From: hgn Date: Sun, 26 Mar 2023 22:09:00 +0000 (+0100) Subject: i hope your hapy X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;p=carveJwlIkooP6JGAAIwe30JlM.git i hope your hapy --- diff --git a/audio.h b/audio.h index eb58b26..4f73509 100644 --- a/audio.h +++ b/audio.h @@ -384,17 +384,14 @@ VG_STATIC enum audio_sprite_type audio_sample_sprite_random( v3f origin, world_instance *world = get_active_world(); - if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ) - { - struct world_material *mat = ray_hit_material( world, &contact ); + if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){ + struct world_surface *mat = ray_hit_surface( world, &contact ); - if( mat->info.surface_prop == k_surface_prop_grass) - { + if( mat->info.surface_prop == k_surface_prop_grass){ v3_copy( contact.pos, output ); return k_audio_sprite_type_grass; } - else - { + else{ #if 0 vg_line( pos, contact.pos, 0xff0000ff ); vg_line_pt3( contact.pos, 0.3f, 0xff0000ff ); diff --git a/blender_export.py b/blender_export.py index 091718d..dee0d8f 100644 --- a/blender_export.py +++ b/blender_export.py @@ -1,22 +1,3 @@ -# -# ============================================================================= -# -# Copyright . . . -----, ,----- ,---. .---. -# 2021-2023 |\ /| | / | | | | /| -# | \ / | +-- / +----- +---' | / | -# | \ / | | / | | \ | / | -# | \/ | | / | | \ | / | -# ' ' '--' [] '----- '----- ' ' '---' SOFTWARE -# -# ============================================================================= -# -# Python exporter for Blender, compiles .mdl format for Skate Rift. -# -# Its really slow, sorry, I don't know how to speed it up. -# Also not sure why you need to put # before {} in code blocks, there is errors -# otherwise -# - import bpy, math, gpu, os import cProfile from ctypes import * @@ -24,12 +5,12 @@ from mathutils import * from gpu_extras.batch import batch_for_shader bl_info = { - "name":"Skate Rift model compiler", + "name":"Skaterift .mdl exporter", "author": "Harry Godden (hgn)", "version": (0,2), "blender":(3,1,0), "location":"Export", - "descriptin":"", + "description":"", "warning":"", "wiki_url":"", "category":"Import/Export", @@ -46,9 +27,15 @@ class mdl_vert(Structure): # 48 bytes. Quite large. Could compress ("groups",c_uint8*4)] #} +class mdl_transform(Structure): +#{ + _fields_ = [("co",c_float*3), + ( "s",c_float*3), + ( "q",c_float*4)] +#} + class mdl_submesh(Structure): #{ - _pack_ = 1 _fields_ = [("indice_start",c_uint32), ("indice_count",c_uint32), ("vertex_start",c_uint32), @@ -57,17 +44,8 @@ class mdl_submesh(Structure): ("material_id",c_uint32)] # index into the material array #} -class mdl_texture(Structure): -#{ - _pack_ = 1 - _fields_ = [("pstr_name",c_uint32), - ("pack_offset",c_uint32), - ("pack_length",c_uint32)] -#} - class mdl_material(Structure): #{ - _pack_ = 1 _fields_ = [("pstr_name",c_uint32), ("shader",c_uint32), ("flags",c_uint32), @@ -75,1984 +53,1745 @@ class mdl_material(Structure): ("colour",c_float*4), ("colour1",c_float*4), ("tex_diffuse",c_uint32), - ("tex_decal",c_uint32), - ("tex_normal",c_uint32)] + ("tex_none0",c_uint32), + ("tex_none1",c_uint32)] #} -class mdl_node(Structure): +class mdl_bone(Structure): #{ - _pack_ = 1 - _fields_ = [("co",c_float*3), - ( "q",c_float*4), - ( "s",c_float*3), - ("sub_uid",c_uint32), # dont use - ("submesh_start",c_uint32), - ("submesh_count",c_uint32), - ("classtype",c_uint32), - ("offset",c_uint32), + _fields_ = [("co",c_float*3),("end",c_float*3), ("parent",c_uint32), - ("pstr_name",c_uint32)] + ("collider",c_uint32), + ("ik_target",c_uint32), + ("ik_pole",c_uint32), + ("flags",c_uint32), + ("pstr_name",c_uint32), + ("hitbox",(c_float*3)*2), + ("conevx",c_float*3),("conevy",c_float*3),("coneva",c_float*3), + ("conet",c_float)] #} -class mdl_header(Structure): +class mdl_armature(Structure): #{ - _pack_ = 1 - _fields_ = [("identifier",c_uint32), - ("version",c_uint32), - ("file_length",c_uint32), - ("pad0",c_uint32), + _fields_ = [("transform",mdl_transform), + ("bone_start",c_uint32), + ("bone_count",c_uint32), + ("anim_start",c_uint32), + ("anim_count",c_uint32)] +#} - ("node_count",c_uint32), - ("node_offset",c_uint32), +class mdl_animation(Structure): +#{ + _fields_ = [("pstr_name",c_uint32), + ("length",c_uint32), + ("rate",c_float), + ("keyframe_start",c_uint32)] +#} +class mdl_mesh(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("submesh_start",c_uint32), ("submesh_count",c_uint32), - ("submesh_offset",c_uint32), - - ("material_count",c_uint32), - ("material_offset",c_uint32), + ("pstr_name",c_uint32), + ("flags",c_uint32), + ("armature_id",c_uint32)] +#} - ("texture_count",c_uint32), - ("texture_offset",c_uint32), +class mdl_file(Structure): +#{ + _fields_ = [("path",c_uint32), + ("pack_offset",c_uint32), + ("pack_size",c_uint32)] +#} - ("anim_count",c_uint32), - ("anim_offset",c_uint32), +class mdl_texture(Structure): +#{ + _fields_ = [("file",mdl_file), + ("type",c_uint32)] +#} - ("entdata_size",c_uint32), - ("entdata_offset",c_uint32), - - ("strings_size",c_uint32), - ("strings_offset",c_uint32), +class mdl_array(Structure): +#{ + _fields_ = [("file_offset",c_uint32), + ("item_count",c_uint32), + ("item_size",c_uint32), + ("name",c_byte*16)] +#} - ("keyframe_count",c_uint32), - ("keyframe_offset",c_uint32), +class mdl_header(Structure): +#{ + _fields_ = [("version",c_uint32), + ("arrays",mdl_array)] +#} - ("vertex_count",c_uint32), - ("vertex_offset",c_uint32), +class ent_spawn(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("pstr_name",c_uint32)] +#} - ("indice_count",c_uint32), - ("indice_offset",c_uint32), +class ent_light(Structure): +#{ + _fields_ = [("transform",mdl_transform), + ("daytime",c_uint32), + ("type",c_uint32), + ("colour",c_float*4), + ("angle",c_float), + ("range",c_float), + ("inverse_world",(c_float*3)*4), # Runtime + ("angle_sin_cos",(c_float*2))] # Runtime +#} - ("pack_size",c_uint32), - ("pack_offset",c_uint32)] +class version_refcount_union(Union): +#{ + _fields_ = [("timing_version",c_uint32), + ("ref_count",c_uint8)] #} -class mdl_animation(Structure): +class ent_gate(Structure): #{ - _pack_ = 1 - _fields_ = [("pstr_name",c_uint32), - ("length",c_uint32), - ("rate",c_float), - ("offset",c_uint32)] + _fields_ = [("type",c_uint32), + ("target", c_uint32), + ("dimensions", c_float*3), + ("co", (c_float*3)*2), + ("q", (c_float*4)*2), + ("to_world",(c_float*3)*4), + ("transport",(c_float*3)*4), + ("_anonymous_union",version_refcount_union), + ("timing_time",c_double), + ("routes",c_uint16*4)] #} -class mdl_keyframe(Structure): +class ent_route_node(Structure): #{ - _pack_ = 1 _fields_ = [("co",c_float*3), - ("q",c_float*4), - ("s",c_float*3)] + ("ref_count",c_uint8), + ("ref_total",c_uint8)] #} -# ---------------------------------------------------------------------------- # -# # -# Entity definitions # -# # -# ---------------------------------------------------------------------------- # -# -# ctypes _fields_ defines the data which is filled in by: -# def encode_obj( _, node, node_def ): -# -# gizmos get drawn into the viewport via: -# @staticmethod -# def draw_scene_helpers( obj ): -# -# editor enterface, simiraliy: -# @staticmethod -# def editor_interface( layout, obj ): -# +class ent_path_index(Structure): +#{ + _fields_ = [("index",c_uint16)] +#} -# 000: Intrinsic -# ---------------------------------------------------------------------------- # +class ent_checkpoint(Structure): +#{ + _fields_ = [("gate_index",c_uint16), + ("path_start",c_uint16), + ("path_count",c_uint16)] +#} -# Purpose: intrinsic bone type, stores collision information and limits too -# -class classtype_bone(Structure): +class ent_route(Structure): #{ - _pack_ = 1 - _fields_ = [("flags",c_uint32), - ("ik_target",c_uint32), - ("ik_pole",c_uint32), - ("hitbox",(c_float*3)*2), - ("conevx",c_float*3), - ("conevy",c_float*3), - ("coneva",c_float*3), - ("conet",c_float)] + _fields_ = [("transform",mdl_transform), + ("pstr_name",c_uint32), + ("checkpoints_start",c_uint16), + ("checkpoints_count",c_uint16), + ("colour",c_float*4), + ("active",c_uint32), #runtime + ("factive",c_float), + ("board_transform",(c_float*3)*4), + ("sm",mdl_submesh), + ("latest_pass",c_double)] +#} - def encode_obj(_, node,node_def): - #{ - node.classtype = 1 +def obj_ent_type( obj ): +#{ + if obj.type == 'ARMATURE': return 'mdl_armature' + elif obj.type == 'LIGHT': return 'ent_light' + else: return obj.SR_data.ent_type +#} - armature_def = node_def['linked_armature'] - obj = node_def['bone'] - - _.flags = node_def['deform'] - - if 'ik_target' in node_def: - #{ - _.flags |= 0x2 - _.ik_target = armature_def['bones'].index( node_def['ik_target'] ) - _.ik_pole = armature_def['bones'].index( node_def['ik_pole'] ) - #} - - # For ragdolls - # - if obj.cv_data.collider != 'collider_none': - #{ - if obj.cv_data.collider == 'collider_box': - _.flags |= 0x4 - else: - _.flags |= 0x8 - - _.hitbox[0][0] = obj.cv_data.v0[0] - _.hitbox[0][1] = obj.cv_data.v0[2] - _.hitbox[0][2] = -obj.cv_data.v1[1] - _.hitbox[1][0] = obj.cv_data.v1[0] - _.hitbox[1][1] = obj.cv_data.v1[2] - _.hitbox[1][2] = -obj.cv_data.v0[1] - #} +def sr_filter_ent_type( obj, ent_type ): +#{ + if obj == bpy.context.active_object: return False - if obj.cv_data.con0: - #{ - _.flags |= 0x100 - _.conevx[0] = obj.cv_data.conevx[0] - _.conevx[1] = obj.cv_data.conevx[2] - _.conevx[2] = -obj.cv_data.conevx[1] - _.conevy[0] = obj.cv_data.conevy[0] - _.conevy[1] = obj.cv_data.conevy[2] - _.conevy[2] = -obj.cv_data.conevy[1] - _.coneva[0] = obj.cv_data.coneva[0] - _.coneva[1] = obj.cv_data.coneva[2] - _.coneva[2] = -obj.cv_data.coneva[1] - _.conet = obj.cv_data.conet + for c0 in obj.users_collection:#{ + for c1 in bpy.context.active_object.users_collection:#{ + if c0 == c1:#{ + return ent_type == obj_ent_type( obj ) + #} #} #} + + return False #} -# Purpose: defines the allocation requirements for a skeleton -# -class classtype_skeleton(Structure): +def compile_obj_transform( obj, transform ): #{ - _pack_ = 1 - _fields_ = [("channels",c_uint32), - ("ik_count",c_uint32), - ("collider_count",c_uint32), - ("anim_start",c_uint32), - ("anim_count",c_uint32)] + co = obj.matrix_world @ Vector((0,0,0)) + q = obj.matrix_local.to_quaternion() + s = obj.scale + + # Setup transform + # + transform.co[0] = co[0] + transform.co[1] = co[2] + transform.co[2] = -co[1] + transform.q[0] = q[1] + transform.q[1] = q[3] + transform.q[2] = -q[2] + transform.q[3] = q[0] + transform.s[0] = s[0] + transform.s[1] = s[2] + transform.s[2] = s[1] +#} - def encode_obj(_, node,node_def): - #{ - node.classtype = 2 - - _.channels = len( node_def['bones'] ) - _.ik_count = node_def['ik_count'] - _.collider_count = node_def['collider_count'] - _.anim_start = node_def['anim_start'] - _.anim_count = node_def['anim_count'] - #} +def int_align_to( v, align ): +#{ + while(v%align)!=0: v += 1 + return v #} -# Purpose: links an mesh node to a type 11 -# -class classtype_skin(Structure): +def bytearray_align_to( buffer, align, w=b'\xaa' ): #{ - _pack_ = 1 - _fields_ = [("skeleton",c_uint32)] + while (len(buffer) % align) != 0: buffer.extend(w) + return buffer +#} - def encode_obj(_, node,node_def): - #{ - node.classtype = 3 - - armature_def = node_def['linked_armature'] - _.skeleton = armature_def['obj'].cv_data.uid +def bytearray_print_hex( s, w=16 ): +#{ + for r in range((len(s)+(w-1))//w):#{ + i0=(r+0)*w + i1=min((r+1)*w,len(s)) + print( F'{r*w:06x}| \x1B[31m', end='') + print( F"{' '.join('{:02x}'.format(x) for x in s[i0:i1]):<48}",end='' ) + print( "\x1B[0m", end='') + print( ''.join(chr(x) if (x>=33 and x<=126) else '.' for x in s[i0:i1] ) ) #} #} -# Purpose: world light -# -class classtype_world_light( Structure ): +def sr_compile_string( s ): #{ - _pack_ = 1 - _fields_ = [("type",c_uint32), - ("colour",c_float*4), - ("angle",c_float), - ("range",c_float)] - - def encode_obj(_, node, node_def): - #{ - node.classtype = 4 - - obj = node_def['obj'] - data = obj.data - _.colour[0] = data.color[0] - _.colour[1] = data.color[1] - _.colour[2] = data.color[2] - _.colour[3] = data.energy - _.range = data.cutoff_distance # this has to be manually set - # TODO: At some point, automate a min - # threshold value - - if obj.data.type == 'POINT': - #{ - _.type = 0 - _.angle = 0.0 - #} - elif obj.data.type == 'SPOT': - #{ - _.type = 1 - _.angle = data.spot_size*0.5 - #} + if s in sr_compile.string_cache: return sr_compile.string_cache[s] + + index = len( sr_compile.string_data ) + sr_compile.string_cache[s] = index + sr_compile.string_data.extend( s.encode('utf-8') ) + sr_compile.string_data.extend( b'\0' ) - if data.cv_data.bp0: - _.type += 2 - #} + bytearray_align_to( sr_compile.string_data, 4 ) + return index +#} - @staticmethod - def editor_interface( layout, obj ): - #{ - pass - #} +def material_tex_image(v): +#{ + return { + "Image Texture": + { + "image": F"{v}" + } + } #} -# 100: Gates -# ---------------------------------------------------------------------------- # +cxr_graph_mapping = \ +{ + # Default shader setup + "Principled BSDF": + { + "Base Color": + { + "Image Texture": + { + "image": "tex_diffuse" + }, + "Mix": + { + "A": material_tex_image("tex_diffuse"), + "B": material_tex_image("tex_decal") + }, + }, + "Normal": + { + "Normal Map": + { + "Color": material_tex_image("tex_normal") + } + } + } +} -# Purpose: A rift. must target another gate, the target gate can not have more -# than one target nodes of its own. +# https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164 # -class classtype_gate(Structure): +def material_info(mat): #{ - _pack_ = 1 - _fields_ = [("target",c_uint32), - ("dims",c_float*3)] + info = {} - def encode_obj(_, node,node_def): - #{ - node.classtype = 100 + # Using the cxr_graph_mapping as a reference, go through the shader + # graph and gather all $props from it. + # + def _graph_read( node_def, node=None, depth=0 ):#{ + nonlocal mat + nonlocal info + + # Find rootnodes + # + if node == None:#{ + _graph_read.extracted = [] - obj = node_def['obj'] + for node_idname in node_def:#{ + for n in mat.node_tree.nodes:#{ + if n.name == node_idname:#{ + node_def = node_def[node_idname] + node = n + break + #} + #} + #} + #} - if obj.cv_data.target != None: - _.target = obj.cv_data.target.cv_data.uid + for link in node_def:#{ + link_def = node_def[link] - if obj.type == 'MESH': - #{ - _.dims[0] = obj.data.cv_data.v0[0] - _.dims[1] = obj.data.cv_data.v0[1] - _.dims[2] = obj.data.cv_data.v0[2] - #} - else: - #{ - _.dims[0] = obj.cv_data.v0[0] - _.dims[1] = obj.cv_data.v0[1] - _.dims[2] = obj.cv_data.v0[2] + if isinstance( link_def, dict ):#{ + node_link = None + for x in node.inputs:#{ + if isinstance( x, bpy.types.NodeSocketColor ):#{ + if link == x.name:#{ + node_link = x + break + #} + #} + #} + + if node_link and node_link.is_linked:#{ + # look for definitions for the connected node type + # + from_node = node_link.links[0].from_node + + node_name = from_node.name.split('.')