X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=d8b36165c20d2225dcd90621e98d03c5cc7afdd4;hb=d8b8c566831e15ef061a66409e1219f44a82097a;hp=af0507fafc0db0f33b0a4f33e6ba0a10d6b3f9f3;hpb=cb16ccb05a796178c879ea8d5091663d215a5217;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index af0507f..d8b3616 100644 --- a/world.h +++ b/world.h @@ -12,45 +12,51 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ); #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 { - scene geo, foliage; - submodel sm_road, sm_terrain; - glmesh skybox; - - v3f tutorial; + /* 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; -static void render_world( m4x4f projection, m4x3f camera ) -{ - render_sky( camera ); - - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); +vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi", + .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST }; - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); - - vg_line_boxf( world.geo.bbx, 0xff00ff00 ); -} +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] ) { @@ -65,139 +71,57 @@ static int ray_world( v3f pos, v3f dir, ray_hit *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_surface.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(); +} - for( int i=0; ilayer_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 ); +static void world_free(void) +{ + /* TODO.. */ +} - } - scene_copy_slice( &world.geo, &world.sm_road ); +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, "terrain" ) ) - scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); - } - - scene_copy_slice( &world.geo, &world.sm_terrain ); - - vg_info( "BBX: %.3f %.3f %.3f -> %.3f %.3f %.3f\n", - world.geo.bbx[0][0], world.geo.bbx[0][1], world.geo.bbx[0][2], - world.geo.bbx[1][0], world.geo.bbx[1][1], world.geo.bbx[1][2] ); + mdl_node *pnode = mdl_node_from_id( mdl, i ); - /* - * TODO: Parametric marker import - */ - v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial ); - - /* - * Initialize gates - */ - - world.gate_count = 0; - for( int i=0; imarker_count; i++ ) - { - model_marker *ga = model_get_marker( mworld, i ); - - if( ga->classtype == k_classtype_gate ) + for( int j=0; jsubmesh_count; j++ ) { - struct classtype_gate *data = get_entdata_raw( mworld, ga ); - - if( data->target ) + mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); + + if( sm->material_id == id ) { - model_marker *gb = model_get_marker( mworld, data->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 ); - - gate_transform_update( gate ); + m4x3f transform; + mdl_node_transform( pnode, transform ); + scene_add_submesh( pscene, mdl, sm, transform ); } } } +} - /* - * 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" ) ) - { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); - - vg_info( "%.3f\n", sm->pivot[1] ); - - break; - } - } - - scene_upload( &world.geo ); - scene_bh_create( &world.geo ); - - water_compute_depth( world.geo.bbx ); - +static void world_apply_foliage(void) +{ scene_init( &world.foliage ); - model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); - - /* - * TODO: Load any other meshes into the foliage scene, and create rbs for - * them. - * - * then compute bvh - */ - - for( int i=0; ilayer_count; i++ ) - { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "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 ); - } - - free( mworld ); + 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; - - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); + 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++ ) { @@ -226,23 +150,351 @@ static void world_load(void) q_m3x3( qsurface, transform ); v3_copy( hit.pos, transform[3] ); - - if( vg_randf() < 0.0006f ) - { - m3x3_identity( transform ); - scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform); - } - else - scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform); + scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform); } } } - free( mfoliage ); 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; + + scene_init( &world.geo ); + scene_init( &world.props ); + + /* + * Compile meshes into the world scenes + */ + 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 + */ + 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 ); + + world_apply_foliage(); + free( mworld ); + + /* + * 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 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 ); +} + +static void render_props( m4x4f projection, v3f camera ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); + + shader_vblend_use(); + shader_vblend_uTexGarbage(0); + shader_vblend_uTexGradients(1); + shader_link_standard_ub( _shader_vblend.id, 2 ); + bind_terrain_textures(); + + shader_vblend_uPv( projection ); + shader_vblend_uMdl( identity_matrix ); + shader_vblend_uCamera( camera ); + + scene_bind( &world.props ); + scene_draw( &world.props ); +} + +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 ); + + scene_bind( &world.geo ); + scene_draw( &world.geo ); + + 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_props( 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 + + scene_bind( &world.props ); + scene_draw( &world.props ); } #endif /* WORLD_H */