struct world_audio_thing + { + v3f pos; + float volume; + u32 flags; - if( !strcmp( "surf", mat_name )) - mat_surf = i; - else if( !strcmp( "surf_oob", mat_name )) - mat_surf_oob = i; - else if( !strcmp( "vertex_blend", mat_name )) - mat_vertex_blend = i; + 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; - if( mat_surf ) - add_all_if_material( &world.geo, mworld, mat_surf ); + /* indexes the action array */ + u32 action_start, action_count; + } + * logic_entities; + u32 logic_entity_count; - scene_copy_slice( &world.geo, &world.sm_surface ); + /* + * Action array + */ + struct logic_action + { + u32 event, /* on trigger, on enable, etc (TODO: Enum) */ + target_id; /* thing to target, 0: self */ - if( mat_surf_oob ) - add_all_if_material( &world.geo, mworld, mat_surf_oob ); - else - vg_warn( "No OOB surface\n" ); + } + * logic_actions; + u32 logic_action_count; - scene_bh_create( &world.geo ); - scene_upload( &world.geo ); + /* + * Box trigger entities + */ + struct trigger_zone + { + m4x3f transform, inv_transform; + u32 trigger_entity; + } + * triggers; + u32 trigger_count; - if( mat_vertex_blend ) - add_all_if_material( &world.props, mworld, mat_vertex_blend ); - /* TODO bvh? */ - /* - * Process entities + * Routes (world_routes.h) + * -------------------------------------------------------------------------- */ - for( int i=0; inode_count; i++ ) + 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 { - mdl_node *pnode = mdl_node_from_id( mworld, i ); + u32 track_id; + v4f colour; + + u32 start; + mdl_submesh sm; - if( pnode->classtype == k_classtype_none ) - {} - else if( pnode->classtype == k_classtype_gate ) - { - struct classtype_gate *entgate = mdl_get_entdata( mworld, pnode ); - mdl_node *pother = mdl_node_from_id( mworld, entgate->target ); - - teleport_gate *gate = &world.gates[ world.gate_count ++ ]; - - v3_copy( pnode->co, gate->co[0] ); - v3_copy( pother->co, gate->co[1] ); - v4_copy( pnode->q, gate->q[0] ); - v4_copy( pother->q, gate->q[1] ); - v2_copy( pnode->s, gate->dims ); - - gate_transform_update( gate ); - } - else if( pnode->classtype == k_classtype_block ) - { - struct classtype_block *block = mdl_get_entdata( mworld, pnode ); + int active; + float factive; - m4x3f transform; - mdl_node_transform( pnode, transform ); + double best_lap, latest_pass; /* Session */ - rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ]; + m4x3f scoreboard_transform; + } + *routes; + u32 route_count; - box_copy( block->bbx, rb->bbx ); /* TODO: apply scale */ - v3_copy( pnode->co, rb->co ); - rb_init( rb ); - v4_copy( pnode->q, rb->q ); - rb_update_transform( rb ); - } - else if( pnode->classtype == k_classtype_spawn ) - { - struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; - v3_copy( pnode->co, rp->co ); - v4_copy( pnode->q, rp->q ); - strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) ); + m4x3f to_world, recv_to_world, transport; } - else if( pnode->classtype == k_classtype_water ) + gate; + + u32 node_id; + + struct route_timing { - if( wrender.enabled ) - { - vg_warn( "Multiple water surfaces in level! ('%s')\n", - mdl_pstr( mworld, pnode->pstr_name )); - continue; - } + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; + u32 gate_count; - mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 ); - - if( sm ) - { - glmesh surf; - mdl_unpack_submesh( mworld, &surf, sm ); - water_init(); - water_set_surface( &surf, pnode->co[1] ); - } - } + struct route_collector + { + struct route_timing timing; } + *collectors; + u32 collector_count; - scene_upload( &world.props ); - bh_create( &world.bhcubes, - &bh_system_rigidbodies, world.temp_rbs, world.rb_count ); + /* logic + * ---------------------------------------------------- + */ - world_apply_foliage(); - free( mworld ); + u32 active_gate, + current_run_version; + double time, rewind_from, rewind_to, last_use; - /* - * 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 + /* 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 */ + mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb, + sm_foliage_main, sm_foliage_alphatest, + sm_graffiti, sm_subworld, sm_terrain; + + /* + * Allocated AFTER all previous buffers are done + * -------------------------------------------------------------------------- */ - 