[0] + if node_name in link_def:#{ + from_node_def = link_def[ node_name ] + + _graph_read( from_node_def, from_node, depth+1 ) + #} + + # No definition! :( + # TODO: Make a warning for this? + #} + else:#{ + if "default" in link_def:#{ + prop = link_def['default'] + info[prop] = node_link.default_value + #} + #} + #} + else:#{ + prop = link_def + info[prop] = getattr( node, link ) + #} #} #} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours + _graph_read( cxr_graph_mapping ) + return info +#} - if obj.type == 'MESH': - dims = obj.data.cv_data.v0 - else: - dims = obj.cv_data.v0 +def sr_pack_file( file, path, data ): +#{ + file.path = sr_compile_string( path ) + file.pack_offset = len( sr_compile.pack_data ) + file.pack_size = len( data ) - vs = [None]*9 - c = Vector((0,0,dims[2])) + sr_compile.pack_data.extend( data ) + bytearray_align_to( sr_compile.pack_data, 16 ) +#} - vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2])) - vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2])) - vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2])) - vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2])) - vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2))) - vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2))) - vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2))) - vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0))) - vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0))) +def sr_compile_texture( img ): +#{ + if img == None: + return 0 - indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)] + name = os.path.splitext( img.name )[0] - for l in indices: - #{ - v0 = vs[l[0]] - v1 = vs[l[1]] - cv_view_verts += [(v0[0],v0[1],v0[2])] - cv_view_verts += [(v1[0],v1[1],v1[2])] - cv_view_colours += [(1,1,0,1),(1,1,0,1)] - #} + if name in sr_compile.texture_cache: + return sr_compile.texture_cache[name] - sw = (0.4,0.4,0.4,0.2) - if obj.cv_data.target != None: - cv_draw_arrow( obj.location, obj.cv_data.target.location, sw ) - #} + texture_index = (len(sr_compile.texture_data)//sizeof(mdl_texture)) +1 - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "target" ) + tex = mdl_texture() + tex.type = 0 - mesh = obj.data - layout.label( text=F"(i) Data is stored in {mesh.name}" ) - layout.prop( mesh.cv_data, "v0", text="Gate dimensions" ) + if sr_compile.pack_textures:#{ + filedata = qoi_encode( img ) + sr_pack_file( tex.file, name, filedata ) #} + + sr_compile.texture_cache[name] = texture_index + sr_compile.texture_data.extend( bytearray(tex) ) + return texture_index #} -class classtype_nonlocal_gate(classtype_gate): +def sr_compile_material( mat ): #{ - def encode_obj(_,node,node_def): - #{ - node.classtype = 101 + if mat == None: + return 0 + if mat.name in sr_compile.material_cache: + return sr_compile.material_cache[mat.name] - obj = node_def['obj'] - _.target = encoder_process_pstr( node_def['obj'].cv_data.strp ) + index = (len(sr_compile.material_data)//sizeof(mdl_material))+1 + sr_compile.material_cache[mat.name] = index - if obj.type == 'MESH': - #{ - _.dims[0] = obj.data.cv_data.v0[0] - _.dims[1] = obj.data.cv_data.v0[1] - _.dims[2] = obj.data.cv_data.v0[2] - #} - else: - #{ - _.dims[0] = obj.cv_data.v0[0] - _.dims[1] = obj.cv_data.v0[1] - _.dims[2] = obj.cv_data.v0[2] - #} + m = mdl_material() + m.pstr_name = sr_compile_string( mat.name ) + + flags = 0x00 + if mat.SR_data.collision:#{ + flags |= 0x2 + if mat.SR_data.skate_surface: flags |= 0x1 + if mat.SR_data.grind_surface: flags |= (0x8|0x1) #} - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "strp", text="Nonlocal ID" ) + if mat.SR_data.grow_grass: flags |= 0x4 + m.flags = flags - mesh = obj.data - layout.label( text=F"(i) Data is stored in {mesh.name}" ) - layout.prop( mesh.cv_data, "v0", text="Gate dimensions" ) - #} -#} + m.surface_prop = int(mat.SR_data.surface_prop) -# 200: Spawns/Waypoints -# ---------------------------------------------------------------------------- # + if mat.SR_data.shader == 'standard': m.shader = 0 + if mat.SR_data.shader == 'standard_cutout': m.shader = 1 + if mat.SR_data.shader == 'terrain_blend':#{ + m.shader = 2 -# Purpose: player can reset here, its a safe place -# spawns can share the same name, the closest one will be picked -# -# when the world loads it will pick the one named 'start' first. -# -class classtype_spawn(Structure): -#{ - _pack_ = 1 - _fields_ = [("pstr_alias",c_uint32)] + m.colour[0] = pow( mat.SR_data.sand_colour[0], 1.0/2.2 ) + m.colour[1] = pow( mat.SR_data.sand_colour[1], 1.0/2.2 ) + m.colour[2] = pow( mat.SR_data.sand_colour[2], 1.0/2.2 ) + m.colour[3] = 1.0 - def encode_obj(_, node,node_def): - #{ - node.classtype = 200 - _.pstr_alias = encoder_process_pstr( node_def['obj'].cv_data.strp ) + m.colour1[0] = mat.SR_data.blend_offset[0] + m.colour1[1] = mat.SR_data.blend_offset[1] #} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours + if mat.SR_data.shader == 'vertex_blend':#{ + m.shader = 3 - vs = [None]*4 - vs[0] = obj.matrix_world @ Vector((0,0,0)) - vs[1] = obj.matrix_world @ Vector((0,2,0)) - vs[2] = obj.matrix_world @ Vector((0.5,1,0)) - vs[3] = obj.matrix_world @ Vector((-0.5,1,0)) - indices = [(0,1),(1,2),(1,3)] + m.colour1[0] = mat.SR_data.blend_offset[0] + m.colour1[1] = mat.SR_data.blend_offset[1] + #} - for l in indices: - #{ - v0 = vs[l[0]] - v1 = vs[l[1]] - - cv_view_verts += [(v0[0],v0[1],v0[2])] - cv_view_verts += [(v1[0],v1[1],v1[2])] - cv_view_colours += [(0,1,1,1),(0,1,1,1)] - #} + if mat.SR_data.shader == 'water':#{ + m.shader = 4 - cv_draw_sphere( obj.location, 20.0, [0.1,0,0.9,0.4] ) + m.colour[0] = pow( mat.SR_data.shore_colour[0], 1.0/2.2 ) + m.colour[1] = pow( mat.SR_data.shore_colour[1], 1.0/2.2 ) + m.colour[2] = pow( mat.SR_data.shore_colour[2], 1.0/2.2 ) + m.colour[3] = 1.0 + m.colour1[0] = pow( mat.SR_data.ocean_colour[0], 1.0/2.2 ) + m.colour1[1] = pow( mat.SR_data.ocean_colour[1], 1.0/2.2 ) + m.colour1[2] = pow( mat.SR_data.ocean_colour[2], 1.0/2.2 ) + m.colour1[3] = 1.0 #} + + inf = material_info( mat ) - @staticmethod - def editor_interface( layout, obj ): + if mat.SR_data.shader == 'standard' or \ + mat.SR_data.shader == 'standard_cutout' or \ + mat.SR_data.shader == 'terrain_blend' or \ + mat.SR_data.shader == 'vertex_blend': #{ - layout.prop( obj.cv_data, "strp", text="Alias" ) + if 'tex_diffuse' in inf: + m.tex_diffuse = sr_compile_texture(inf['tex_diffuse']) #} -#} -# 300: Water -# ---------------------------------------------------------------------------- # + sr_compile.material_data.extend( bytearray(m) ) + return index +#} -# Purpose: Tells the game to draw water HERE, at this entity. -# -class classtype_water(Structure): +def sr_armature_bones( armature ): #{ - _pack_ = 1 - _fields_ = [("temp",c_uint32)] - - def encode_obj(_, node,node_def): + def _recurse_bone( b ): #{ - node.classtype = 300 - # no data, spooky + yield b + for c in b.children: yield from _recurse_bone( c ) #} -#} -# 400: Routes -# ---------------------------------------------------------------------------- # + for b in armature.data.bones: + if not b.parent: + yield from _recurse_bone( b ) +#} -# Purpose: Defines a route, its 'starting' point, and the colour to use for it -# -class classtype_route(Structure): +def sr_compile_mesh( obj ): #{ - _pack_ = 1 - _fields_ = [("id_start",c_uint32), - ("pstr_name",c_uint32), - ("colour",c_float*3)] + node=mdl_mesh() + compile_obj_transform(obj, node.transform) + node.pstr_name = sr_compile_string(obj.name) + node.flags = 0 - def encode_obj(_, node,node_def): - #{ - node.classtype = 400 - obj = node_def['obj'] + can_use_cache = True + armature = None + + for mod in obj.modifiers:#{ + if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \ + mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \ + mod.type == 'ARRAY': + #{ + can_use_cache = False + #} - _.colour[0] = obj.cv_data.colour[0] - _.colour[1] = obj.cv_data.colour[1] - _.colour[2] = obj.cv_data.colour[2] - _.pstr_name = encoder_process_pstr( obj.cv_data.strp ) + if mod.type == 'ARMATURE': #{ + node.flags = 1 + armature = mod.object + rig_weight_groups = \ + ['0 [ROOT]']+[_.name for _ in sr_armature_bones(mod.object)] + node.armature_id = sr_compile.entity_ids[armature.name] - if obj.cv_data.target != None: - _.id_start = obj.cv_data.target.cv_data.uid + POSE_OR_REST_CACHE = armature.data.pose_position + armature.data.pose_position = 'REST' + #} #} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours, cv_view_course_i + # Check the cache first + # + if can_use_cache and (obj.data.name in sr_compile.mesh_cache):#{ + ref = sr_compile.mesh_cache[obj.data.name] + node.submesh_start = ref[0] + node.submesh_count = ref[1] + sr_compile.mesh_data.extend(bytearray(node)) + return + #} + + # Compile a whole new mesh + # + node.submesh_start = len(sr_compile.submesh_data)//sizeof(mdl_submesh) + node.submesh_count = 0 + + dgraph = bpy.context.evaluated_depsgraph_get() + data = obj.evaluated_get(dgraph).data + data.calc_loop_triangles() + data.calc_normals_split() + + # Mesh is split into submeshes based on their material + # + mat_list = data.materials if len(data.materials) > 0 else [None] + for material_id, mat in enumerate(mat_list): #{ + mref = {} + + sm = mdl_submesh() + sm.indice_start = len(sr_compile.indice_data)//sizeof(c_uint32) + sm.vertex_start = len(sr_compile.vertex_data)//sizeof(mdl_vert) + sm.vertex_count = 0 + sm.indice_count = 0 + sm.material_id = sr_compile_material( mat ) - if obj.cv_data.target: - cv_draw_arrow( obj.location, obj.cv_data.target.location, [1,1,1,1] ) + INF=99999999.99999999 + for i in range(3):#{ + sm.bbx[0][i] = INF + sm.bbx[1][i] = -INF + #} - # Tries to simulate how we do it in the game + # Keep a reference to very very very similar vertices + # i have no idea how to speed it up. # - stack = [None]*64 - stack_i = [0]*64 - stack[0] = obj.cv_data.target - si = 1 - loop_complete = False + vertex_reference = {} - while si > 0: - #{ - if stack_i[si-1] == 2: - #{ - si -= 1 + # Write the vertex / indice data + # + for tri_index, tri in enumerate(data.loop_triangles):#{ + if tri.material_index != material_id: continue - if si == 0: # Loop failed to complete - break - #} - - node = stack[si-1] + for j in range(3):#{ + vert = data.vertices[tri.vertices[j]] + li = tri.loops[j] + vi = data.loops[li].vertex_index + + # Gather vertex information + # + co = vert.co + norm = data.loops[li].normal + uv = (0,0) + colour = (255,255,255,255) + groups = [0,0,0,0] + weights = [0,0,0,0] - targets = [None,None] - targets[0] = node.cv_data.target + # Uvs + # + if data.uv_layers: + uv = data.uv_layers.active.data[li].uv + + # Vertex Colours + # + if data.vertex_colors:#{ + colour = data.vertex_colors.active.data[li].color + colour = (int(colour[0]*255.0),\ + int(colour[1]*255.0),\ + int(colour[2]*255.0),\ + int(colour[3]*255.0)) + #} + + # Weight groups: truncates to the 3 with the most influence. The + # fourth bone ID is never used by the shader so it + # is always 0 + # + if armature:#{ + src_groups = [_ for _ in data.vertices[vi].groups \ + if obj.vertex_groups[_.group].name in \ + rig_weight_groups ] - if node.cv_data.classtype == 'classtype_route_node': - #{ - targets[1] = node.cv_data.target1 - #} - - nextnode = targets[stack_i[si-1]] - stack_i[si-1] += 1 - - if nextnode != None: # branch - #{ - if nextnode == stack[0]: # Loop completed - #{ - loop_complete = True - break + weight_groups = sorted( src_groups, key = \ + lambda a: a.weight, reverse=True ) + tot = 0.0 + for ml in range(3):#{ + if len(weight_groups) > ml:#{ + g = weight_groups[ml] + name = obj.vertex_groups[g.group].name + weight = g.weight + weights[ml] = weight + groups[ml] = rig_weight_groups.index(name) + tot += weight + #} + #} + + if len(weight_groups) > 0:#{ + inv_norm = (1.0/tot) * 65535.0 + for ml in range(3):#{ + weights[ml] = int( weights[ml] * inv_norm ) + weights[ml] = min( weights[ml], 65535 ) + weights[ml] = max( weights[ml], 0 ) + #} + #} #} + else:#{ + li1 = tri.loops[(j+1)%3] + vi1 = data.loops[li1].vertex_index + e0 = data.edges[ data.loops[li].edge_index ] - valid=True - for sj in range(si): - #{ - if stack[sj] == nextnode: # invalidated path + if e0.use_freestyle_mark and \ + ((e0.vertices[0] == vi and e0.vertices[1] == vi1) or \ + (e0.vertices[0] == vi1 and e0.vertices[1] == vi)): #{ - valid=False - break + weights[0] = 1 #} #} - if valid: - #{ - stack_i[si] = 0 - stack[si] = nextnode - si += 1 - continue - #} - #} - #} + TOLERENCE = float(10**4) + key = (int(co[0]*TOLERENCE+0.5), + int(co[1]*TOLERENCE+0.5), + int(co[2]*TOLERENCE+0.5), + int(norm[0]*TOLERENCE+0.5), + int(norm[1]*TOLERENCE+0.5), + int(norm[2]*TOLERENCE+0.5), + int(uv[0]*TOLERENCE+0.5), + int(uv[1]*TOLERENCE+0.5), + colour[0], # these guys are already quantized + colour[1], # . + colour[2], # . + colour[3], # . + weights[0], # v + weights[1], + weights[2], + weights[3], + groups[0], + groups[1], + groups[2], + groups[3]) + + if key in vertex_reference: + index = vertex_reference[key] + else:#{ + index = bytearray(c_uint32(sm.vertex_count)) + sm.vertex_count+=1 + + vertex_reference[key] = index + v = mdl_vert() + v.co[0] = co[0] + v.co[1] = co[2] + v.co[2] = -co[1] + v.norm[0] = norm[0] + v.norm[1] = norm[2] + v.norm[2] = -norm[1] + v.uv[0] = uv[0] + v.uv[1] = uv[1] + v.colour[0] = colour[0] + v.colour[1] = colour[1] + v.colour[2] = colour[2] + v.colour[3] = colour[3] + v.weights[0] = weights[0] + v.weights[1] = weights[1] + v.weights[2] = weights[2] + v.weights[3] = weights[3] + v.groups[0] = groups[0] + v.groups[1] = groups[1] + v.groups[2] = groups[2] + v.groups[3] = groups[3] + + for