X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=9242023a31d7ffade26696bfecb3ee9eec52b876;hb=55faf7fcd56fad190f53e6da4417c5bb1c2234d7;hp=cfa3d6b79f51b4f16e690758c1ccf949b3748b9d;hpb=e36cb7e44611855d39ba84710a7007ca659e9cd5;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index cfa3d6b..9242023 100644 --- a/world.h +++ b/world.h @@ -1,54 +1,74 @@ +#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 "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 "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" static struct gworld { - scene geo, foliage; - submodel sm_road, sm_terrain; - glmesh skybox; - - v3f tutorial; - -#if 0 - rigidbody box; -#endif + /* gameplay */ + struct respawn_point + { + v3f co; + v4f q; + char name[32]; + } + spawns[32]; + u32 spawn_count; - teleport_gate gates[16]; + teleport_gate gates[64]; u32 gate_count; - rigidbody temp_rbs[32]; + /* Paths */ + traffic_node traffic[128]; + u32 traffic_count; + + traffic_driver van_man[6]; + + /* Physics */ + rigidbody temp_rbs[128]; u32 rb_count; -} -world; + + /* Rendering & geometry */ + scene geo, foliage; -static void render_world( m4x4f projection, m4x3f camera ) -{ - render_sky( camera ); + mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb; - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + glmesh skybox, skydome; + mdl_submesh dome_upper, dome_lower; - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + glmesh cars; + mdl_submesh car_holden; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); + rigidbody mr_ball; } +world; + +vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", + .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; + +vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi", + .flags = VG_TEXTURE_NEAREST }; static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) { @@ -58,189 +78,493 @@ static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) static int ray_world( v3f pos, v3f dir, ray_hit *hit ) { - return bvh_raycast( &world.geo, pos, dir, hit ); + return scene_raycast( &world.geo, pos, dir, hit ); } static int ray_hit_is_ramp( ray_hit *hit ) { - return hit->tri[0] < world.sm_road.vertex_count; + return hit->tri[0] > world.sm_geo_std_oob.vertex_count; } -static void world_load(void) +static void world_register(void) { - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + shader_terrain_register(); + shader_sky_register(); + shader_planeinf_register(); + shader_gpos_register(); + shader_fscolour_register(); +} + +static void world_free(void) +{ + /* TODO.. */ +} + +static void render_world_depth( m4x4f projection, m4x3f camera ); - for( int i=0; ilayer_count; i++ ) +static void add_all_if_material( scene *pscene, mdl_header *mdl, u32 id ) +{ + for( int i=0; inode_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 ); + mdl_node *pnode = mdl_node_from_id( mdl, i ); + + for( int j=0; jsubmesh_count; j++ ) + { + mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); + if( sm->material_id == id ) + { + m4x3f transform; + mdl_node_transform( pnode, transform ); + scene_add_submesh( pscene, mdl, sm, transform ); + } + } } - scene_copy_slice( &world.geo, &world.sm_road ); +} - for( int i=0; ilayer_count; i++ ) +static void world_apply_foliage(void) +{ + scene_init( &world.foliage ); + mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl"); + + v3f volume; + v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); + volume[1] = 1.0f; + + m4x3f transform; + mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); + mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); + + for( int i=0;i<100000;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 ); + 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; + + 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] ); + scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform); + } + } } - scene_copy_slice( &world.geo, &world.sm_terrain ); + scene_upload( &world.foliage ); + free( mfoliage ); +} + +static void world_load(void) +{ + mdl_header *mworld = mdl_load( "models/mp_dev.mdl" ); + + world.spawn_count = 0; + world.gate_count = 0; + world.rb_count = 0; + world.traffic_count = 0; + + scene_init( &world.geo ); /* - * TODO: Parametric marker import + * Compile meshes into the world scenes */ - v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial ); + u32 mat_surf = 0, + mat_surf_oob = 0, + mat_vertex_blend = 0; + + for( int i=1; imaterial_count; i++ ) + { + mdl_material *mat = mdl_material_from_id( mworld, i ); + const char *mat_name = mdl_pstr( mworld, mat->pstr_name ); + + vg_info( "%d %s\n", mat->pstr_name, mat_name ); + + 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; + } + + if( mat_surf_oob ) + add_all_if_material( &world.geo, mworld, mat_surf_oob ); + else + vg_warn( "No OOB surface\n" ); + scene_copy_slice( &world.geo, &world.sm_geo_std_oob ); + + if( mat_surf ) + add_all_if_material( &world.geo, mworld, mat_surf ); + scene_copy_slice( &world.geo, &world.sm_geo_std ); + + if( mat_vertex_blend ) + add_all_if_material( &world.geo, mworld, mat_vertex_blend ); + scene_copy_slice( &world.geo, &world.sm_geo_vb ); + + scene_upload( &world.geo ); + scene_bh_create( &world.geo ); - /* - * Initialize gates + /* + * Process entities */ - - world.gate_count = 0; - for( int i=0; imarker_count; i++ ) + for( int i=0; inode_count; i++ ) { - model_marker *ga = model_get_marker( mworld, i ); + mdl_node *pnode = mdl_node_from_id( mworld, i ); - if( ga->classtype == k_classtype_gate ) + if( pnode->classtype == k_classtype_none ) + {} + else if( pnode->classtype == k_classtype_gate ) { - struct classtype_gate *data = get_entdata_raw( mworld, ga ); - - if( data->target ) + struct classtype_gate *entgate = mdl_get_entdata( mworld, pnode ); + + if( entgate->target ) { - model_marker *gb = model_get_marker( mworld, data->target ); + mdl_node *pother = mdl_node_from_id( mworld, entgate->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 ); + 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 ); - /* - * 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" ) ) + m4x3f transform; + mdl_node_transform( pnode, transform ); + + rigidbody *rb = &world.temp_rbs[ world.rb_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 ) { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); + struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; - break; + v3_copy( pnode->co, rp->co ); + v4_copy( pnode->q, rp->q ); + strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) ); } - } + else if( pnode->classtype == k_classtype_water ) + { + if( wrender.enabled ) + { + vg_warn( "Multiple water surfaces in level! ('%s')\n", + mdl_pstr( mworld, pnode->pstr_name )); + continue; + } - scene_upload( &world.geo ); - bvh_create( &world.geo ); + 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] ); + } + } + else if( pnode->classtype == k_classtype_car_path ) + { + struct classtype_car_path *p = mdl_get_entdata( mworld, pnode ); + traffic_node *tn = &world.traffic[ world.traffic_count ]; + tn->mn_next = NULL; + tn->mn_next1 = NULL; + + if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target ); + if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 ); + + m4x3f transform; + mdl_node_transform( pnode, transform ); + m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h ); + v3_copy( transform[3], tn->co ); + + pnode->sub_uid = world.traffic_count ++; + } + } - water_compute_depth( world.geo.bbx ); + traffic_finalize( world.traffic, world.traffic_count ); + for( int i=0; ig_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(); -#if 0 - submodel *boxtest = submodel_get( mworld, "cubey" ); + world.mr_ball.type = k_rb_shape_sphere; + world.mr_ball.inf.sphere.radius = 2.0f; + v3_copy( (v3f){ 0.0f, 110.0f, 0.0f }, world.mr_ball.co ); -#endif + q_identity(world.mr_ball.q); + rb_init( &world.mr_ball ); +} + +static void world_init(void) +{ + vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours, + &tex_terrain_noise }, 2 ); + + + mdl_header *msky = mdl_load("models/rs_skydome.mdl"); + mdl_unpack_glmesh( msky, &world.skydome ); + + mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ), + *nupper = mdl_node_from_name( msky, "dome_upper" ); - for( int i=0; ilayer_count; i++ ) + world.dome_lower = *mdl_node_submesh( msky, nlower, 0 ); + world.