X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=c412a88097cc3bb98ba044f0a08df45c4dc49764;hb=4b8fc63f926737ca0593a4e471550f9f4995c538;hp=d8b36165c20d2225dcd90621e98d03c5cc7afdd4;hpb=9c85e110fa8b965195438d96625ff9753af362a6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index d8b3616..c412a88 100644 --- a/world.h +++ b/world.h @@ -1,500 +1,222 @@ -#include "common.h" - -static int ray_world( v3f pos, v3f dir, ray_hit *hit ); +/* + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ #ifndef WORLD_H #define WORLD_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" -#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 -{ - /* gameplay */ - struct respawn_point - { - v3f co; - v4f q; - char name[32]; - } - spawns[32]; - u32 spawn_count; - - 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 }; - -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] ) -{ - for( int i=0; i<3; i++ ) - v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] ); -} - -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) -{ - return scene_raycast( &world.geo, pos, dir, hit ); -} +/* types + */ -static int ray_hit_is_ramp( ray_hit *hit ) -{ - return hit->tri[0] < world.sm_surface.vertex_count; -} +enum world_geo_type{ + k_world_geo_type_solid = 0, + k_world_geo_type_nonsolid = 1, + k_world_geo_type_water = 2 +}; + +typedef struct world_instance world_instance; + +/* submodule headers */ +#include "world_entity.h" +#include "world_gate.h" +#include "world_gen.h" +#include "world_info.h" +#include "world_load.h" +#include "world_physics.h" +#include "world_render.h" +#include "world_sfd.h" +#include "world_volumes.h" +#include "world_water.h" +#include "world_audio.h" +#include "world_routes.h" + +/* console variables */ + +static f32 k_day_length = 30.0f; /* minutes */ +static i32 k_debug_light_indices = 0, + k_debug_light_complexity= 0, + k_light_preview = 0; + + +struct world_instance { + /* Fixed items + * ------------------------------------------------------- + */ -static void world_register(void) -{ - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); -} + void *heap; + enum world_status{ + k_world_status_unloaded = 0, + k_world_status_loading = 1, + k_world_status_loaded = 2, + k_world_status_unloading = 3 /* dont spawn sounds and stuff */ + } + status; -static void world_free(void) -{ - /* TODO.. */ -} + struct{ + boxf depthbounds; + int depth_computed; -static void render_world_depth( m4x4f projection, m4x3f camera ); - -static void add_all_if_material( scene *pscene, mdl_header *mdl, u32 id ) -{ - for( int i=0; inode_count; i++ ) - { - 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 ); - } - } + 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"); - - 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++ ) - { - 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); - } - } + water; + + f64 time; + + /* STD140 */ + struct ub_world_lighting{ + 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; + v4f g_board_0; + v4f g_board_1; + + float g_water_fog; + float g_time; + 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; } + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; - scene_upload( &world.foliage ); - free( mfoliage ); -} - -static void world_load(void) -{ - mdl_header *mworld = mdl_load( "models/mp_dev.mdl" ); + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; - world.spawn_count = 0; - world.gate_count = 0; - world.rb_count = 0; + float probabilities[3]; - scene_init( &world.geo ); - scene_init( &world.props ); + v3i light_cubes; + struct framebuffer heightmap; - /* - * Compile meshes into the world scenes + /* + * Dynamically allocated when world_load is called. + * + * the following arrays index somewhere into this linear + * allocator + * -------------------------------------------------------------------------- */ - 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 ) - add_all_if_material( &world.geo, mworld, mat_surf ); - - scene_copy_slice( &world.geo, &world.sm_surface ); - - if( mat_surf_oob ) - add_all_if_material( &world.geo, mworld, mat_surf_oob ); - else - vg_warn( "No OOB surface\n" ); - - scene_bh_create( &world.geo ); - scene_upload( &world.geo ); - if( mat_vertex_blend ) - add_all_if_material( &world.props, mworld, mat_vertex_blend ); - - /* TODO bvh? */ - /* - * Process entities + * Main world .mdl */ - for( int i=0; inode_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mworld, i ); - - 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 ); - - 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 ) - { - struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ]; - - 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; - } - - 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] ); - } - } - } - - scene_upload( &world.props ); - - bh_create( &world.bhcubes, - &bh_system_rigidbodies, world.temp_rbs, world.rb_count ); + mdl_context meta; - world_apply_foliage(); - free( mworld ); + GLuint *textures; + u32 texture_count; - /* - * 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 + struct world_surface{ + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; + } + * surfaces; + u32 surface_count; + + ent_worldinfo info; + mdl_array_ptr ent_spawn, + ent_gate, + ent_light, + ent_route_node, + ent_path_index, + ent_checkpoint, + ent_route, + ent_water, + + ent_audio_clip, + ent_audio, + ent_volume, + ent_traffic, + ent_skateshop, + ent_marker, + ent_camera, + ent_swspreview, + ent_ccmd, + ent_challenge, + ent_unlock, + ent_relay; + + ent_gate *rendering_gate; + + /* logic + * ---------------------------------------------------- */ - 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(); -} - -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" ); - - world.dome_lower = *mdl_node_submesh( msky, nlower, 0 ); - world.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); - free(msky); -} - -/* - * Rendering - */ -static void bind_terrain_textures(void) -{ - vg_tex2d_bind( &tex_terrain_noise, 0 ); - vg_tex2d_bind( &tex_terrain_colours, 1 ); -} + /* world geometry */ + scene_context scene_geo, + scene_no_collide, + scene_lines; -static void render_props( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + /* spacial mappings */ + bh_tree *geo_bh, + *entity_bh; + u32 *entity_list; - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); - bind_terrain_textures(); + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; - shader_vblend_uPv( projection ); - shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( camera ); + rb_object rb_geo; - scene_bind( &world.props ); - scene_draw( &world.props ); -} + ent_challenge *challenge_target; + f32 challenge_timer; +}; -static void render_terrain( m4x4f projection, v3f camera ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - shader_terrain_use(); - shader_terrain_uTexGarbage(0); - shader_terrain_uTexGradients(1); - shader_link_standard_ub( _shader_terrain.id, 2 ); - bind_terrain_textures(); - - shader_terrain_uPv( projection ); - shader_terrain_uMdl( identity_matrix ); - shader_terrain_uCamera( camera ); +struct world_static { + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *heap; - scene_bind( &world.geo ); - scene_draw( &world.geo ); + u32 current_run_version; + double time, rewind_from, rewind_to, last_use; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -} + u32 active_trigger_volumes[8]; + u32 active_trigger_volume_count; -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 ); -} + world_instance instances[4]; + i32 active_instance; -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 ); -} + addon_reg *addon_hub, + *addon_client; -static void render_world( m4x4f projection, m4x3f camera ) -{ - render_sky( camera ); - render_props( projection, camera[3] ); - render_terrain( projection, camera[3] ); + enum world_loader_state{ + k_world_loader_none, + k_world_loader_preload, + k_world_loader_load + } + load_state; } +static world_static; -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 - - scene_bind( &world.props ); - scene_draw( &world.props ); -} +static void world_init(void); +static world_instance *world_current_instance(void); #endif /* WORLD_H */