i in range(3):#{ + sm.bbx[0][i] = min( sm.bbx[0][i], v.co[i] ) + sm.bbx[1][i] = max( sm.bbx[1][i], v.co[i] ) + #} - if loop_complete: - #{ - cc = Vector((obj.cv_data.colour[0],\ - obj.cv_data.colour[1],\ - obj.cv_data.colour[2],\ - 1.0)) - - for sj in range(si): - #{ - sk = (sj+1)%si - - if stack[sj].cv_data.classtype == 'classtype_gate' and \ - stack[sk].cv_data.classtype == 'classtype_gate': - #{ - dist = (stack[sj].location-stack[sk].location).magnitude - cv_draw_sbpath( stack[sj], stack[sk], cc*0.4, cc, dist, dist ) + sr_compile.vertex_data.extend(bytearray(v)) #} - else: - cv_draw_bpath( stack[sj], stack[sk], cc, cc ) + + sm.indice_count += 1 + sr_compile.indice_data.extend( index ) #} - - cv_view_course_i += 1 #} + + # Make sure bounding box isn't -inf -> inf if no vertices + # + if sm.vertex_count == 0: + for j in range(2): + for i in range(3): + sm.bbx[j][i] = 0 + + # Add submesh to encoder + # + sr_compile.submesh_data.extend( bytearray(sm) ) + node.submesh_count += 1 #} - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "target", text="'Start' from" ) - layout.prop( obj.cv_data, "colour" ) - layout.prop( obj.cv_data, "strp", text="Name" ) + if armature:#{ + armature.data.pose_position = POSE_OR_REST_CACHE #} + + # Save a reference to this node since we want to reuse the submesh indices + # later. + sr_compile.mesh_cache[obj.data.name]=(node.submesh_start,node.submesh_count) + sr_compile.mesh_data.extend(bytearray(node)) #} -# Purpose: Defines a route node and links to up to two more nodes -# -class classtype_route_node(Structure): +def sr_compile_armature( obj ): #{ - _pack_ = 1 - _fields_ = [("target",c_uint32), - ("target1",c_uint32)] + node = mdl_armature() + node.bone_start = len(sr_compile.bone_data)//sizeof(mdl_bone) + node.bone_count = 0 + node.anim_start = len(sr_compile.anim_data)//sizeof(mdl_animation) + node.anim_count = 0 + + bones = [_ for _ in sr_armature_bones(obj)] + bones_names = [None]+[_.name for _ in bones] + + for b in bones:#{ + bone = mdl_bone() + if b.use_deform: bone.flags = 0x1 + if b.parent: bone.parent = bones_names.index(b.parent.name) + + bone.collider = int(b.SR_data.collider) + + if bone.collider>0:#{ + bone.hitbox[0][0] = b.SR_data.collider_min[0] + bone.hitbox[0][1] = b.SR_data.collider_min[2] + bone.hitbox[0][2] = -b.SR_data.collider_max[1] + bone.hitbox[1][0] = b.SR_data.collider_max[0] + bone.hitbox[1][1] = b.SR_data.collider_max[2] + bone.hitbox[1][2] = -b.SR_data.collider_min[1] + #} + + if b.SR_data.cone_constraint:#{ + bone.flags |= 0x4 + bone.conevx[0] = b.SR_data.conevx[0] + bone.conevx[1] = b.SR_data.conevx[2] + bone.conevx[2] = -b.SR_data.conevx[1] + bone.conevy[0] = b.SR_data.conevy[0] + bone.conevy[1] = b.SR_data.conevy[2] + bone.conevy[2] = -b.SR_data.conevy[1] + bone.coneva[0] = b.SR_data.coneva[0] + bone.coneva[1] = b.SR_data.coneva[2] + bone.coneva[2] = -b.SR_data.coneva[1] + bone.conet = b.SR_data.conet + #} - def encode_obj(_, node,node_def): - #{ - node.classtype = 401 - obj = node_def['obj'] + bone.co[0] = b.head_local[0] + bone.co[1] = b.head_local[2] + bone.co[2] = -b.head_local[1] + bone.end[0] = b.tail_local[0] - bone.co[0] + bone.end[1] = b.tail_local[2] - bone.co[1] + bone.end[2] = -b.tail_local[1] - bone.co[2] + bone.pstr_name = sr_compile_string( b.name ) + + for c in obj.pose.bones[b.name].constraints:#{ + if c.type == 'IK':#{ + bone.flags |= 0x2 + bone.ik_target = bones_names.index(c.subtarget) + bone.ik_pole = bones_names.index(c.pole_subtarget) + #} + #} - if obj.cv_data.target != None: - _.target = obj.cv_data.target.cv_data.uid - if obj.cv_data.target1 != None: - _.target1 = obj.cv_data.target1.cv_data.uid + node.bone_count += 1 + sr_compile.bone_data.extend(bytearray(bone)) #} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours + # Compile anims + # + if obj.animation_data and sr_compile.pack_animations: #{ + # So we can restore later + # + previous_frame = bpy.context.scene.frame_current + previous_action = obj.animation_data.action + POSE_OR_REST_CACHE = obj.data.pose_position + obj.data.pose_position = 'POSE' + + for NLALayer in obj.animation_data.nla_tracks:#{ + for NLAStrip in NLALayer.strips:#{ + # set active + # + for a in bpy.data.actions:#{ + if a.name == NLAStrip.name:#{ + obj.animation_data.action = a + break + #} + #} + + # Clip to NLA settings + # + anim_start = int(NLAStrip.action_frame_start) + anim_end = int(NLAStrip.action_frame_end) - sw = Vector((0.4,0.4,0.4,0.2)) - sw2 = Vector((1.5,0.2,0.2,0.0)) - if obj.cv_data.target != None: - cv_draw_bpath( obj, obj.cv_data.target, sw, sw ) - if obj.cv_data.target1 != None: - cv_draw_bpath( obj, obj.cv_data.target1, sw, sw ) + # Export strips + # + anim = mdl_animation() + anim.pstr_name = sr_compile_string( NLAStrip.action.name ) + anim.rate = 30.0 + anim.keyframe_start = len(sr_compile.keyframe_data)//\ + sizeof(mdl_transform) + anim.length = anim_end-anim_start + + i = 0 + # Export the keyframes + for frame in range(anim_start,anim_end):#{ + bpy.context.scene.frame_set(frame) + + for rb in bones:#{ + pb = obj.pose.bones[rb.name] + + # relative bone matrix + if rb.parent is not None:#{ + offset_mtx = rb.parent.matrix_local + offset_mtx = offset_mtx.inverted_safe() @ \ + rb.matrix_local + + inv_parent = pb.parent.matrix @ offset_mtx + inv_parent.invert_safe() + fpm = inv_parent @ pb.matrix + #} + else:#{ + bone_mtx = rb.matrix.to_4x4() + local_inv = rb.matrix_local.inverted_safe() + fpm = bone_mtx @ local_inv @ pb.matrix + #} - cv_draw_bhandle( obj, 1.0, (0.8,0.8,0.8,1.0) ) - cv_draw_bhandle( obj, -1.0, (0.4,0.4,0.4,1.0) ) + loc, rot, sca = fpm.decompose() + + # rotation + lc_m = pb.matrix_channel.to_3x3() + if pb.parent is not None:#{ + smtx = pb.parent.matrix_channel.to_3x3() + lc_m = smtx.inverted() @ lc_m + #} + rq = lc_m.to_quaternion() + + kf = mdl_transform() + kf.co[0] = loc[0] + kf.co[1] = loc[2] + kf.co[2] = -loc[1] + kf.q[0] = rq[1] + kf.q[1] = rq[3] + kf.q[2] = -rq[2] + kf.q[3] = rq[0] + kf.s[0] = sca[0] + kf.s[1] = sca[1] + kf.s[2] = sca[2] + sr_compile.keyframe_data.extend(bytearray(kf)) + + i+=1 + #} + #} + + # Add to animation buffer + # + sr_compile.anim_data.extend(bytearray(anim)) + node.anim_count += 1 - p1 = obj.location+ \ - obj.matrix_world.to_quaternion() @ Vector((0,0,-6+1.5)) - cv_draw_arrow( obj.location, p1, sw ) + # Report progress + # + print( F"[SR] | anim( {NLAStrip.action.name} )" ) + #} + #} + + # Restore context to how it was before + # + bpy.context.scene.frame_set( previous_frame ) + obj.animation_data.action = previous_action + obj.data.pose_position = POSE_OR_REST_CACHE #} - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "target", text="Left" ) - layout.prop( obj.cv_data, "target1", text="Right" ) - #} + sr_compile.armature_data.extend(bytearray(node)) #} +def sr_ent_push( struct ): +#{ + clase = type(struct).__name__ -# 500: Audio -# ---------------------------------------------------------------------------- # + if clase not in sr_compile.entity_data:#{ + sr_compile.entity_data[ clase ] = bytearray() + sr_compile.entity_info[ clase ] = { 'size': sizeof(struct) } + #} -AUDIO_SPRITE_CATEGORIES_ENUM = [ - ('0', "Bird", ""), - ('1', "Nocturnal Bird", ""), - ('2', "Grass", ""), - ('3', "Wave",""), - ('4', "Wind",""), - ('5', "Wood Creaks", ""), - ] - -# flags: -# AUDIO_FLAG_LOOP 0x1 -# AUDIO_FLAG_SPACIAL_3D 0x4 (Probably what you want) -# -class classtype_audio(Structure): + index = len(sr_compile.entity_data[ clase ])//sizeof(struct) + sr_compile.entity_data[ clase ].extend( bytearray(struct) ) + return index +#} + +def sr_array_title( arr, name, count, size, offset ): #{ - _pack_ = 1 - _fields_ = [("pstr_file",c_uint32), - ("flags",c_uint32), - ("volume",c_float)] + for i in range(len(name)):#{ + arr.name[i] = ord(name[i]) + #} + arr.file_offset = offset + arr.item_count = count + arr.item_size = size +#} - dynamic_enum = [ - ('0', "mono", ""), - ('1', "stereo", ""), - ('2', "remain compressed", ""), - ('3', "synthetic bird",""), - ] +def sr_compile( collection ): +#{ + print( F"[SR] compiler begin ({collection.name}.mdl)" ) - def encode_obj(_, node,node_def ): - #{ - node.classtype = 500 + #settings + sr_compile.pack_textures = collection.SR_data.pack_textures + sr_compile.pack_animations = collection.SR_data.animations - obj = node_def['obj'] + # caches + sr_compile.string_cache = {} + sr_compile.mesh_cache = {} + sr_compile.material_cache = {} + sr_compile.texture_cache = {} + + # compiled data + sr_compile.mesh_data = bytearray() + sr_compile.submesh_data = bytearray() + sr_compile.vertex_data = bytearray() + sr_compile.indice_data = bytearray() + sr_compile.bone_data = bytearray() + sr_compile.material_data = bytearray() + sr_compile.armature_data = bytearray() + sr_compile.anim_data = bytearray() + sr_compile.keyframe_data = bytearray() + sr_compile.texture_data = bytearray() + + # just bytes not structures + sr_compile.string_data = bytearray() + sr_compile.pack_data = bytearray() - _.pstr_file = encoder_process_pstr( obj.cv_data.strp ) + # variable + sr_compile.entity_data = {} + sr_compile.entity_info = {} - flags = 0x00 - if obj.cv_data.bp0: flags |= 0x1 - if obj.cv_data.bp1: flags |= 0x4 - if obj.cv_data.bp2: flags |= 0x8 + print( F"[SR] assign entity ID's" ) + sr_compile.entities = {} + sr_compile.entity_ids = {} - if obj.cv_data.dynamic_enum == '1': flags |= 0x200 - if obj.cv_data.dynamic_enum == '2': flags |= 0x400 - if obj.cv_data.dynamic_enum == '3': flags |= 0x1000 + mesh_count = 0 + for obj in collection.all_objects: #{ + if obj.type == 'MESH': mesh_count += 1 - _.flags = flags - _.volume = obj.cv_data.fltp - #} - - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "strp", text = "File (.ogg/DATA)" ) + ent_type = obj_ent_type( obj ) + if ent_type == 'none': continue - layout.prop( obj.cv_data, "bp0", text = "Looping" ) - layout.prop( obj.cv_data, "bp1", text = "3D Audio" ) - layout.prop( obj.cv_data, "bp2", text = "Play here" ) - layout.prop( obj.cv_data, "dynamic_enum" ) + if ent_type not in sr_compile.entities: sr_compile.entities[ent_type] = [] + sr_compile.entity_ids[obj.name] = len( sr_compile.entities[ent_type] ) + sr_compile.entities[ent_type] += [obj] + #} - layout.prop( obj.cv_data, "fltp", text = "Volume (0-1)" ) + print( F"[SR] Compiling geometry" ) + i=0 + for obj in collection.all_objects:#{ + if obj.type == 'MESH':#{ + i+=1 + print( F'[SR] {i: 3}/{mesh_count} {obj.name:<40}', end='\r' ) + sr_compile_mesh( obj ) + #} #} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours + checkpoint_count = 0 + pathindice_count = 0 - if bpy.context.active_object == obj: - cv_draw_sphere( obj.location, obj.scale[0], [1,1,0,1] ) - #} -#} + for ent_type, arr in sr_compile.entities.items():#{ + print(F"[SR] Compiling {len(arr)} {ent_type}{'s' if len(arr)>1 else ''}") -class classtype_audio_sprite(Structure): -#{ - _pack_ = 1 - _fields_ = [("audio",c_uint32), - ("category",c_uint32), - ("probability",c_float)] + for i in range(len(arr)):#{ + obj = arr[i] - dynamic_enum = AUDIO_SPRITE_CATEGORIES_ENUM + print( F"[SR] {i+1: 3}/{len(arr)} {obj.name:<40} ",end='\r' ) - def encode_obj(_, node,node_def ): - #{ - node.classtype = 501 - obj = node_def['obj'] + if ent_type == 'mdl_armature': sr_compile_armature(obj) + elif ent_type == 'ent_light': #{ + light = ent_light() + compile_obj_transform( obj, light.transform ) + light.daytime = obj.data.SR_data.daytime + if obj.data.type == 'POINT':#{ + light.type = 0 + #} + elif obj.data.type == 'SPOT':#{ + light.type = 1 + light.angle = obj.data.spot_size*0.5 + #} + light.range = obj.data.cutoff_distance + light.colour[0] = obj.data.color[0] + light.colour[1] = obj.data.color[1] + light.colour[2] = obj.data.color[2] + light.colour[3] = obj.data.energy + sr_ent_push( light ) + #} + elif ent_type == 'ent_gate': #{ + gate = ent_gate() + gate.type = 0 + obj_data = obj.SR_data.ent_gate[0] + mesh_data = obj.data.SR_data.ent_gate[0] + if obj_data.target:#{ + gate.target = sr_compile.entity_ids[obj_data.target.name] + gate.type = 1 + #} + gate.dimensions[0] = mesh_data.dimensions[0] + gate.dimensions[1] = mesh_data.dimensions[1] + gate.dimensions[2] = mesh_data.dimensions[2] - _.category = int( obj.cv_data.dynamic_enum ) - _.probability = obj.cv_data.fltp + q = [obj.matrix_local.to_quaternion(), (0,0,0,1)] + co = [obj.matrix_world @ Vector((0,0,0)), (0,0,0)] - if obj.cv_data.target: - _.audio = obj.cv_data.target.cv_data.uid - #} + if obj_data.target:#{ + q[1] = obj_data.target.matrix_local.to_quaternion() + co[1]= obj_data.target.matrix_world @ Vector((0,0,0)) + #} + + # Setup transform + # + for x in range(2):#{ + gate.co[x][0] = co[x][0] + gate.co[x][1] = co[x][2] + gate.co[x][2] = -co[x][1] + gate.q[x][0] = q[x][1] + gate.q[x][1] = q[x][3] + gate.q[x][2] = -q[x][2] + gate.q[x][3] = q[x][0] + #} - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "dynamic_enum", text="Category" ) - layout.prop( obj.cv_data, "target", text="Sound" ) - layout.prop( obj.cv_data, "fltp", text="Probability" ) - #} + sr_ent_push( gate ) + #} + elif ent_type == 'ent_spawn': #{ + spawn = ent_spawn() + compile_obj_transform( obj, spawn.transform ) + obj_data = obj.SR_data.ent_spawn[0] + spawn.pstr_name = sr_compile_string( obj_data.name ) + sr_ent_push( spawn ) + #} + elif ent_type == 'ent_route': #{ + obj_data = obj.SR_data.ent_route[0] + route = ent_route() + route.pstr_name = sr_compile_string( obj_data.alias ) #TODO + route.checkpoints_start = checkpoint_count + route.checkpoints_count = 0 + + for ci in range(3): + route.colour[ci] = obj_data.colour[ci] + route.colour[3] = 1.0 + + compile_obj_transform( obj, route.transform ) + + checkpoints = obj_data.gates + route_nodes = [] + + for uc in obj.users_collection[0].objects:#{ + uc_type = obj_ent_type( uc ) + if uc_type == 'ent_gate' or uc_type == 'ent_route_node': + route_nodes += [uc] + #} + graph = node_graph( route_nodes ) - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours + for i in range(len(checkpoints)):#{ + gi = checkpoints[i].target + gj = checkpoints[(i+1)%len(checkpoints)].target + gate = gi - purple = (0.5,0.2,1,1) - if obj.cv_data.target: - cv_draw_arrow( obj.location, obj.cv_data.target.location, purple, 0.1 ) - #} -#} + if gi:#{ + dest = gi.SR_data.ent_gate[0].target + gi = dest + #} + if gi==gj: continue # error? + if not gi or not gj: continue -# 600: Volumes -# ---------------------------------------------------------------------------- # + checkpoint = ent_checkpoint() + checkpoint.gate_index = sr_compile.entity_ids[gate.name] + checkpoint.path_start = pathindice_count + checkpoint.path_count = 0 + + path = dijkstra( graph, gj.name, gi.name ) + if path:#{ + for pi in range(1,len(path)-1):#{ + pathindice = ent_path_index() + pathindice.index = sr_compile.entity_ids[path[pi]] + sr_ent_push( pathindice ) + + checkpoint.path_count += 1 + pathindice_count += 1 + #} + #} + + sr_ent_push( checkpoint ) + route.checkpoints_count += 1 + checkpoint_count += 1 + #} -class classtype_volume_audio(Structure): -#{ - _pack_ = 1 - _fields_ = [("category",c_uint32)] + sr_ent_push( route ) + #} + elif ent_type == 'ent_route_node':#{ + rn = ent_route_node() + rn.co[0] = obj.location[0] + rn.co[1] = obj.location[2] + rn.co[2] = -obj.location[1] + sr_ent_push( rn ) + #} + #} + #} + + print( F"[SR] Writing file" ) - dynamic_enum = AUDIO_SPRITE_CATEGORIES_ENUM + file_array_instructions = {} + file_offset = 0 - def encode_obj(_, node,node_def ): - #{ - node.classtype = 600 + def _write_array( name, item_size, data ):#{ + nonlocal file_array_instructions, file_offset - obj = node_def['obj'] - _.category = int(obj.cv_data.dynamic_enum) + count = len(data)//item_size + file_array_instructions[name] = {'count':count, 'size':item_size,\ + 'data':data, 'offset': file_offset} + file_offset += len(data) + file_offset = int_align_to( file_offset, 8 ) #} - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours - cv_draw_ucube( obj.matrix_world, [1,0.8,0,1] ) - #} + _write_array( 'strings', 1, sr_compile.string_data ) + _write_array( 'mdl_mesh', sizeof(mdl_mesh), sr_compile.mesh_data ) + _write_array( 'mdl_submesh', sizeof(mdl_submesh), sr_compile.submesh_data ) + _write_array( 'mdl_material', sizeof(mdl_material), sr_compile.material_data) + _write_array( 'mdl_texture', sizeof(mdl_texture), sr_compile.texture_data) + _write_array( 'mdl_armature', sizeof(mdl_armature), sr_compile.armature_data) + _write_array( 'mdl_bone', sizeof(mdl_bone), sr_compile.bone_data ) - @staticmethod - def editor_interface( layout, obj ): - #{ - layout.prop( obj.cv_data, "dynamic_enum", text="Category" ) + for name, buffer in sr_compile.entity_data.items():#{ + _write_array( name, sr_compile.entity_info[name]['size'], buffer ) #} -#} -class classtype_volume_event(Structure): -#{ - _pack_ = 1 - _fields_ = [("event",c_uint32)] + _write_array( 'mdl_animation', sizeof(mdl_animation), sr_compile.anim_data) + _write_array( 'mdl_keyframe', sizeof(mdl_transform),sr_compile.keyframe_data) + _write_array( 'mdl_vert', sizeof(mdl_vert), sr_compile.vertex_data ) + _write_array( 'mdl_indice', sizeof(c_uint32), sr_compile.indice_data ) + _write_array( 'pack', 1, sr_compile.pack_data ) - def encode_obj(_, node,node_def ): - #{ - node.classtype = 601 - obj = node_def['obj'] - _.event = encoder_process_pstr( obj.cv_data.strp ) - #} + header_size = int_align_to( sizeof(mdl_header), 8 ) + index_size = int_align_to( sizeof(mdl_array)*len(file_array_instructions),8 ) - @staticmethod - def draw_scene_helpers( obj ): - #{ - global cv_view_verts, cv_view_colours - cv_draw_ucube( obj.matrix_world, [0.0,1.0,0,1] ) - #} -#} + folder = bpy.path.abspath(bpy.context.scene.SR_data.export_dir) + path = F"{folder}{collection.name}.mdl" + print( path ) -# ---------------------------------------------------------------------------- # -# # -# Compiler section # -# # -# ---------------------------------------------------------------------------- # + fp = open( path, "wb" ) + header = mdl_header() + header.version = 40 + sr_array_title( header.arrays, \ + 'index', len(file_array_instructions), \ + sizeof(mdl_array), header_size ) -# Current encoder state -# -g_encoder = None + fp.write( bytearray_align_to( bytearray(header), 8 ) ) -# Reset encoder -# -def encoder_init( collection ): -#{ - global g_encoder + print( F'[SR] {"name":>16}| count | offset' ) + index = bytearray() + for name,info in file_array_instructions.items():#{ + arr = mdl_array() + offset = info['offset'] + header_size + index_size + sr_array_title( arr, name, info['count'], info['size'], offset ) + index.extend( bytearray(arr) ) - g_encoder = \ - { - # The actual file header - # - 'header': mdl_header(), + print( F'[SR] {name:>16}| {info["count"]: 8} '+\ + F' 0x{info["offset"]:02x}' ) + #} + fp.write( bytearray_align_to( index, 8 ) ) + #bytearray_print_hex( index ) - # Options - # - 'pack_textures': collection.cv_data.pack_textures, + for name,info in file_array_instructions.items():#{ + fp.write( bytearray_align_to( info['data'], 8 ) ) + #} - # Compiled data chunks (each can be read optionally by the client) - # - 'data': - { - #1--------------------------------- - 'node': [], # Metadata 'chunk' - 'submesh': [], - 'material': [], - 'texture': [], - 'anim': [], - 'entdata': bytearray(), # variable width - 'strings': bytearray(), # . - #2--------------------------------- - 'keyframe': [], # Animations - #3--------------------------------- - 'vertex': [], # Mesh data - 'indice': [], - #4--------------------------------- - 'pack': bytearray() # Other generic packed data - }, + fp.close() - # All objects of the model in their final heirachy - # - "uid_count": 1, - "scene_graph":{}, - "graph_lookup":{}, - - # Allows us to reuse definitions - # - 'string_cache':{}, - 'mesh_cache': {}, - 'material_cache': {}, - 'texture_cache': {} - } + print( '[SR] done' ) +#} - g_encoder['header'].identifier = 0xABCD0000 - g_encoder['header'].version = 1 +class SR_SCENE_SETTINGS(bpy.types.PropertyGroup): +#{ + use_hidden: bpy.props.BoolProperty( name="use hidden", default=False ) + export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' ) + gizmos: bpy.props.BoolProperty( name="Draw Gizmos", default=True ) - # Add fake NoneID material and texture - # - none_material = mdl_material() - none_material.pstr_name = encoder_process_pstr( "" ) - none_material.texture_id = 0 - - none_texture = mdl_texture() - none_texture.pstr_name = encoder_process_pstr( "" ) - none_texture.pack_offset = 0 - none_texture.pack_length = 0 - - g_encoder['data']['material'] += [none_material] - g_encoder['data']['texture'] += [none_texture] + panel: bpy.props.EnumProperty( + name='Panel', + description='', + items=[ + ('EXPORT', 'Export', '', 'MOD_BUILD',0), + ('ENTITY', 'Entity', '', 'MONKEY',1), + ('SETTINGS', 'Settings', 'Settings', 'PREFERENCES',2), + ], + ) +#} - g_encoder['data']['pack'].extend( b'datapack\0\0\0\0\0\0\0\0' ) +class SR_COLLECTION_SETTINGS(bpy.types.PropertyGroup): +#{ + pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False ) + animations: bpy.props.BoolProperty( name="Export animation", default=True) +#} - # Add root node - # - root = mdl_node() - root.co[0] = 0 - root.co[1] = 0 - root.co[2] = 0 - root.q[0] = 0 - root.q[1] = 0 - root.q[2] = 0 - root.q[3] = 1 - root.s[0] = 1 - root.s[1] = 1 - root.s[2] = 1 - root.pstr_name = encoder_process_pstr('') - root.submesh_start = 0 - root.submesh_count = 0 - root.offset = 0 - root.classtype = 0 - root.parent = 0xffffffff - - g_encoder['data']['node'] += [root] -#} - - -# fill with 0x00 until a multiple of align. Returns how many bytes it added -# -def bytearray_align_to( buffer, align, offset=0 ): +def sr_get_mirror_bone( bones ): #{ - count = 0 + side = bones.active.name[-1:] + other_name = bones.active.name[:-1] + if side == 'L': other_name += 'R' + elif side == 'R': other_name += 'L' + else: return None - while ((len(buffer)+offset) % align) != 0: - #{ - buffer.extend( b'\0' ) - count += 1 + for b in bones:#{ + if b.name == other_name: + return b #} - - return count + + return None #} -# Add a string to the string buffer except if it already exists there then we -# just return its ID. -# -def encoder_process_pstr( s ): +class SR_MIRROR_BONE_X(bpy.types.Operator): #{ - global g_encoder + bl_idname="skaterift.mirror_bone" + bl_label="Mirror bone attributes - SkateRift" - cache = g_encoder['string_cache'] + def execute(_,context): + #{ + active_object = context.active_object + bones = active_object.data.bones + a = bones.active + b = sr_get_mirror_bone( bones ) - if s in cache: - return cache[s] - - cache[s] = len( g_encoder['data']['strings'] ) + if not b: return {'FINISHED'} - buffer = g_encoder['data']['strings'] - buffer.extend( s.encode('utf-8') ) - buffer.extend( b'\0' ) - - bytearray_align_to( buffer, 4 ) - return cache[s] -#} + b.SR_data.collider = a.SR_data.collider -def get_texture_resource_name( img ): -#{ - return os.path.splitext( img.name )[0] -#} + def _v3copyflipy( a, b ):#{ + b[0] = a[0] + b[1] = -a[1] + b[2] = a[2] + #} -# Pack a texture -# -def encoder_process_texture( img ): -#{ - global g_encoder + _v3copyflipy( a.SR_data.collider_min, b.SR_data.collider_min ) + _v3copyflipy( a.SR_data.collider_max, b.SR_data.collider_max ) + b.SR_data.collider_min[1] = -a.SR_data.collider_max[1] + b.SR_data.collider_max[1] = -a.SR_data.collider_min[1] - if img == None: - return 0 + b.SR_data.cone_constraint = a.SR_data.cone_constraint - cache = g_encoder['texture_cache'] - buffer = g_encoder['data']['texture'] - pack = g_encoder['data']['pack'] + _v3copyflipy( a.SR_data.conevx, b.SR_data.conevy ) + _v3copyflipy( a.SR_data.conevy, b.SR_data.conevx ) + _v3copyflipy( a.SR_data.coneva, b.SR_data.coneva ) - name = get_texture_resource_name( img ) + b.SR_data.conet = a.SR_data.conet - if name in cache: - return cache[name] - - cache[name] = len( buffer ) - - tex = mdl_texture() - tex.pstr_name = encoder_process_pstr( name ) + # redraw + ob = bpy.context.scene.objects[0] + ob.hide_render = ob.hide_render + return {'FINISHED'} + #} +#} + +class SR_COMPILE(bpy.types.Operator): +#{ + bl_idname="skaterift.compile_all" + bl_label="Compile All" - if g_encoder['pack_textures']: + def execute(_,context): #{ - tex.pack_offset = len( pack ) - pack.extend( qoi_encode( img ) ) - tex.pack_length = len( pack ) - tex.pack_offset - #} - else: - tex.pack_offset = 0 + view_layer = bpy.context.view_layer + for col in view_layer.layer_collection.children["export"].children: + if not col.hide_viewport or bpy.context.scene.SR_data.use_hidden: + sr_compile( bpy.data.collections[col.name] ) - buffer += [ tex ] - return cache[name] + return {'FINISHED'} + #} #} -def material_tex_image(v): +class SR_COMPILE_THIS(bpy.types.Operator): #{ - return { - "Image Texture": - { - "image": F"{v}" - } - } -#} + bl_idname="skaterift.compile_this" + bl_label="Compile This collection" -cxr_graph_mapping = \ -{ - # Default shader setup - "Principled BSDF": - { - "Base Color": - { - "Image Texture": - { - "image": "tex_diffuse" - }, - "Mix": - { - "A": material_tex_image("tex_diffuse"), - "B": material_tex_image("tex_decal") - }, - }, - "Normal": - { - "Normal Map": - { - "Color": material_tex_image("tex_normal") - } - } - } -} + def execute(_,context): + #{ + col = bpy.context.collection + sr_compile( col ) -# https://harrygodden.com/git/?p=convexer.git;a=blob;f=__init__.py;#l1164 -# -def material_info(mat): + return {'FINISHED'} + #} +#} + +class SR_INTERFACE(bpy.types.Panel): #{ - info = {} + bl_idname = "VIEW3D_PT_skate_rift" + bl_label = "Skate Rift" + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_category = "Skate Rift" - # Using the cv_graph_mapping as a reference, go through the shader - # graph and gather all $props from it. - # - def _graph_read( node_def, node=None, depth=0 ): + def draw(_, context): #{ - nonlocal mat - nonlocal info - - # Find rootnodes - # - if node == None: - #{ - _graph_read.extracted = [] + # Compiler section - for node_idname in node_def: - #{ - for n in mat.node_tree.nodes: - #{ - if n.name == node_idname: - #{ - node_def = node_def[node_idname] - node = n - break - #} + row = _.layout.row() + row.scale_y = 1.75 + row.prop( context.scene.SR_data, 'panel', expand=True ) + + if context.scene.SR_data.panel == 'SETTINGS': #{ + _.layout.prop( context.scene.SR_data, 'gizmos' ) + #} + elif context.scene.SR_data.panel == 'EXPORT': #{ + _.layout.prop( context.scene.SR_data, "export_dir" ) + col = bpy.context.collection + + found_in_export = False + export_count = 0 + view_layer = bpy.context.view_layer + for c1 in view_layer.layer_collection.children["export"].children: #{ + if not c1.hide_viewport or bpy.context.scene.SR_data.use_hidden: + export_count += 1 + + if c1.name == col.name: #{ + found_in_export = True #} #} - #} - for link in node_def: - #{ - link_def = node_def[link] + box = _.layout.box() + row = box.row() + row.alignment = 'CENTER' + row.scale_y = 1.5 + + if found_in_export: #{ + row.label( text=col.name + ".mdl" ) + box.prop( col.SR_data, "pack_textures" ) + box.prop( col.SR_data, "animations" ) + box.operator( "skaterift.compile_this" ) + #} + else: #{ + row.enabled=False + row.label( text=col.name ) + + row = box.row() + row.enabled=False + row.alignment = 'CENTER' + row.scale_y = 1.5 + row.label( text="This collection is not in the export group" ) + #} - if isinstance( link_def, dict ): - #{ - node_link = None - for x in node.inputs: - #{ - if isinstance( x, bpy.types.NodeSocketColor ): - #{ - if link == x.name: - #{ - node_link = x - break - #} - #} - #} + box = _.layout.box() + row = box.row() - if node_link and node_link.is_linked: - #{ - # look for definitions for the connected node type - # - from_node = node_link.links[0].from_node - - node_name = from_node.name.split('.')[0] - if node_name in link_def: - #{ - from_node_def = link_def[ node_name ] + split = row.split( factor=0.3, align=True ) + split.prop( context.scene.SR_data, "use_hidden", text="hidden" ) + + row1 = split.row() + if export_count == 0: + row1.enabled=False + row1.operator( "skaterift.compile_all", \ + text=F"Compile all ({export_count} collections)" ) + #} + elif context.scene.SR_data.panel == 'ENTITY': #{ + active_object = context.active_object + if not active_object: return - _graph_read( from_node_def, from_node, depth+1 ) - #} - - # No definition! :( - # TODO: Make a warning for this? + box = _.layout.box() + row = box.row() + row.alignment = 'CENTER' + row.label( text=active_object.name ) + row.scale_y = 1.5 + + def _draw_prop_collection( data ): #{ + nonlocal box + row = box.row() + row.alignment = 'CENTER' + row.enabled = False + row.scale_y = 1.5 + row.label( text=F'{data[0]}' ) + + if hasattr(type(data[0]),'sr_inspector'):#{ + type(data[0]).sr_inspector( box, data ) #} - else: - #{ - if "default" in link_def: - #{ - prop = link_def['default'] - info[prop] = node_link.default_value + else:#{ + for a in data[0].