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(); + + struct instance_cache + { + mdl_context *mdl; + u32 pstr_file; + } + instance_cache[32]; + u32 instance_cache_count; } +world; + -static void world_init(void) +/* + * API + */ + +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 ); + +/* + * 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 + * ----------------------------------------------------------------------------- + */ + +VG_STATIC void world_init(void) { - vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, - &tex_terrain_noise }, 2 ); + 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 + }); + 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(); - mdl_header *msky = mdl_load("models/rs_skydome.mdl"); - mdl_unpack_glmesh( msky, &world.skydome ); + 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 ); - free(msky); -} -/* - * Rendering - */ + vg_acquire_thread_sync(); + { + mdl_unpack_glmesh( msky, &world.skydome ); + } + vg_release_thread_sync(); -static void bind_terrain_textures(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); + /* Other systems */ + vg_info( "Loading other world systems\n" ); + + 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 ); } -static void render_props( m4x4f projection, v3f camera ) +VG_STATIC void world_update( v3f pos ) { - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + 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 ); - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); - bind_terrain_textures(); + world_routes_update(); +#if 0 + world_routes_debug(); +#endif + + int closest = 0; + float min_dist = INFINITY; - shader_vblend_uPv( projection ); - shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( camera ); + for( int i=0; itrack_id; - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - 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()} ); - - mdl_draw_submesh( &world.dome_lower ); -} + if( id != 0xffffffff ) + { + struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; -static void render_sky(m4x3f camera) -{ - m4x4f projection, full; - pipeline_projection( projection, 0.4f, 1000.0f ); + for( int i=0; i<13; i++ ) + { + sfd_encode( i, &local_board->data[27*i] ); + } + } + } - 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 ); +#if 0 + VG_STATIC int in_zone = 0; - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_sky_use(); - shader_sky_uMdl(identity_matrix); - shader_sky_uPv(full); - shader_sky_uTexGarbage(0); - shader_sky_uTime( vg_time ); + int in_zone_this_time = 0; + + for( int i=0; iinv_transform, pos, local ); + + if( (fabsf(local[0]) <= 1.0f) && + (fabsf(local[1]) <= 1.0f) && + (fabsf(local[2]) <= 1.0f) ) + { + 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 ) + { + steam_set_achievement( zone->name ); + steam_store_achievements(); + } - vg_tex2d_bind( &tex_terrain_noise, 0 ); + zone->triggered = 1; + } - glDepthMask( GL_FALSE ); - glDisable( GL_DEPTH_TEST ); + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); + } - mesh_bind( &world.skydome ); - mdl_draw_submesh( &world.dome_upper ); + in_zone = in_zone_this_time; +#endif - glEnable( GL_DEPTH_TEST ); - glDepthMask( GL_TRUE ); + sfd_update(); } -static void render_world( m4x4f projection, m4x3f camera ) +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ + +VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) { - render_sky( camera ); - render_props( projection, camera[3] ); - render_terrain( projection, camera[3] ); + for( int i=0; i<3; i++ ) + v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); } -static void render_world_depth( m4x4f projection, m4x3f camera ) +VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ) { - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit ); +} - shader_gpos_use(); - shader_gpos_uCamera( camera[3] ); - shader_gpos_uPv( projection ); - shader_gpos_uMdl( identity_matrix ); - - scene_bind( &world.geo ); - scene_draw( &world.geo ); +VG_STATIC int ray_hit_is_terrain( ray_hit *hit ) +{ + u32 valid_start = 0, + valid_end = world.sm_terrain.vertex_count; -#if 0 - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -#endif + 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; - scene_bind( &world.props ); - scene_draw( &world.props ); + return (hit->tri[0] >= valid_start) && + (hit->tri[0] < valid_end); } #endif /* WORLD_H */