X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=acfd462d4d2cb1e8746ee081d8ae1bec64fedf81;hb=2e4531dfd7bd0d9a0776fda1a62653806d85eb3b;hp=16b0e98986260a6d1bda96c0e62c4d5b7af5af87;hpb=192990d6d24e53749ca046fef808a63cf162ab8a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 16b0e98..acfd462 100644 --- a/world.h +++ b/world.h @@ -24,6 +24,7 @@ typedef struct world_instance world_instance; #include "shaders/scene_vertex_blend.h" #include "shaders/scene_terrain.h" #include "shaders/scene_depth.h" +#include "shaders/scene_position.h" #include "shaders/model_sky.h" @@ -52,6 +53,8 @@ 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. @@ -78,26 +81,45 @@ 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; - int g_light_count; + float g_time; + 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; - v4f g_point_light_positions[32]; - v4f g_point_light_colours[32]; + int g_debug_indices; + int g_debug_complexity; } ub_lighting; GLuint ubo_lighting; int ubo_bind_point; + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; + + v3i light_cubes; + struct framebuffer heightmap; /* @@ -148,64 +170,53 @@ 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 */ struct world_light { - v3f co; - v4f colour; + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; + + /* enabled.. etc? + * TODO: we should order entities in the binary by their type */ } * lights; u32 light_count; @@ -296,7 +307,7 @@ struct world_instance /* spacial mappings */ bh_tree *audio_bh, - *trigger_bh, + *volume_bh, *geo_bh; /* graphics */ @@ -314,8 +325,7 @@ 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; @@ -372,7 +382,7 @@ VG_STATIC struct world_global v3f render_gate_pos; int active_route_board; - int in_trigger; + int in_volume; int switching_to_new_world; @@ -411,6 +421,7 @@ 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" @@ -423,74 +434,11 @@ 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; @@ -499,6 +447,7 @@ VG_STATIC void world_init(void) shader_scene_vertex_blend_register(); shader_scene_terrain_register(); shader_scene_depth_register(); + shader_scene_position_register(); shader_model_sky_register(); @@ -532,114 +481,44 @@ VG_STATIC void world_init(void) VG_MEMORY_SYSTEM ); } -VG_STATIC void world_audio_init(void) -{ - u32 size = vg_linear_remaining( vg_audio.audio_pool ) - - sizeof(vg_linear_allocator); - - 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 ]; - - if( ach->achieved ) - return; - - steam_set_achievement( ach->achievement_id ); - steam_store_achievements(); - - ach->achieved = 1; -} - -VG_STATIC void world_run_relay( world_instance *world, - struct relay_target *rt ); - -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 ) +VG_STATIC void world_update( world_instance *world, v3f pos ) { - struct world_audio_thing *wat = &world->audio_things[ uid ]; + /* TEMP!!!!!! */ + static double g_time = 0.0; + g_time += vg.time_delta * (1.0/(k_day_length*60.0)); - 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 } - }; + struct ub_world_lighting *state = &world->ub_lighting; - for( int i=0; ig_time = g_time; + state->g_debug_indices = k_debug_light_indices; + state->g_light_preview = k_light_preview; + state->g_debug_complexity = k_debug_light_complexity; - if( instr->classtype == rt->classtype ) - { - instr->p_trigger( world, rt->sub_id ); - return; - } - } + 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 ); - vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); -} + 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_update( world_instance *world, v3f pos ) -{ -#if 0 - if( world.switching_to_new_world ) - { - int all_stopped = 1; + 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 ); - 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; - } - } + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ - 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 ); -#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 @@ -684,11 +563,58 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) } } } + + /* 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 ); @@ -697,37 +623,76 @@ 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 ); } - for( int i=0; ilight_count; i++ ) + if( k_debug_light_indices ) { - struct world_light *light = &world->lights[i]; + 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 = light->colour[0] * 255.0f, - g = light->colour[1] * 255.0f, - b = light->colour[2] * 255.0f; + 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; + colour |= r; + colour |= g << 8; + colour |= b << 16; - vg_line_pt3( light->co, 0.25f, colour ); + vg_line_pt3( light->node->co, 0.25f, colour ); + } } - world_global.in_trigger = in_trigger; + world_global.in_volume = in_volume; sfd_update(); + + /* 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(); } /*