__annotations__: + box.prop( data[0], a ) + #} + #} + + if active_object.type == 'ARMATURE': #{ + if active_object.mode == 'POSE': #{ + bones = active_object.data.bones + mb = sr_get_mirror_bone( bones ) + if mb:#{ + box.operator( "skaterift.mirror_bone", \ + text=F'Mirror attributes to {mb.name}' ) #} + + _draw_prop_collection( [bones.active.SR_data ] ) + #} + else: #{ + row = box.row() + row.alignment='CENTER' + row.scale_y=2.0 + row.enabled=False + row.label( text="Enter pose mode to modify bone properties" ) #} #} - else: - #{ - prop = link_def - info[prop] = getattr( node, link ) + elif active_object.type == 'LIGHT': #{ + _draw_prop_collection( [active_object.data.SR_data] ) + #} + elif active_object.type == 'EMPTY' or active_object.type == 'MESH': #{ + box.prop( active_object.SR_data, "ent_type" ) + ent_type = active_object.SR_data.ent_type + + col = getattr( active_object.SR_data, ent_type, None ) + if col != None and len(col)!=0: _draw_prop_collection( col ) + + if active_object.type == 'MESH':#{ + col = getattr( active_object.data.SR_data, ent_type, None ) + if col != None and len(col)!=0: _draw_prop_collection( col ) + #} #} #} #} - - _graph_read( cxr_graph_mapping ) - return info #} -# Add a material to the material buffer. Returns 0 (None ID) if invalid -# -def encoder_process_material( mat ): +class SR_MATERIAL_PANEL(bpy.types.Panel): #{ - global g_encoder - - if mat == None: - return 0 - - cache = g_encoder['material_cache'] - buffer = g_encoder['data']['material'] - - if mat.name in cache: - return cache[mat.name] - - cache[mat.name] = len( buffer ) - - dest = mdl_material() - dest.pstr_name = encoder_process_pstr( mat.name ) + bl_label="Skate Rift material" + bl_idname="MATERIAL_PT_sr_material" + bl_space_type='PROPERTIES' + bl_region_type='WINDOW' + bl_context="material" - flags = 0x00 - if mat.cv_data.collision: - flags |= 0x2 - if mat.cv_data.skate_surface: flags |= 0x1 - if mat.cv_data.grind_surface: flags |= (0x8|0x1) + def draw(_,context): + #{ + active_object = bpy.context.active_object + if active_object == None: return + active_mat = active_object.active_material + if active_mat == None: return - if mat.cv_data.grow_grass: flags |= 0x4 - dest.flags = flags + info = material_info( active_mat ) - if mat.cv_data.surface_prop == 'concrete': dest.surface_prop = 0 - if mat.cv_data.surface_prop == 'wood': dest.surface_prop = 1 - if mat.cv_data.surface_prop == 'grass': dest.surface_prop = 2 - if mat.cv_data.surface_prop == 'tiles': dest.surface_prop = 3 + if 'tex_diffuse' in info:#{ + _.layout.label( icon='INFO', \ + text=F"{info['tex_diffuse'].name} will be compiled" ) + #} - if mat.cv_data.shader == 'standard': dest.shader = 0 - if mat.cv_data.shader == 'standard_cutout': dest.shader = 1 - if mat.cv_data.shader == 'terrain_blend': - #{ - dest.shader = 2 + _.layout.prop( active_mat.SR_data, "shader" ) + _.layout.prop( active_mat.SR_data, "surface_prop" ) + _.layout.prop( active_mat.SR_data, "collision" ) - dest.colour[0] = pow( mat.cv_data.sand_colour[0], 1.0/2.2 ) - dest.colour[1] = pow( mat.cv_data.sand_colour[1], 1.0/2.2 ) - dest.colour[2] = pow( mat.cv_data.sand_colour[2], 1.0/2.2 ) - dest.colour[3] = 1.0 - - dest.colour1[0] = mat.cv_data.blend_offset[0] - dest.colour1[1] = mat.cv_data.blend_offset[1] - #} - - if mat.cv_data.shader == 'vertex_blend': - #{ - dest.shader = 3 - - dest.colour1[0] = mat.cv_data.blend_offset[0] - dest.colour1[1] = mat.cv_data.blend_offset[1] - #} - - if mat.cv_data.shader == 'water': - #{ - dest.shader = 4 - - dest.colour[0] = pow( mat.cv_data.shore_colour[0], 1.0/2.2 ) - dest.colour[1] = pow( mat.cv_data.shore_colour[1], 1.0/2.2 ) - dest.colour[2] = pow( mat.cv_data.shore_colour[2], 1.0/2.2 ) - dest.colour[3] = 1.0 - dest.colour1[0] = pow( mat.cv_data.ocean_colour[0], 1.0/2.2 ) - dest.colour1[1] = pow( mat.cv_data.ocean_colour[1], 1.0/2.2 ) - dest.colour1[2] = pow( mat.cv_data.ocean_colour[2], 1.0/2.2 ) - dest.colour1[3] = 1.0 - #} - - inf = material_info( mat ) - - if mat.cv_data.shader == 'standard' or \ - mat.cv_data.shader == 'standard_cutout' or \ - mat.cv_data.shader == 'terrain_blend' or \ - mat.cv_data.shader == 'vertex_blend': - #{ - if 'tex_diffuse' in inf: - dest.tex_diffuse = encoder_process_texture(inf['tex_diffuse']) - #} - - buffer += [dest] - return cache[mat.name] -#} - -# Create a tree structure containing all the objects in the collection -# -def encoder_build_scene_graph( collection ): -#{ - global g_encoder - - print( " creating scene graph" ) - - # initialize root - # - graph = g_encoder['scene_graph'] - graph_lookup = g_encoder['graph_lookup'] - graph["obj"] = None - graph["depth"] = 0 - graph["children"] = [] - graph["uid"] = 0 - graph["parent"] = None - - def _new_uid(): - #{ - global g_encoder - uid = g_encoder['uid_count'] - g_encoder['uid_count'] += 1 - return uid - #} - - for obj in collection.all_objects: - #{ - #if obj.parent: continue - - def _extend( p, n, d ): - #{ - nonlocal collection - - uid = _new_uid() - tree = {} - tree["uid"] = uid - tree["children"] = [] - tree["depth"] = d - tree["obj"] = n - tree["parent"] = p - n.cv_data.uid = uid - - # Descend into amature - # - if n.type == 'ARMATURE': - #{ - tree["bones"] = [None] # None is the root transform - tree["ik_count"] = 0 - tree["collider_count"] = 0 - tree["compile_animation"] = collection.cv_data.animations - - # Here also collects some information about constraints, ik and - # counts colliders for the armature. - # - def _extendb( p, n, d ): - #{ - nonlocal tree - - btree = {} - btree["bone"] = n - btree["linked_armature"] = tree - btree["uid"] = _new_uid() - btree["children"] = [] - btree["depth"] = d - btree["parent"] = p - tree["bones"] += [n.name] - - for c in n.children: - #{ - _extendb( btree, c, d+1 ) - #} - - for c in tree['obj'].pose.bones[n.name].constraints: - #{ - if c.type == 'IK': - #{ - btree["ik_target"] = c.subtarget - btree["ik_pole"] = c.pole_subtarget - tree["ik_count"] += 1 - #} - #} - - if n.cv_data.collider != 'collider_none': - tree['collider_count'] += 1 - - btree['deform'] = n.use_deform - p['children'] += [btree] - #} - - for b in n.data.bones: - if not b.parent: - _extendb( tree, b, d+1 ) - #} - - # Recurse into children of this object - # - for obj1 in n.children: - #{ - for c1 in obj1.users_collection: - #{ - if c1 == collection: - #{ - _extend( tree, obj1, d+1 ) - break - #} - #} - #} - - p["children"] += [tree] - graph_lookup[n] = tree + if active_mat.SR_data.collision:#{ + _.layout.prop( active_mat.SR_data, "skate_surface" ) + _.layout.prop( active_mat.SR_data, "grind_surface" ) + _.layout.prop( active_mat.SR_data, "grow_grass" ) + #} + if active_mat.SR_data.shader == "terrain_blend":#{ + box = _.layout.box() + box.prop( active_mat.SR_data, "blend_offset" ) + box.prop( active_mat.SR_data, "sand_colour" ) + #} + elif active_mat.SR_data.shader == "vertex_blend":#{ + box = _.layout.box() + box.label( icon='INFO', text="Uses vertex colours, the R channel" ) + box.prop( active_mat.SR_data, "blend_offset" ) + #} + elif active_mat.SR_data.shader == "water":#{ + box = _.layout.box() + box.label( icon='INFO', text="Depth scale of 16 meters" ) + box.prop( active_mat.SR_data, "shore_colour" ) + box.prop( active_mat.SR_data, "ocean_colour" ) #} - - _extend( graph, obj, 1 ) - - #} -#} - - -# Kind of a useless thing i made but it looks cool and adds complexity!!1 -# -def encoder_graph_iterator( root ): -#{ - for c in root['children']: - #{ - yield c - yield from encoder_graph_iterator(c) #} #} - -# Push a vertex into the model file, or return a cached index (c_uint32) -# -def encoder_vertex_push( vertex_reference, co,norm,uv,colour,groups,weights ): +def sr_get_type_enum( scene, context ): #{ - global g_encoder - buffer = g_encoder['data']['vertex'] - - TOLERENCE = 4 - m = float(10**TOLERENCE) - - # Would be nice to know if this can be done faster than it currently runs, - # its quite slow. - # - key = (int(co[0]*m+0.5), - int(co[1]*m+0.5), - int(co[2]*m+0.5), - int(norm[0]*m+0.5), - int(norm[1]*m+0.5), - int(norm[2]*m+0.5), - int(uv[0]*m+0.5), - int(uv[1]*m+0.5), - colour[0], # these guys are already quantized - colour[1], # . - colour[2], # . - colour[3], # . - weights[0], # v - weights[1], - weights[2], - weights[3], - groups[0], - groups[1], - groups[2], - groups[3]) - - if key in vertex_reference: - return vertex_reference[key] - else: - #{ - index = c_uint32( len(vertex_reference) ) - vertex_reference[key] = index - - v = mdl_vert() - v.co[0] = co[0] - v.co[1] = co[2] - v.co[2] = -co[1] - v.norm[0] = norm[0] - v.norm[1] = norm[2] - v.norm[2] = -norm[1] - v.uv[0] = uv[0] - v.uv[1] = uv[1] - v.colour[0] = colour[0] - v.colour[1] = colour[1] - v.colour[2] = colour[2] - v.colour[3] = colour[3] - v.weights[0] = weights[0] - v.weights[1] = weights[1] - v.weights[2] = weights[2] - v.weights[3] = weights[3] - v.groups[0] = groups[0] - v.groups[1] = groups[1] - v.groups[2] = groups[2] - v.groups[3] = groups[3] - - buffer += [v] - return index - #} -#} + items = [('none','None',"")] + mesh_entities=['ent_gate'] + point_entities=['ent_spawn','ent_route_node','ent_route'] + for e in point_entities: items += [(e,e,'')] -# Compile a mesh (or use one from the cache) onto node, based on node_def -# No return value -# -def encoder_compile_mesh( node, node_def ): -#{ - global g_encoder - - graph = g_encoder['scene_graph'] - graph_lookup = g_encoder['graph_lookup'] - mesh_cache = g_encoder['mesh_cache'] - obj = node_def['obj'] - armature_def = None - can_use_cache = True - - # Check for modifiers that typically change the data per-instance - # there is no well defined rule for the choices here, its just what i've - # needed while producing the game. - # - # It may be possible to detect these cases automatically. - # - for mod in obj.modifiers: - #{ - if mod.type == 'DATA_TRANSFER' or mod.type == 'SHRINKWRAP' or \ - mod.type == 'BOOLEAN' or mod.type == 'CURVE' or \ - mod.type == 'ARRAY': - #{ - can_use_cache = False + if context.scene.SR_data.panel == 'ENTITY': #{ + if context.active_object.type == 'MESH': #{ + for e in mesh_entities: items += [(e,e,'')] #} - - if mod.type == 'ARMATURE': - armature_def = graph_lookup[mod.object] - - # Check the cache first - # - if can_use_cache and (obj.data.name in mesh_cache): - #{ - ref = mesh_cache[obj.data.name] - node.submesh_start = ref.submesh_start - node.submesh_count = ref.submesh_count - return #} - - # Compile a whole new mesh - # - node.submesh_start = len( g_encoder['data']['submesh'] ) - node.submesh_count = 0 - - dgraph = bpy.context.evaluated_depsgraph_get() - data = obj.evaluated_get(dgraph).data - data.calc_loop_triangles() - data.calc_normals_split() - - # Mesh is split into submeshes based on their material - # - mat_list = data.materials if len(data.materials) > 0 else [None] - for material_id, mat in enumerate(mat_list): - #{ - mref = {} - - sm = mdl_submesh() - sm.indice_start = len( g_encoder['data']['indice'] ) - sm.vertex_start = len( g_encoder['data']['vertex'] ) - sm.vertex_count = 0 - sm.indice_count = 0 - sm.material_id = encoder_process_material( mat ) - - for i in range(3): - #{ - sm.bbx[0][i] = 999999 - sm.bbx[1][i] = -999999 - #} - - # Keep a reference to very very very similar vertices - # - vertex_reference = {} - - # Write the vertex / indice data - # - for tri_index, tri in enumerate(data.loop_triangles): - #{ - if tri.material_index != material_id: - continue - - for j in range(3): - #{ - vert = data.vertices[tri.vertices[j]] - li = tri.loops[j] - vi = data.loops[li].vertex_index - - # Gather vertex information - # - co = vert.co - norm = data.loops[li].normal - uv = (0,0) - colour = (255,255,255,255) - groups = [0,0,0,0] - weights = [0,0,0,0] - - # Uvs - # - if data.uv_layers: - uv = data.uv_layers.active.data[li].uv - - # Vertex Colours - # - if data.vertex_colors: - #{ - colour = data.vertex_colors.active.data[li].color - colour = (int(colour[0]*255.0),\ - int(colour[1]*255.0),\ - int(colour[2]*255.0),\ - int(colour[3]*255.0)) - #} - - # Weight groups: truncates to the 3 with the most influence. The - # fourth bone ID is never used by the shader so it is - # always 0 - # - if armature_def: - #{ - src_groups = [_ for _ in data.vertices[vi].groups \ - if obj.vertex_groups[_.group].name in \ - armature_def['bones']] - - weight_groups = sorted( src_groups, key = \ - lambda a: a.weight, reverse=True ) - tot = 0.0 - for ml in range(3): - #{ - if len(weight_groups) > ml: - #{ - g = weight_groups[ml] - name = obj.vertex_groups[g.group].name - weight = g.weight - - weights[ml] = weight - groups[ml] = armature_def['bones'].index(name) - tot += weight - #} - #} - - if len(weight_groups) > 0: - #{ - inv_norm = (1.0/tot) * 65535.0 - for ml in range(3): - #{ - weights[ml] = int( weights[ml] * inv_norm ) - weights[ml] = min( weights[ml], 65535 ) - weights[ml] = max( weights[ml], 0 ) - #} - #} - #} - else: - #{ - li1 = tri.loops[(j+1)%3] - vi1 = data.loops[li1].vertex_index - e0 = data.edges[ data.loops[li].edge_index ] - - if e0.use_freestyle_mark and \ - ((e0.vertices[0] == vi and e0.vertices[1] == vi1) or \ - (e0.vertices[0] == vi1 and e0.vertices[1] == vi)): - #{ - weights[0] = 1 - #} - #} - - # Add vertex and expand bound box - # - index = encoder_vertex_push( vertex_reference, co, \ - norm, \ - uv, \ - colour, \ - groups, \ - weights ) - g_encoder['data']['indice'] += [index] - #} - #} - - # How many unique verts did we add in total - # - sm.vertex_count = len(g_encoder['data']['vertex']) - sm.vertex_start - sm.indice_count = len(g_encoder['data']['indice']) - sm.indice_start - - # Make sure bounding box isn't -inf -> inf if no vertices - # - if sm.vertex_count == 0: - for j in range(2): - for i in