X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=bf58144a3b8727c9b80fc5fea3bfa7752d1fa968;hb=777083e1f715a26d3f68be4ba5bdf2cbcaa84a05;hp=8779df9ef8790e7b0d6ad0dbd63960e38e759365;hpb=0c3ef87e654d436e0cad5f5b40f3631ae26ab649;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 8779df9..bf58144 100644 --- a/world.h +++ b/world.h @@ -1,23 +1,24 @@ +/* + * 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 "rigidbody.h" -#include "gate.h" #include "bvh.h" -#include "lighting.h" #include "model.h" -#include "traffic.h" /*TODO: -> world_traffic.h */ - #include "shaders/terrain.h" #include "shaders/sky.h" #include "shaders/planeinf.h" @@ -27,311 +28,614 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ); #include "shaders/fscolour.h" #include "shaders/alphatest.h" +typedef struct teleport_gate teleport_gate; + enum { k_max_ui_segments = 8 }; -enum { k_max_ui_splits_per_segment = 16 }; -enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment }; +enum { k_max_ui_elements = k_max_ui_segments }; enum { k_max_element_verts = 10 }; enum { k_max_element_indices = 20 }; 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 struct gworld +enum logic_type { - /* gameplay */ - struct respawn_point - { - v3f co; - v4f q; - char name[32]; - } - spawns[32]; - u32 spawn_count; + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; - struct subworld_routes - { - struct route_node - { - v3f co, right, up, h; - u32 next[2]; +enum geo_type +{ + k_geo_type_solid = 0, + k_geo_type_nonsolid = 1, + k_geo_type_water = 2 +}; - u32 special_type, special_id, current_refs, ref_count; - u32 route_ids[4]; /* Gates can be linked into up to four routes */ - } - *nodes; +VG_STATIC struct gworld +{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + + /* rendering */ + glmesh skydome; + mdl_submesh dome_upper, dome_lower; - u32 node_count, - node_cap; + glmesh mesh_gate_surface; - struct route - { - u32 track_id; - v4f colour; + double sky_time, sky_rate, sky_target_rate; - u32 start; - mdl_submesh sm; - - int active; - float factive; + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; - double best_lap, latest_pass; /* Session */ + boxf depthbounds; + int depth_computed; - struct - { - GLuint vao, vbo, ebo; + float height; + int enabled; + v4f plane; + } + water; - u32 indices_head; - u32 vertex_head; + /* split flap display */ + struct + { + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; - float last_notch; + u32 w, h; + float *buffer; + } + sfd; - struct route_ui_segment - { - float length; - u32 vertex_start, vertex_count, - index_start, index_count, notches; - } - segments[k_max_ui_segments]; + /* timing bars, fixed maximum amount */ + struct route_ui_bar + { + GLuint vao, vbo, ebo; - u32 segment_start, segment_count, fade_start, fade_count; - double fade_timer_start; - float xpos; - } - ui; + u32 indices_head; + u32 vertex_head; - m4x3f scoreboard_transform; + struct route_ui_segment + { + float length; + u32 vertex_start, vertex_count, + index_start, index_count, notches; } - *routes; + segments[k_max_ui_segments]; + + u32 segment_start, segment_count, fade_start, fade_count; + double fade_timer_start; + float xpos; + } + ui_bars[16]; - double last_interaction; + v3f render_gate_pos; + int active_route_board; + int in_trigger; + + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing + */ + int switching_to_new_world; + char world_name[ 64 ]; + + /* + * Dynamically allocated when world_load is called. + * + * the following arrays index somewhere into this linear + * allocator + * + * (world_gen.h) + * -------------------------------------------------------------------------- + */ + void *dynamic_vgl, + *audio_vgl; /* sub buffer of the audio buffer */ + + /* + * Main world .mdl + */ + mdl_context *meta; + + /* + * Materials / textures + */ + + GLuint *textures; + u32 texture_count; + + struct world_material + { + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; + } + * materials; + u32 material_count; - u32 route_count, - route_cap; + /* + * Named safe places to respawn + */ + struct respawn_point + { + v3f co; + v4f q; + const char *name; + } + * spawns; + u32 spawn_count; - struct route_gate - { - teleport_gate gate; - - u32 node_id; + /* + * Audio player entities + */ + struct world_audio_thing + { + v3f pos; + float volume; + u32 flags; - struct route_timing - { - u32 version; /* Incremented on every teleport */ - double time; - } - timing; - } - *gates; + audio_player player; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; + + /* + * Relays + */ + struct logic_relay + { + v3f pos; - struct route_collector + struct relay_target { - struct route_timing timing; + u32 sub_id; + enum classtype classtype; } - *collectors; + targets[4]; + u32 target_count; + } + * logic_relays; + u32 relay_count; - u32 gate_count, - gate_cap, - collector_count, - collector_cap; + /* + * Box trigger entities + */ + struct trigger_zone + { + m4x3f transform, inv_transform; - u32 active_gate, - current_run_version; + struct relay_target target; + } + * triggers; + u32 trigger_count; - scene scene_lines; + /* + * Achievements + */ + struct logic_achievement + { + v3f pos; + const char *achievement_id; + u32 achieved; } - routes; + * logic_achievements; + u32 achievement_count; + - struct subworld_sfd + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ + struct route_node { - scene mesh; - mdl_submesh *sm_module, *sm_card; - glmesh temp; + v3f co, right, up, h; + u32 next[2]; - struct sfd_instance - { - float *buffer; + 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; - u32 w,h; - } - tester; + struct route + { + u32 track_id; + v4f colour; + + u32 start; + mdl_submesh sm; + + int active; + float factive; + + double best_lap, latest_pass; /* Session */ + + m4x3f scoreboard_transform; } - sfd; + *routes; + u32 route_count; - /* Paths */ - traffic_node traffic[128]; - u32 traffic_count; + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; -#if 0 - traffic_driver van_man[6]; -#endif - - /* Physics */ - - /* Rendering & geometry */ - scene geo, foliage; - rigidbody rb_geo; + m4x3f to_world, recv_to_world, transport; + } + gate; - /* 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; + u32 node_id; + + struct route_timing + { + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; + u32 gate_count; + + struct route_collector + { + struct route_timing timing; + } + *collectors; + u32 collector_count; - glmesh skybox, skydome; - mdl_submesh dome_upper, dome_lower; - glmesh cars; - mdl_submesh car_holden; + /* logic + * ---------------------------------------------------- + */ - rigidbody mr_ball; + u32 active_gate, + current_run_version; + double time, rewind_from, rewind_to, last_use; - /* Load time */ + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; - struct instance_cache + struct grind_edge { - mdl_header *mdl; - u32 pstr_file; + v3f p0, p1; } - * instance_cache; - u32 instance_cache_count, - instance_cache_cap; + *grind_edges; + u32 grind_edge_count; - v3f render_gate_pos; - int active_route_board; + /* spacial mappings */ + bh_tree *audio_bh, + *trigger_bh, + *geo_bh, + *grind_bh; + + /* graphics */ + glmesh mesh_route_lines; + + glmesh mesh_geo, + mesh_no_collide, + mesh_water; + + mdl_submesh sm_foliage_main; + rigidbody rb_geo; } world; + /* * API */ -static int ray_hit_is_ramp( ray_hit *hit ); -static int ray_hit_is_terrain( ray_hit *hit ); -static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ); -static int ray_world( v3f pos, v3f dir, ray_hit *hit ); +VG_STATIC int ray_hit_is_ramp( ray_hit *hit ); +VG_STATIC struct world_material *ray_hit_material( 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_audio.h" #include "world_render.h" #include "world_water.h" #include "world_gen.h" +#include "world_gate.h" /* * ----------------------------------------------------------------------------- * Events * ----------------------------------------------------------------------------- */ -static void world_register(void) + +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); - shader_alphatest_register(); + /* + * 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; iplayer ) ) + { + u32 cflags = audio_player_get_flags( &at->player ); + audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL ); + } + } + audio_unlock(); + + return 0; } -static void world_free(void) +VG_STATIC int world_change_world( int argc, const char *argv[] ) { - /* TODO.. */ + 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 ); + } - world_sfd_free(); + return 0; } - -static void world_init(void) +VG_STATIC void world_init(void) { - 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); + 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 + }); + + 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.sky_rate = 1.0; + world.sky_target_rate = 1.0; - mdl_header *msky = mdl_load("models/rs_skydome.mdl"); - mdl_unpack_glmesh( msky, &world.skydome ); + shader_terrain_register(); + shader_sky_register(); + shader_planeinf_register(); + shader_gpos_register(); + shader_fscolour_register(); + shader_alphatest_register(); + + 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); + vg_acquire_thread_sync(); + { + mdl_unpack_glmesh( msky, &world.skydome ); + } + vg_release_thread_sync(); /* Other systems */ - world_render_init(); - world_sfd_init(); - world_audio_init(); + 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 = 76*1024*1024; + world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size, + VG_MEMORY_SYSTEM ); } -static void world_update( v3f pos ) +VG_STATIC void world_audio_init(void) { - world_routes_update(); - world_routes_debug(); - - int closest = 0; - float min_dist = INFINITY; + u32 size = vg_linear_remaining( vg_audio.audio_pool ) + - sizeof(vg_linear_allocator); + + world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool, + size, VG_MEMORY_SYSTEM ); +} + +VG_STATIC void world_trigger_achievement( u32 uid ) +{ + struct logic_achievement *ach = &world.logic_achievements[ uid ]; + + if( ach->achieved ) + return; - for( int i=0; iachievement_id ); + steam_store_achievements(); + + ach->achieved = 1; +} + +VG_STATIC void world_run_relay( struct relay_target *rt ); +VG_STATIC void world_trigger_relay( u32 uid ) +{ + struct logic_relay *relay = &world.logic_relays[ uid ]; + + for( int i=0; itarget_count; i++ ) { - float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos ); + world_run_relay( &relay->targets[i] ); + } +} - if( d < min_dist ) - { - min_dist = d; - closest = i; - } +VG_STATIC void world_trigger_audio( 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( struct relay_target *rt ) +{ + struct entity_instruction + { + enum classtype classtype; + void (*p_trigger)( u32 uid ); } + entity_instructions[] = + { + { k_classtype_logic_achievement, world_trigger_achievement }, + { k_classtype_logic_relay, world_trigger_relay }, + { k_classtype_audio, world_trigger_audio } + }; - if( (world.active_route_board != closest) || network_scores_updated ) + for( int i=0; iclasstype == rt->classtype ) + { + instr->p_trigger( rt->sub_id ); + return; + } + } + + vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); +} - u32 id = route->track_id; +VG_STATIC void world_update( v3f pos ) +{ + if( world.switching_to_new_world ) + { + int all_stopped = 1; - if( id != 0xffffffff ) + audio_lock(); + for( int i=0; iplayer ) ) { - sfd_encode( &sfd->tester, i, &local_board->data[27*i] ); + all_stopped = 0; + break; } } + audio_unlock(); + + if( all_stopped ) + { + world.switching_to_new_world = 0; + world_unload(); + world_load(); + } } - - sfd_update( &world.sfd.tester ); + + 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 ); + + world_routes_update(); #if 0 - rb_solver_reset(); - rb_build_manifold_terrain_sphere( &world.mr_ball ); + world_routes_debug(); +#endif - for( int i=0; i<5; i++ ) - rb_solve_contacts( rb_contact_buffer, rb_contact_count ); + if( world.route_count > 0 ) + { + int closest = 0; + float min_dist = INFINITY; + + for( int i=0; itrack_id; - for( int i=0; idata[27*i] ); + } + } + } + } + + int in_trigger = 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_trigger = 1; + + if( !world.in_trigger ) + { + world_run_relay( &zone->target ); + } + } + + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); } -#endif + + world.in_trigger = in_trigger; + sfd_update(); } /* @@ -340,33 +644,42 @@ static void world_update( v3f pos ) * ----------------------------------------------------------------------------- */ -static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) +VG_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] ); + v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); } -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) +VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ) { - return scene_raycast( &world.geo, pos, dir, hit ); + return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit ); } -static int ray_hit_is_terrain( ray_hit *hit ) +VG_STATIC struct world_material *world_tri_index_material( u32 index ) { - u32 valid_start = 0, - valid_end = world.sm_terrain.vertex_count; + for( int i=1; itri[0] >= valid_start) && - (hit->tri[0] < valid_end); + if( (index >= mat->sm_geo.vertex_start) && + (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) + { + return mat; + } + } + + /* error material */ + return &world.materials[0]; } -static int ray_hit_is_ramp( ray_hit *hit ) +VG_STATIC struct world_material *world_contact_material( rb_ct *ct ) { - u32 valid_start = world.sm_geo_std.vertex_start, - valid_end = world.sm_geo_vb.vertex_start; + return world_tri_index_material( ct->element_id ); +} - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); +VG_STATIC struct world_material *ray_hit_material( ray_hit *hit ) +{ + return world_tri_index_material( hit->tri[0] ); } #endif /* WORLD_H */