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); + free(msky); + + mdl_header *mcars = mdl_load( "models/rs_cars.mdl" ); + mdl_unpack_glmesh( mcars, &world.cars ); + mdl_node *nholden = mdl_node_from_name( mcars, "holden" ); + world.car_holden = *mdl_node_submesh( mcars, nholden, 0 ); + free(mcars); +} + +static void world_update(void) +{ + rb_solver_reset(); + rb_build_manifold_terrain_sphere( &world.mr_ball ); + + for( int i=0; i<5; i++ ) + rb_solve_contacts( rb_contact_buffer, rb_contact_count ); + + rb_iter( &world.mr_ball ); + rb_update_transform( &world.mr_ball ); + rb_debug( &world.mr_ball, 0 ); + + for( int i=0; imaterial, "surf" ) || - !strcmp( sm->material, "terrain" ) || - !strcmp( sm->material, "water" ) ) - continue; - - m4x3f transform; - q_m3x3( sm->q, transform ); - v3_copy( sm->pivot, transform[3] ); - scene_add_foliage( &world.foliage, mworld, sm, transform ); - - rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ]; - - 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 ); + traffic_drive( &world.van_man[i] ); + traffic_visualize_car( &world.van_man[i] ); } +} +/* + * Rendering + */ - free( mworld ); +static void bind_terrain_textures(void) +{ + vg_tex2d_bind( &tex_terrain_noise, 0 ); + vg_tex2d_bind( &tex_terrain_colours, 1 ); +} - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; +static void render_world_vb( m4x4f projection, v3f camera ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); - m4x3f transform; + shader_vblend_use(); + shader_vblend_uTexGarbage(0); + shader_vblend_uTexGradients(1); + shader_link_standard_ub( _shader_vblend.id, 2 ); + bind_terrain_textures(); - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); + shader_vblend_uPv( projection ); + shader_vblend_uMdl( identity_matrix ); + shader_vblend_uCamera( camera ); - for( int i=0;i<100000;i++ ) + scene_bind( &world.geo ); + mdl_draw_submesh( &world.sm_geo_vb ); + + mesh_bind( &world.cars ); + + for( int i=0; i 0.8f && !ray_hit_is_ramp(&hit) && - hit.pos[1] > wrender.height ) - { - v4f qsurface, qrandom; - v3f axis; +static void render_terrain( m4x4f projection, v3f camera ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); + shader_terrain_use(); + shader_terrain_uTexGarbage(0); + shader_terrain_uTexGradients(1); + shader_link_standard_ub( _shader_terrain.id, 2 ); + bind_terrain_textures(); - 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 ); + shader_terrain_uPv( projection ); + shader_terrain_uMdl( identity_matrix ); + shader_terrain_uCamera( camera ); - 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); - } - } - } + scene_bind( &world.geo ); + mdl_draw_submesh( &world.sm_geo_std_oob ); + mdl_draw_submesh( &world.sm_geo_std ); - free( mfoliage ); - scene_upload( &world.foliage ); + glDisable(GL_CULL_FACE); + scene_bind( &world.foliage ); + scene_draw( &world.foliage ); + glEnable(GL_CULL_FACE); +} + +static void render_lowerdome( m4x3f camera ) +{ + m4x4f projection, full; + pipeline_projection( projection, 0.4f, 1000.0f ); + + 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 ); + + 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 ); +} + +static void render_sky(m4x3f camera) +{ + m4x4f projection, full; + pipeline_projection( projection, 0.4f, 1000.0f ); + + 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 ); + + shader_sky_use(); + shader_sky_uMdl(identity_matrix); + shader_sky_uPv(full); + shader_sky_uTexGarbage(0); + shader_sky_uTime( vg_time ); + + vg_tex2d_bind( &tex_terrain_noise, 0 ); + + glDepthMask( GL_FALSE ); + glDisable( GL_DEPTH_TEST ); + + mesh_bind( &world.skydome ); + mdl_draw_submesh( &world.dome_upper ); + + glEnable( GL_DEPTH_TEST ); + glDepthMask( GL_TRUE ); +} + +static void render_world( m4x4f projection, m4x3f camera ) +{ + render_sky( camera ); + render_world_vb( projection, camera[3] ); + render_terrain( projection, camera[3] ); +} + +static void render_world_depth( m4x4f projection, m4x3f camera ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + + 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 ); + +#if 0 + glDisable(GL_CULL_FACE); + scene_bind( &world.foliage ); + scene_draw( &world.foliage ); + glEnable(GL_CULL_FACE); +#endif } #endif /* WORLD_H */