range(3): - sm.bbx[j][i] = 0 - else: - #{ - for j in range(sm.vertex_count): - #{ - vert = g_encoder['data']['vertex'][ sm.vertex_start + j ] - - for i in range(3): - #{ - sm.bbx[0][i] = min( sm.bbx[0][i], vert.co[i] ) - sm.bbx[1][i] = max( sm.bbx[1][i], vert.co[i] ) - #} - #} - #} - - # Add submesh to encoder - # - g_encoder['data']['submesh'] += [sm] - node.submesh_count += 1 - + else: #{ + for e in mesh_entities: items += [(e,e,'')] #} - # Save a reference to this node since we want to reuse the submesh indices - # later. - g_encoder['mesh_cache'][obj.data.name] = node + return items #} - -def encoder_compile_ent_as( name, node, node_def ): +def sr_on_type_change( _, context ): #{ - global g_encoder - - if name == 'classtype_none': - #{ - node.offset = 0 - node.classtype = 0 - return - #} - elif name not in globals(): - #{ - print( "Classtype '" +name + "' is unknown!" ) - return + obj = context.active_object + ent_type = obj.SR_data.ent_type + if ent_type == 'none': return + if obj.type == 'MESH':#{ + col = getattr( obj.data.SR_data, ent_type, None ) + if col != None and len(col)==0: col.add() #} - buffer = g_encoder['data']['entdata'] - node.offset = len(buffer) - - cl = globals()[ name ] - inst = cl() - inst.encode_obj( node, node_def ) - - buffer.extend( bytearray(inst) ) - bytearray_align_to( buffer, 4 ) + col = getattr( obj.SR_data, ent_type, None ) + if col != None and len(col)==0: col.add() #} -# Compiles animation data into model and gives us some extra node_def entries -# -def encoder_compile_armature( node, node_def ): +class SR_OBJECT_ENT_SPAWN(bpy.types.PropertyGroup): #{ - global g_encoder - - entdata = g_encoder['data']['entdata'] - animdata = g_encoder['data']['anim'] - keyframedata = g_encoder['data']['keyframe'] - mesh_cache = g_encoder['mesh_cache'] - obj = node_def['obj'] - bones = node_def['bones'] - - # extra info - node_def['anim_start'] = len(animdata) - node_def['anim_count'] = 0 - - if not node_def['compile_animation']: - #{ - return - #} - - # Compile anims - # - if obj.animation_data: - #{ - # So we can restore later - # - previous_frame = bpy.context.scene.frame_current - previous_action = obj.animation_data.action - POSE_OR_REST_CACHE = obj.data.pose_position - obj.data.pose_position = 'POSE' - - for NLALayer in obj.animation_data.nla_tracks: - #{ - for NLAStrip in NLALayer.strips: - #{ - # set active - # - for a in bpy.data.actions: - #{ - if a.name == NLAStrip.name: - #{ - obj.animation_data.action = a - break - #} - #} - - # Clip to NLA settings - # - anim_start = int(NLAStrip.action_frame_start) - anim_end = int(NLAStrip.action_frame_end) - - # Export strips - # - anim = mdl_animation() - anim.pstr_name = encoder_process_pstr( NLAStrip.action.name ) - anim.rate = 30.0 - anim.offset = len(keyframedata) - anim.length = anim_end-anim_start - - # Export the keyframes - for frame in range(anim_start,anim_end): - #{ - bpy.context.scene.frame_set(frame) - - for bone_name in bones: - #{ - for pb in obj.pose.bones: - #{ - if pb.name != bone_name: continue - - rb = obj.data.bones[ bone_name ] - - # relative bone matrix - if rb.parent is not None: - #{ - offset_mtx = rb.parent.matrix_local - offset_mtx = offset_mtx.inverted_safe() @ \ - rb.matrix_local - - inv_parent = pb.parent.matrix @ offset_mtx - inv_parent.invert_safe() - fpm = inv_parent @ pb.matrix - #} - else: - #{ - bone_mtx = rb.matrix.to_4x4() - local_inv = rb.matrix_local.inverted_safe() - fpm = bone_mtx @ local_inv @ pb.matrix - #} - - loc, rot, sca = fpm.decompose() - - # local position - final_pos = Vector(( loc[0], loc[2], -loc[1] )) - - # rotation - lc_m = pb.matrix_channel.to_3x3() - if pb.parent is not None: - #{ - smtx = pb.parent.matrix_channel.to_3x3() - lc_m = smtx.inverted() @ lc_m - #} - rq = lc_m.to_quaternion() - - kf = mdl_keyframe() - kf.co[0] = final_pos[0] - kf.co[1] = final_pos[1] - kf.co[2] = final_pos[2] - - kf.q[0] = rq[1] - kf.q[1] = rq[3] - kf.q[2] = -rq[2] - kf.q[3] = rq[0] - - # scale - kf.s[0] = sca[0] - kf.s[1] = sca[2] - kf.s[2] = sca[1] - - keyframedata += [kf] - break - #} - #} - #} - - # Add to animation buffer - # - animdata += [anim] - node_def['anim_count'] += 1 + alias: bpy.props.StringProperty( name='alias' ) +#} - # Report progress - # - status_name = F" " + " |"*(node_def['depth']-1) - print( F"{status_name} | *anim: {NLAStrip.action.name}" ) - #} - #} - - # Restore context to how it was before - # - bpy.context.scene.frame_set( previous_frame ) - obj.animation_data.action = previous_action - obj.data.pose_position = POSE_OR_REST_CACHE - #} +class SR_OBJECT_ENT_GATE(bpy.types.PropertyGroup): +#{ + target: bpy.props.PointerProperty( \ + type=bpy.types.Object, name="destination", \ + poll=lambda self,obj: sr_filter_ent_type(obj,'ent_gate')) #} -# We are trying to compile this node_def -# -def encoder_process_definition( node_def ): +class SR_MESH_ENT_GATE(bpy.types.PropertyGroup): #{ - global g_encoder + dimensions: bpy.props.FloatVectorProperty(name="dimensions",size=3) +#} - # data sources for object/bone are taken differently - # - if 'obj' in node_def: - #{ - obj = node_def['obj'] - obj_type = obj.type - obj_co = obj.matrix_world @ Vector((0,0,0)) +class SR_OBJECT_ENT_ROUTE_ENTRY(bpy.types.PropertyGroup): +#{ + target: bpy.props.PointerProperty( \ + type=bpy.types.Object, name='target', \ + poll=lambda self,obj: sr_filter_ent_type(obj,'ent_gate')) +#} - if obj_type == 'ARMATURE': - obj_classtype = 'classtype_skeleton' - elif obj_type == 'LIGHT': - #{ - obj_classtype = 'classtype_world_light' - #} - else: - #{ - obj_classtype = obj.cv_data.classtype - - # Check for armature deform - # - for mod in obj.modifiers: - #{ - if mod.type == 'ARMATURE': - #{ - obj_classtype = 'classtype_skin' - - # Make sure to freeze armature in rest while we collect - # vertex information - # - armature_def = g_encoder['graph_lookup'][mod.object] - POSE_OR_REST_CACHE = armature_def['obj'].data.pose_position - armature_def['obj'].data.pose_position = 'REST' - node_def['linked_armature'] = armature_def - break - #} - #} - #} - #} +class SR_UL_ROUTE_NODE_LIST(bpy.types.UIList): +#{ + bl_idname = 'SR_UL_ROUTE_NODE_LIST' - elif 'bone' in node_def: + def draw_item(_,context,layout,data,item,icon,active_data,active_propname): #{ - obj = node_def['bone'] - obj_type = 'BONE' - obj_co = obj.head_local - obj_classtype = 'classtype_bone' + layout.prop( item, 'target', text='', emboss=False ) #} +#} - # Create node - # - node = mdl_node() - node.pstr_name = encoder_process_pstr( obj.name ) - - if node_def["parent"]: - node.parent = node_def["parent"]["uid"] - - # Setup transform - # - node.co[0] = obj_co[0] - node.co[1] = obj_co[2] - node.co[2] = -obj_co[1] - - # Convert rotation quat to our space type - # - quat = obj.matrix_local.to_quaternion() - node.q[0] = quat[1] - node.q[1] = quat[3] - node.q[2] = -quat[2] - node.q[3] = quat[0] +class SR_OT_ROUTE_LIST_NEW_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.new_entry" + bl_label = "Add gate" - # Bone scale is just a vector to the tail - # - if obj_type == 'BONE': - #{ - node.s[0] = obj.tail_local[0] - node.co[0] - node.s[1] = obj.tail_local[2] - node.co[1] - node.s[2] = -obj.tail_local[1] - node.co[2] + def execute(self, context):#{ + active_object = context.active_object + active_object.SR_data.ent_route[0].gates.add() + return{'FINISHED'} #} - else: - #{ - node.s[0] = obj.scale[0] - node.s[1] = obj.scale[2] - node.s[2] = obj.scale[1] +#} + +class SR_OT_ROUTE_LIST_DEL_ITEM(bpy.types.Operator): +#{ + bl_idname = "skaterift.del_entry" + bl_label = "Remove gate" + + @classmethod + def poll(cls, context):#{ + active_object = context.active_object + if obj_ent_type == 'ent_gate':#{ + return active_object.SR_data.ent_route[0].gates + #} + else: return False #} - # Report status - # - tot_uid = g_encoder['uid_count']-1 - obj_uid = node_def['uid'] - obj_depth = node_def['depth']-1 + def execute(self, context):#{ + active_object = context.active_object + lista = active_object.SR_data.ent_route[0].gates + index = active_object.SR_data.ent_route[0].gates_index + lista.remove(index) + active_object.SR_data.ent_route[0].gates_index = \ + min(max(0, index-1), len(lista) - 1) + return{'FINISHED'} + #} +#} - status_id = F" [{obj_uid: 3}/{tot_uid}]" + " |"*obj_depth - status_name = status_id + F" L {obj.name}" +class SR_OBJECT_ENT_ROUTE(bpy.types.PropertyGroup): +#{ + gates: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE_ENTRY) + gates_index: bpy.props.IntProperty() - if obj_classtype != 'classtype_none': status_type = obj_classtype - else: status_type = obj_type + colour: bpy.props.FloatVectorProperty( \ + name="Colour",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + default=Vector((0.79,0.63,0.48)),\ + description="Route colour"\ + ) - status_parent = F"{node.parent: 3}" - status_armref = "" + alias: bpy.props.StringProperty(\ + name="Alias",\ + default="Untitled Course") - if obj_classtype == 'classtype_skin': - status_armref = F" [armature -> {armature_def['obj'].cv_data.uid}]" + @staticmethod + def sr_inspector( layout, data ): + #{ + layout.prop( data[0], 'alias' ) + layout.prop( data[0], 'colour' ) - print(F"{status_name:<32} {status_type:<22} {status_parent} {status_armref}") + layout.label( text='Checkpoints' ) + layout.template_list('SR_UL_ROUTE_NODE_LIST', 'Checkpoints', \ + data[0], 'gates', data[0], 'gates_index', rows=5) - # Process mesh if needed - # - if obj_type == 'MESH': - #{ - encoder_compile_mesh( node, node_def ) - #} - elif obj_type == 'ARMATURE': - #{ - encoder_compile_armature( node, node_def ) + row = layout.row() + row.operator( 'skaterift.new_entry', text='Add' ) + row.operator( 'skaterift.del_entry', text='Remove' ) #} +#} - encoder_compile_ent_as( obj_classtype, node, node_def ) +class SR_OBJECT_PROPERTIES(bpy.types.PropertyGroup): +#{ + ent_gate: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_GATE) + ent_spawn: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_SPAWN) + ent_route: bpy.props.CollectionProperty(type=SR_OBJECT_ENT_ROUTE) - # Make sure to reset the armature we just mucked about with - # - if obj_classtype == 'classtype_skin': - armature_def['obj'].data.pose_position = POSE_OR_REST_CACHE + ent_type: bpy.props.EnumProperty( + name="Type", + items=[('none', 'None', '', 0), + ('ent_gate','Gate','', 1), + ('ent_spawn','Spawn','', 2), + ('ent_route_node', 'Route Node', '', 3 ), + ('ent_route', 'Route', '', 4)], + update=sr_on_type_change + ) +#} - g_encoder['data']['node'] += [node] +class SR_MESH_PROPERTIES(bpy.types.PropertyGroup): +#{ + ent_gate: bpy.props.CollectionProperty(type=SR_MESH_ENT_GATE) #} -# The post processing step or the pre processing to the writing step -# -def encoder_write_to_file( path ): +class SR_LIGHT_PROPERTIES(bpy.types.PropertyGroup): #{ - global g_encoder - - # Compile down to a byte array - # - header = g_encoder['header'] - file_pos = sizeof(header) - file_data = bytearray() - print( " Compositing data arrays" ) - - for array_name in g_encoder['data']: - #{ - file_pos += bytearray_align_to( file_data, 16, sizeof(header) ) - arr = g_encoder['data'][array_name] + daytime: bpy.props.BoolProperty( name='Daytime' ) +#} - setattr( header, array_name + "_offset", file_pos ) +class SR_BONE_PROPERTIES(bpy.types.PropertyGroup): +#{ + collider: bpy.props.EnumProperty( name='Collider Type', + items=[('0','none',''), + ('1','box',''), + ('2','capsule','')]) - print( F" {array_name:<16} @{file_pos:> 8X}[{len(arr)}]" ) + collider_min: bpy.props.FloatVectorProperty( name='Collider Min', size=3 ) + collider_max: bpy.props.FloatVectorProperty( name='Collider Max', size=3 ) - if isinstance( arr, bytearray ): - #{ - setattr( header, array_name + "_size", len(arr) ) + cone_constraint: bpy.props.BoolProperty( name='Cone constraint' ) - file_data.extend( arr ) - file_pos += len(arr) - #} - else: - #{ - setattr( header, array_name + "_count", len(arr) ) + conevx: bpy.props.FloatVectorProperty( name='vx' ) + conevy: bpy.props.FloatVectorProperty( name='vy' ) + coneva: bpy.props.FloatVectorProperty( name='va' ) + conet: bpy.props.FloatProperty( name='t' ) - for item in arr: - #{ - bbytes = bytearray(item) - file_data.extend( bbytes ) - file_pos += sizeof(item) - #} + @staticmethod + def sr_inspector( layout, data ): + #{ + data = data[0] + box = layout.box() + box.prop( data, 'collider' ) + + if int(data.collider)>0:#{ + row = box.row() + row.prop( data, 'collider_min' ) + row = box.row() + row.prop( data, 'collider_max' ) + #} + + box = layout.box() + box.prop( data, 'cone_constraint' ) + if data.cone_constraint:#{ + row = box.row() + row.prop( data, 'conevx' ) + row = box.row() + row.prop( data, 'conevy' ) + row = box.row() + row.prop( data, 'coneva' ) + box.prop( data, 'conet' ) #} #} - - # This imperitive for this field to be santized in the future! - # - header.file_length = file_pos - - print( " Writing file" ) - # Write header and data chunk to file - # - fp = open( path, "wb" ) - fp.write( bytearray( header ) ) - fp.write( file_data ) - fp.close() #} -# Main compiler, uses string as the identifier for the collection -# -def write_model(collection_name): +class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup): #{ - global g_encoder - print( F"Model graph | Create mode '{collection_name}'" ) - folder = bpy.path.abspath(bpy.context.scene.cv_data.export_dir) - path = F"{folder}{collection_name}.mdl" - print( path ) - - collection = bpy.data.collections[collection_name] - - encoder_init( collection ) - encoder_build_scene_graph( collection ) - - # Compile - # - print( " Comping objects" ) - it = encoder_graph_iterator( g_encoder['scene_graph'] ) - for node_def in it: - encoder_process_definition( node_def ) - - # Write - # - encoder_write_to_file( path ) + shader: bpy.props.EnumProperty( + name="Format", + items = [ + ('standard',"standard",''), + ('standard_cutout', "standard_cutout", ''), + ('terrain_blend', "terrain_blend", ''), + ('vertex_blend', "vertex_blend", ''), + ('water',"water",'') + ]) - print( F"Completed {collection_name}.mdl" ) + surface_prop: bpy.props.EnumProperty( + name="Surface Property", + items = [ + ('0','concrete',''), + ('1','wood',''), + ('2','grass',''), + ('3','tiles','') + ]) + + collision: bpy.props.BoolProperty( \ + name="Collisions Enabled",\ + default=True,\ + description = "Can the player collide with this material"\ + ) + skate_surface: bpy.props.BoolProperty( \ + name="Skate Surface", \ + default=True,\ + description = "Should the game try to target this surface?" \ + ) + grind_surface: bpy.props.BoolProperty( \ + name="Grind Surface", \ + default=False,\ + description = "Grind face?" \ + ) + grow_grass: bpy.props.BoolProperty( \ + name="Grow Grass", \ + default=False,\ + description = "Spawn grass sprites on this surface?" \ + ) + blend_offset: bpy.props.FloatVectorProperty( \ + name="Blend Offset", \ + size=2, \ + default=Vector((0.5,0.0)),\ + description="When surface is more than 45 degrees, add this vector " +\ + "to the UVs" \ + ) + sand_colour: bpy.props.FloatVectorProperty( \ + name="Sand Colour",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + default=Vector((0.79,0.63,0.48)),\ + description="Blend to this colour near the 0 coordinate on UP axis"\ + ) + shore_colour: bpy.props.FloatVectorProperty( \ + name="Shore Colour",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + default=Vector((0.03,0.32,0.61)),\ + description="Water colour at the shoreline"\ + ) + ocean_colour: bpy.props.FloatVectorProperty( \ + name="Ocean Colour",\ + subtype='COLOR',\ + min=0.0,max=1.0,\ + default=Vector((0.0,0.006,0.03)),\ + description="Water colour in the deep bits"\ + ) #} # ---------------------------------------------------------------------------- # @@ -2142,12 +1881,12 @@ def cv_draw_halfsphere( pos, tx, ty, tz, radius, colour ): # Draw transformed -1 -> 1 cube # -def cv_draw_ucube( transform, colour ): +def cv_draw_ucube( transform, colour, s=Vector((1,1,1)), o=Vector((0,0,0)) ): #{ global cv_view_verts, cv_view_colours - a = Vector((-1,-1,-1)) - b = Vector((1,1,1)) + a = o + -1.0 * s + b = o + 1.0 * s vs = [None]*8 vs[0] = transform @ Vector((a[0], a[1], a[2])) @@ -2239,6 +1978,23 @@ def cv_draw_arrow( p0, p1, c0, size=0.15 ): cv_draw_lines() #} +def cv_draw_line_dotted( p0, p1, c0, dots=10 ): +#{ + global cv_view_verts, cv_view_colours + + for i in range(dots):#{ + t0 = i/dots + t1 = (i+0.25)/dots + + p2 = p0*(1.0-t0)+p1*t0 + p3 = p0*(1.0-t1)+p1*t1 + + cv_view_verts += [p2,p3] + cv_view_colours += [c0,c0] + #} + cv_draw_lines() +#} + # Drawhandles of a bezier control point # def cv_draw_bhandle( obj, direction, colour ): @@ -2332,8 +2088,7 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ): ay = major*f ax = minor*f - for x in range(16): - #{ + for x in range(16):#{ t0 = x/16 t1 = (x+1)/16 a0 = amin*(1.0-t0)+amax*t0 @@ -2347,13 +2102,11 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ): cv_view_verts += [p0,p1] cv_view_colours += [colour,colour] - if x == 0: - #{ + if x == 0:#{ cv_view_verts += [p0,center] cv_view_colours += [colour,colour] #} - if x == 15: - #{ + if x == 15:#{ cv_view_verts += [p1,center] cv_view_colours += [colour,colour] #} @@ -2378,8 +2131,7 @@ def draw_cone_twist( center, vx, vy, va ): cv_view_verts += [center, center+va*size] cv_view_colours += [ (1,1,1,1), (1,1,1,1) ] - for x in range(32): - #{ + for x in range(32):#{ t0 = (x/32) * math.tau t1 = ((x+1)/32) * math.tau @@ -2407,20 +2159,20 @@ def draw_skeleton_helpers( obj ): #{ global cv_view_verts, cv_view_colours - if obj.data.pose_position != 'REST': - #{ + if obj.data.pose_position != 'REST':#{ return #} - for bone in obj.data.bones: - #{ + for bone in obj.data.bones:#{ c = bone.head_local - a = Vector((bone.cv_data.v0[0], bone.cv_data.v0[1], bone.cv_data.v0[2])) - b = Vector((bone.cv_data.v1[0], bone.cv_data.v1[1], bone.cv_data.v1[2])) - - if bone.cv_data.collider == 'collider_box': - #{ - + a = Vector((bone.SR_data.collider_min[0], + bone.SR_data.collider_min[1], + bone.SR_data.collider_min[2])) + b = Vector((bone.SR_data.collider_max[0], + bone.SR_data.collider_max[1], + bone.SR_data.collider_max[2])) + + if bone.SR_data.collider == '1':#{ vs = [None]*8 vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2])) vs[1]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+a[2])) @@ -2434,8 +2186,7 @@ def draw_skeleton_helpers( obj ): indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\ (0,4),(1,5),(2,6),(3,7)] - for l in indices: - #{ + for l in indices:#{ v0 = vs[l[0]] v1 = vs[l[1]] @@ -2444,593 +2195,318 @@ def draw_skeleton_helpers( obj ): cv_view_colours += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)] #} #} - elif bone.cv_data.collider == 'collider_capsule': - #{ + elif bone.SR_data.collider == '2':#{ v0 = b-a major_axis = 0 - largest = -1.0 - - for i in range(3): - #{ - if abs(v0[i]) > largest: - #{ - largest = abs(v0[i]) - major_axis = i - #} - #} - - v1 = Vector((0,0,0)) - v1[major_axis] = 1.0 - - tx = Vector((0,0,0)) - ty = Vector((0,0,0)) - - cv_tangent_basis( v1, tx, ty ) - r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25 - l = v0[ major_axis ] - r*2 - - p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 ) - p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 ) - - colour = [0.2,0.2,0.2,1.0] - colour[major_axis] = 0.5 - - cv_draw_halfsphere( p0, -v1, ty, tx, r, colour ) - cv_draw_halfsphere( p1, v1, ty, tx, r, colour ) - cv_draw_line( p0+tx* r, p1+tx* r, colour ) - cv_draw_line( p0+tx*-r, p1+tx*-r, colour ) - cv_draw_line( p0+ty* r, p1+ty* r, colour ) - cv_draw_line( p0+ty*-r, p1+ty*-r, colour ) - #} - else: - #{ - continue - #} - - center = obj.matrix_world @ c - if bone.cv_data.con0: - #{ - vx = Vector([bone.cv_data.conevx[_] for _ in range(3)]) - vy = Vector([bone.cv_data.conevy[_] for _ in range(3)]) - va = Vector([bone.cv_data.coneva[_] for _ in range(3)]) - draw_cone_twist( center, vx, vy, va ) - - #draw_limit( obj, c, Vector((0,0,1)),Vector((0,-1,0)), \ - # bone.cv_data.mins[0], bone.cv_data.maxs[0], \ - # (1,0,0,1)) - #draw_limit( obj, c, Vector((0,-1,0)),Vector((1,0,0)), \ - # bone.cv_data.mins[1], bone.cv_data.maxs[1], \ - # (0,1,0,1)) - #draw_limit( obj, c, Vector((1,0,0)),Vector((0,0,1)), \ - # bone.cv_data.mins[2], bone.cv_data.maxs[2], \ - # (0,0,1,1)) - #} - #} -#} - -def cv_draw(): -#{ - global cv_view_shader - global cv_view_verts - global cv_view_colours - global cv_view_course_i - - cv_view_course_i = 0 - cv_view_verts = [] - cv_view_colours = [] - - cv_view_shader.bind() - gpu.state.depth_mask_set(False) - gpu.state.line_width_set(2.0) - gpu.state.face_culling_set('BACK') - gpu.state.depth_test_set('LESS') - gpu.state.blend_set('NONE') - - for obj in bpy.context.collection.objects: - #{ - if obj.type == 'ARMATURE': - #{ - if obj.data.pose_position == 'REST': - draw_skeleton_helpers( obj ) - #} - else: - #{ - classtype = obj.cv_data.classtype - if (classtype != 'classtype_none') and (classtype in globals()): - #{ - cl = globals()[ classtype ] - - if getattr( cl, "draw_scene_helpers", None ): - #{ - cl.draw_scene_helpers( obj ) - #} - #} - #} - #} - - cv_draw_lines() - return -#} - - -# ---------------------------------------------------------------------------- # -# # -# Blender # -# # -# ---------------------------------------------------------------------------- # - -# Checks whether this object has a classtype assigned. we can only target other -# classes -def cv_poll_target(scene, obj): -#{ - if obj == bpy.context.active_object: - return False - if obj.cv_data.classtype == 'classtype_none': - return False - - return True -#} - -class CV_MESH_SETTINGS(bpy.types.PropertyGroup): -#{ - v0: bpy.props.FloatVectorProperty(name="v0",size=3) - v1: bpy.props.FloatVectorProperty(name="v1",size=3) - v2: bpy.props.FloatVectorProperty(name="v2",size=3) - v3: bpy.props.FloatVectorProperty(name="v3",size=3) -#} + largest = -1.0 -class CV_LIGHT_SETTINGS(bpy.types.PropertyGroup): -#{ - bp0: bpy.props.BoolProperty( name="bp0" ); -#} + for i in range(3):#{ + if abs(v0[i]) > largest:#{ + largest = abs(v0[i]) + major_axis = i + #} + #} -class CV_LIGHT_PANEL(bpy.types.Panel): -#{ - bl_label="[Skate Rift]" - bl_idname="SCENE_PT_cv_light" - bl_space_type='PROPERTIES' - bl_region_type='WINDOW' - bl_context='data' + v1 = Vector((0,0,0)) + v1[major_axis] = 1.0 - def draw(_,context): - #{ - active_object = context.active_object - if active_object == None: return + tx = Vector((0,0,0)) + ty = Vector((0,0,0)) - if active_object.type != 'LIGHT': return + cv_tangent_basis( v1, tx, ty ) + r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25 + l = v0[ major_axis ] - r*2 - data = active_object.data.cv_data - _.layout.prop( data, "bp0", text="Only on during night" ) - #} -#} + p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 ) + p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 ) -def cv_variable_enum( scene, context ): -#{ - obj = context.object - invalid = [('0',"",""), - ('1',"",""), - ('2',"",""), - ('3',"",""), - ('4',"",""), - ('5',"",""), - ('6',"",""), - ('7',"",""), - ('8',"",""), - ('9',"","")] + colour = [0.2,0.2,0.2,1.0] + colour[major_axis] = 0.5 - classtype = obj.cv_data.classtype + cv_draw_halfsphere( p0, -v1, ty, tx, r, colour ) + cv_draw_halfsphere( p1, v1, ty, tx, r, colour ) + cv_draw_line( p0+tx* r, p1+tx* r, colour ) + cv_draw_line( p0+tx*-r, p1+tx*-r, colour ) + cv_draw_line( p0+ty* r, p1+ty* r, colour ) + cv_draw_line( p0+ty*-r, p1+ty*-r, colour ) + #} + else:#{ + continue + #} - if classtype in globals(): - #{ - cl = globals()[ classtype ] - if getattr( cl, "dynamic_enum", None ): - if len(cl.dynamic_enum)>0: - return cl.dynamic_enum + center = obj.matrix_world @ c + if bone.SR_data.cone_constraint:#{ + vx = Vector([bone.SR_data.conevx[_] for _ in range(3)]) + vy = Vector([bone.SR_data.conevy[_] for _ in range(3)]) + va = Vector([bone.SR_data.coneva[_] for _ in range(3)]) + draw_cone_twist( center, vx, vy, va ) + #} #} - - return invalid #} -class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): +def cv_ent_gate( obj ): #{ - uid: bpy.props.IntProperty( name="" ) - - strp: bpy.props.StringProperty( name="strp" ) - intp: bpy.props.IntProperty( name="intp" ) - intp1: bpy.props.IntProperty( name="intp1" ) - fltp: bpy.props.FloatProperty( name="fltp" ) - bp0: bpy.props.BoolProperty( name="bp0" ) - bp1: bpy.props.BoolProperty( name="bp1" ) - bp2: bpy.props.BoolProperty( name="bp2" ) - bp3: bpy.props.BoolProperty( name="bp3" ) - - target: bpy.props.PointerProperty( type=bpy.types.Object, name="target", \ - poll=cv_poll_target ) - target1: bpy.props.PointerProperty( type=bpy.types.Object, name="target1", \ - poll=cv_poll_target ) - target2: bpy.props.PointerProperty( type=bpy.types.Object, name="target2", \ - poll=cv_poll_target ) - target3: bpy.props.PointerProperty( type=bpy.types.Object, name="target3", \ - poll=cv_poll_target ) + global cv_view_verts, cv_view_colours - colour: bpy.props.FloatVectorProperty( name="colour",subtype='COLOR',\ - min=0.0,max=1.0) + if obj.type != 'MESH': return - dynamic_enum: bpy.props.EnumProperty( - name="", - items = cv_variable_enum - ) + mesh_data = obj.data.SR_data.ent_gate[0] + data = obj.SR_data.ent_gate[0] + dims = mesh_data.dimensions - classtype: bpy.props.EnumProperty( - name="Class", - items = [ - ('classtype_none', "None", ""), #000 - ('classtype_gate', "Gate", ""), #100 - ('classtype_nonlocal_gate', "Gate:NonLocal", ""), #101 - ('classtype_spawn', "Spawn", ""), #200 - ('classtype_water', "Water Surface", ""), #300 - ('classtype_route', "Route", ""), #400 - ('classtype_route_node', "Route:Node", ""), #401 - ('classtype_audio', "Audio:File", ""), #500 - ('classtype_audio_player', "Audio:Player", ""), #501 - ('classtype_audio_sprite', "Audio:Sprite", ""), #502 - ('classtype_volume_audio', "Volume:Audio", ""), #600 - ('classtype_volume_event', "Volume:Event", ""), #601 - - ('300', "ERROR", "",300) - ]) -#} + vs = [None]*9 + c = Vector((0,0,dims[2])) -class CV_BONE_SETTINGS(bpy.types.PropertyGroup): -#{ - collider: bpy.props.EnumProperty( - name="Collider Type", - items = [ - ('collider_none', "collider_none", "", 0), - ('collider_box', "collider_box", "", 1), - ('collider_capsule', "collider_capsule", "", 2), - ]) + vs[0] = obj.matrix_world @ Vector((-dims[0],0.0,-dims[1]+dims[2])) + vs[1] = obj.matrix_world @ Vector((-dims[0],0.0, dims[1]+dims[2])) + vs[2] = obj.matrix_world @ Vector(( dims[0],0.0, dims[1]+dims[2])) + vs[3] = obj.matrix_world @ Vector(( dims[0],0.0,-dims[1]+dims[2])) + vs[4] = obj.matrix_world @ (c+Vector((-1,0,-2))) + vs[5] = obj.matrix_world @ (c+Vector((-1,0, 2))) + vs[6] = obj.matrix_world @ (c+Vector(( 1,0, 2))) + vs[7] = obj.matrix_world @ (c+Vector((-1,0, 0))) + vs[8] = obj.matrix_world @ (c+Vector(( 1,0, 0))) - v0: bpy.props.FloatVectorProperty(name="v0",size=3) - v1: bpy.props.FloatVectorProperty(name="v1",size=3) + indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(7,8)] - con0: bpy.props.BoolProperty(name="Constriant 0",default=False) - mins: bpy.props.FloatVectorProperty(name="mins",size=3) - maxs: bpy.props.FloatVectorProperty(name="maxs",size=3) + for l in indices:#{ + v0 = vs[l[0]] + v1 = vs[l[1]] + cv_view_verts += [(v0[0],v0[1],v0[2])] + cv_view_verts += [(v1[0],v1[1],v1[2])] + cv_view_colours += [(1,1,0,1),(1,1,0,1)] + #} - conevx: bpy.props.FloatVectorProperty(name="conevx",size=3) - conevy: bpy.props.FloatVectorProperty(name="conevy",size=3) - coneva: bpy.props.FloatVectorProperty(name="coneva",size=3) - conet: bpy.props.FloatProperty(name="conet") + sw = (0.4,0.4,0.4,0.2) + if data.target != None: + cv_draw_arrow( obj.location, data.target.location, sw ) #} -class CV_BONE_PANEL(bpy.types.Panel): +def dijkstra( graph, start_node, target_node ): #{ - bl_label="[Skate Rift]" - bl_idname="SCENE_PT_cv_bone" - bl_space_type='PROPERTIES' - bl_region_type='WINDOW' - bl_context='bone' - - def draw(_,context): - #{ - active_object = context.active_object - if active_object == None: return - - bone = active_object.data.bones.active - if bone == None: return + unvisited = [_ for _ in graph] + shortest_path = {} + previous_nodes = {} + + for n in unvisited: + shortest_path[n] = 9999999.999999 + shortest_path[start_node] = 0 + + while unvisited:#{ + current_min_node = None + for n in unvisited:#{ + if current_min_node == None: + current_min_node = n + elif shortest_path[n] < shortest_path[current_min_node]: + current_min_node = n + #} - _.layout.prop( bone.cv_data, "collider" ) - _.layout.prop( bone.cv_data, "v0" ) - _.layout.prop( bone.cv_data, "v1" ) + for branch in graph[current_min_node]:#{ + tentative_value = shortest_path[current_min_node] + tentative_value += graph[current_min_node][branch] + if tentative_value < shortest_path[branch]:#{ + shortest_path[branch] = tentative_value + previous_nodes[branch] = current_min_node + #} + #} - _.layout.label( text="Angle Limits" ) - _.layout.prop( bone.cv_data, "con0" ) + unvisited.remove(current_min_node) + #} + + path = [] + node = target_node + while node != start_node:#{ + path.append(node) - _.layout.prop( bone.cv_data, "conevx" ) - _.layout.prop( bone.cv_data, "conevy" ) - _.layout.prop( bone.cv_data, "coneva" ) - _.layout.prop( bone.cv_data, "conet" ) + if node not in previous_nodes: return None + node = previous_nodes[node] #} -#} -class CV_SCENE_SETTINGS(bpy.types.PropertyGroup): -#{ - use_hidden: bpy.props.BoolProperty( name="use hidden", default=False ) - export_dir: bpy.props.StringProperty( name="Export Dir", subtype='DIR_PATH' ) + # Add the start node manually + path.append(start_node) + return path #} -class CV_COLLECTION_SETTINGS(bpy.types.PropertyGroup): +def node_graph( route_nodes ): #{ - pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False ) - animations: bpy.props.BoolProperty( name="Export animation", default=True) -#} + graph = {} + for n in route_nodes: + graph[n.name] = {} -class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup): -#{ - shader: bpy.props.EnumProperty( - name="Format", - items = [ - ('standard',"standard","",0), - ('standard_cutout', "standard_cutout", "", 1), - ('terrain_blend', "terrain_blend", "", 2), - ('vertex_blend', "vertex_blend", "", 3), - ('water',"water","",4), - ]) + for i in range(len(route_nodes)-1):#{ + for j in range(i+1, len(route_nodes)):#{ + ni = route_nodes[i] + nj = route_nodes[j] - surface_prop: bpy.props.EnumProperty( - name="Surface Property", - items = [ - ('concrete','concrete','',0), - ('wood','wood','',1), - ('grass','grass','',2), - ('tiles','tiles','',3) - ]) - - collision: bpy.props.BoolProperty( \ - name="Collisions Enabled",\ - default=True,\ - description = "Can the player collide with this material"\ - ) - skate_surface: bpy.props.BoolProperty( \ - name="Skate Surface", \ - default=True,\ - description = "Should the game try to target this surface?" \ - ) - grind_surface: bpy.props.BoolProperty( \ - name="Grind Surface", \ - default=False,\ - description = "Grind face?" \ - ) - grow_grass: bpy.props.BoolProperty( \ - name="Grow Grass", \ - default=False,\ - description = "Spawn grass sprites on this surface?" \ - ) - blend_offset: bpy.props.FloatVectorProperty( \ - name="Blend Offset", \ - size=2, \ - default=Vector((0.5,0.0)),\ - description="When surface is more than 45 degrees, add this vector " +\ - "to the UVs" \ - ) - sand_colour: bpy.props.FloatVectorProperty( \ - name="Sand Colour",\ - subtype='COLOR',\ - min=0.0,max=1.0,\ - default=Vector((0.79,0.63,0.48)),\ - description="Blend to this colour near the 0 coordinate on UP axis"\ - ) - shore_colour: bpy.props.FloatVectorProperty( \ - name="Shore Colour",\ - subtype='COLOR',\ - min=0.0,max=1.0,\ - default=Vector((0.03,0.32,0.61)),\ - description="Water colour at the shoreline"\ - ) - ocean_colour: bpy.props.FloatVectorProperty( \ - name="Ocean Colour",\ - subtype='COLOR',\ - min=0.0,max=1.0,\ - default=Vector((0.0,0.006,0.03)),\ - description="Water colour in the deep bits"\ - ) -#} + v0 = ni.location - nj.location -class CV_MATERIAL_PANEL(bpy.types.Panel): -#{ - bl_label="Skate Rift material" - bl_idname="MATERIAL_PT_cv_material" - bl_space_type='PROPERTIES' - bl_region_type='WINDOW' - bl_context="material" - - def draw(_,context): - #{ - active_object = bpy.context.active_object - if active_object == None: return - active_mat = active_object.active_material - if active_mat == None: return + gate = None - info = material_info( active_mat ) + if ni.SR_data.ent_type == 'ent_gate': + gate = ni - if 'tex_diffuse' in info: - #{ - _.layout.label( icon='INFO', \ - text=F"{info['tex_diffuse'].name} will be compiled" ) - #} + if nj.SR_data.ent_type == 'ent_gate':#{ + if gate: continue + gate = nj + #} - _.layout.prop( active_mat.cv_data, "shader" ) - _.layout.prop( active_mat.cv_data, "surface_prop" ) - _.layout.prop( active_mat.cv_data, "collision" ) + if gate:#{ + v1 = gate.matrix_world.to_3x3() @ Vector((0,-1,0)) + if gate.SR_data.ent_gate[0].target: + if v1.dot(v0) > 0.0: continue + else: + if v1.dot(v0) < 0.0: continue + #} - if active_mat.cv_data.collision: - _.layout.prop( active_mat.cv_data, "skate_surface" ) - _.layout.prop( active_mat.cv_data, "grind_surface" ) - _.layout.prop( active_mat.cv_data, "grow_grass" ) + dist = v0.magnitude - if active_mat.cv_data.shader == "terrain_blend": - #{ - box = _.layout.box() - box.prop( active_mat.cv_data, "blend_offset" ) - box.prop( active_mat.cv_data, "sand_colour" ) - #} - elif active_mat.cv_data.shader == "vertex_blend": - #{ - box = _.layout.box() - box.label( icon='INFO', text="Uses vertex colours, the R channel" ) - box.prop( active_mat.cv_data, "blend_offset" ) - #} - elif active_mat.cv_data.shader == "water": - #{ - box = _.layout.box() - box.label( icon='INFO', text="Depth scale of 16 meters" ) - box.prop( active_mat.cv_data, "shore_colour" ) - box.prop( active_mat.cv_data, "ocean_colour" ) + if dist > 25.0: continue + graph[route_nodes[i].name][route_nodes[j].name] = dist + graph[route_nodes[j].name][route_nodes[i].name] = dist #} #} + + return graph #} -class CV_OBJ_PANEL(bpy.types.Panel): +def cv_draw_route( route, route_nodes ): #{ - bl_label="Entity Config" - bl_idname="SCENE_PT_cv_entity" - bl_space_type='PROPERTIES' - bl_region_type='WINDOW' - bl_context="object" - - def draw(_,context): - #{ - active_object = bpy.context.active_object - if active_object == None: return - if active_object.type == 'ARMATURE': - #{ - row = _.layout.row() - row.enabled = False - row.label( text="This object has the intrinsic classtype of skeleton" ) - return - #} + pole = Vector((0.2,0.2,20)) + hat = Vector((20,2.0,0.2)) + cc = route.SR_data.ent_route[0].colour - _.layout.prop( active_object.cv_data, "classtype" ) + cv_draw_ucube( route.matrix_world, cc, Vector((20,1,10)) ) + cv_draw_ucube( route.matrix_world, cc, pole, Vector((-20,1,-10)) ) + cv_draw_ucube( route.matrix_world, cc, pole, Vector(( 20,1,-10)) ) + cv_draw_ucube( route.matrix_world, cc, hat, Vector((0,-1, 10)) ) + cv_draw_ucube( route.matrix_world, cc, hat, Vector((0,-1,-10)) ) - classtype = active_object.cv_data.classtype + checkpoints = route.SR_data.ent_route[0].gates + graph = node_graph( route_nodes ) - if (classtype != 'classtype_none') and (classtype in globals()): - #{ - cl = globals()[ classtype ] + for i in range(len(checkpoints)):#{ + gi = checkpoints[i].target + gj = checkpoints[(i+1)%len(checkpoints)].target - if getattr( cl, "editor_interface", None ): - #{ - cl.editor_interface( _.layout, active_object ) - #} + if gi:#{ + dest = gi.SR_data.ent_gate[0].target + if dest: + cv_draw_line_dotted( gi.location, dest.location, cc ) + gi = dest #} - #} -#} -class CV_COMPILE(bpy.types.Operator): -#{ - bl_idname="carve.compile_all" - bl_label="Compile All" + if gi==gj: continue # error? + if not gi or not gj: continue - def execute(_,context): - #{ - view_layer = bpy.context.view_layer - for col in view_layer.layer_collection.children["export"].children: - if not col.hide_viewport or bpy.context.scene.cv_data.use_hidden: - write_model( col.name ) + path = dijkstra( graph, gj.name, gi.name ) - return {'FINISHED'} + if path:#{ + for sj in range(len(path)-1):#{ + o0 = bpy.data.objects[ path[sj] ] + o1 = bpy.data.objects[ path[sj+1] ] + cv_draw_arrow(o0.location,o1.location,cc,1.5) + #} + #} + else:#{ + cv_draw_line_dotted( gi.location, gj.location, cc ) + #} #} #} -class CV_COMPILE_THIS(bpy.types.Operator): +def cv_draw(): #{ - bl_idname="carve.compile_this" - bl_label="Compile This collection" - - def execute(_,context): - #{ - col = bpy.context.collection - write_model( col.name ) + global cv_view_shader + global cv_view_verts + global cv_view_colours + global cv_view_course_i - return {'FINISHED'} - #} -#} + cv_view_course_i = 0 + cv_view_verts = [] + cv_view_colours = [] -class CV_INTERFACE(bpy.types.Panel): -#{ - bl_idname = "VIEW3D_PT_carve" - bl_label = "Skate Rift" - bl_space_type = 'VIEW_3D' - bl_region_type = 'UI' - bl_category = "Skate Rift" + cv_view_shader.bind() + gpu.state.depth_mask_set(False) + gpu.state.line_width_set(2.0) + gpu.state.face_culling_set('BACK') + gpu.state.depth_test_set('LESS') + gpu.state.blend_set('NONE') - def draw(_, context): - #{ - layout = _.layout - layout.prop( context.scene.cv_data, "export_dir" ) - - col = bpy.context.collection - - found_in_export = False - export_count = 0 - view_layer = bpy.context.view_layer - for c1 in view_layer.layer_collection.children["export"].children: - #{ - if not c1.hide_viewport or bpy.context.scene.cv_data.use_hidden: - export_count += 1 + route_nodes = [] + routes = [] - if c1.name == col.name: - #{ - found_in_export = True - #} + for obj in bpy.context.collection.objects:#{ + if obj.type == 'ARMATURE':#{ + if obj.data.pose_position == 'REST': + draw_skeleton_helpers( obj ) #} + else:#{ + ent_type = obj_ent_type( obj ) - box = layout.box() - if found_in_export: - #{ - box.label( text=col.name + ".mdl" ) - box.prop( col.cv_data, "pack_textures" ) - box.prop( col.cv_data, "animations" ) - box.operator( "carve.compile_this" ) - #} - else: - #{ - row = box.row() - row.enabled=False - row.label( text=col.name ) - box.label( text="This collection is not in the export group" ) + if ent_type == 'ent_gate':#{ + cv_ent_gate( obj ) + route_nodes += [obj] + #} + elif ent_type == 'ent_route_node': + route_nodes += [obj] + elif ent_type == 'ent_route': + routes += [obj] #} - - box = layout.box() - row = box.row() - - split = row.split( factor = 0.3, align=True ) - split.prop( context.scene.cv_data, "use_hidden", text="hidden" ) - - row1 = split.row() - if export_count == 0: - row1.enabled=False - row1.operator( "carve.compile_all", \ - text=F"Compile all ({export_count} collections)" ) #} -#} + + #cv_draw_route_map( route_nodes ) + for route in routes:#{ + cv_draw_route( route, route_nodes ) + #} + cv_draw_lines() + return +#} -classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\ - CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\ - CV_BONE_PANEL, CV_COLLECTION_SETTINGS, CV_COMPILE_THIS,\ - CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL, CV_LIGHT_SETTINGS,\ - CV_LIGHT_PANEL] +classes = [ SR_INTERFACE, SR_MATERIAL_PANEL,\ + SR_COLLECTION_SETTINGS, SR_SCENE_SETTINGS, \ + SR_COMPILE, SR_COMPILE_THIS, SR_MIRROR_BONE_X,\ + \ + SR_OBJECT_ENT_GATE, SR_MESH_ENT_GATE, SR_OBJECT_ENT_SPAWN, \ + SR_OBJECT_ENT_ROUTE_ENTRY, SR_UL_ROUTE_NODE_LIST, \ + SR_OBJECT_ENT_ROUTE, SR_OT_ROUTE_LIST_NEW_ITEM, + SR_OT_ROUTE_LIST_DEL_ITEM,\ + \ + SR_OBJECT_PROPERTIES, SR_LIGHT_PROPERTIES, SR_BONE_PROPERTIES, + SR_MESH_PROPERTIES, SR_MATERIAL_PROPERTIES \ + ] def register(): #{ - global cv_view_draw_handler - for c in classes: bpy.utils.register_class(c) - bpy.types.Object.cv_data = bpy.props.PointerProperty(type=CV_OBJ_SETTINGS) - bpy.types.Mesh.cv_data = bpy.props.PointerProperty(type=CV_MESH_SETTINGS) - bpy.types.Scene.cv_data = bpy.props.PointerProperty(type=CV_SCENE_SETTINGS) - bpy.types.Bone.cv_data = bpy.props.PointerProperty(type=CV_BONE_SETTINGS) - bpy.types.Collection.cv_data = \ - bpy.props.PointerProperty(type=CV_COLLECTION_SETTINGS) - bpy.types.Material.cv_data = \ - bpy.props.PointerProperty(type=CV_MATERIAL_SETTINGS) - bpy.types.Light.cv_data = bpy.props.PointerProperty(type=CV_LIGHT_SETTINGS) + bpy.types.Scene.SR_data = \ + bpy.props.PointerProperty(type=SR_SCENE_SETTINGS) + bpy.types.Collection.SR_data = \ + bpy.props.PointerProperty(type=SR_COLLECTION_SETTINGS) + + bpy.types.Object.SR_data = \ + bpy.props.PointerProperty(type=SR_OBJECT_PROPERTIES) + bpy.types.Light.SR_data = \ + bpy.props.PointerProperty(type=SR_LIGHT_PROPERTIES) + bpy.types.Bone.SR_data = \ + bpy.props.PointerProperty(type=SR_BONE_PROPERTIES) + bpy.types.Mesh.SR_data = \ + bpy.props.PointerProperty(type=SR_MESH_PROPERTIES) + bpy.types.Material.SR_data = \ + bpy.props.PointerProperty(type=SR_MATERIAL_PROPERTIES) + global cv_view_draw_handler cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\ cv_draw,(),'WINDOW','POST_VIEW') #} def unregister(): #{ - global cv_view_draw_handler - for c in classes: bpy.utils.unregister_class(c) + global cv_view_draw_handler bpy.types.SpaceView3D.draw_handler_remove(cv_view_draw_handler,'WINDOW') #} @@ -3089,7 +2565,8 @@ def qoi_encode( img ): #{ data = bytearray() - print(F" . Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]") + print(F"{' ':<30}",end='\r') + print(F"[QOI] Encoding {img.name}.qoi[{img.size[0]},{img.size[1]}]",end='\r') index = [ qoi_rgba_t() for _ in range(64) ] @@ -3115,11 +2592,9 @@ def qoi_encode( img ): px.a = c_uint8(255) px_len = img.size[0] * img.size[1] - paxels = [ int(min(max(_,0),1)*255) for _ in img.pixels ] - for px_pos in range( px_len ): - #{ + for px_pos in range( px_len ): #{ idx = px_pos * img.channels nc = img.channels-1 @@ -3128,39 +2603,32 @@ def qoi_encode( img ): px.b = paxels[idx+min(2,nc)] px.a = paxels[idx+min(3,nc)] - if qoi_eq( px, px_prev ): - #{ + if qoi_eq( px, px_prev ): #{ run += 1 - if (run == 62) or (px_pos == px_len-1): - #{ + if (run == 62) or (px_pos == px_len-1): #{ data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) ) run = 0 #} #} - else: - #{ - if run > 0: - #{ + else: #{ + if run > 0: #{ data.extend( bytearray( c_uint8(QOI_OP_RUN | (run-1))) ) run = 0 #} index_pos = qoi_colour_hash(px) % 64 - if qoi_eq( index[index_pos], px ): - #{ + if qoi_eq( index[index_pos], px ): #{ data.extend( bytearray( c_uint8(QOI_OP_INDEX | index_pos)) ) #} - else: - #{ + else: #{ index[ index_pos ].r = px.r index[ index_pos ].g = px.g index[ index_pos ].b = px.b index[ index_pos ].a = px.a - if px.a == px_prev.a: - #{ + if px.a == px_prev.a: #{ vr = int(px.r) - int(px_prev.r) vg = int(px.g) - int(px_prev.g) vb = int(px.b) - int(px_prev.b) @@ -3184,16 +2652,14 @@ def qoi_encode( img ): data.extend( bytearray( c_uint8(op) ) ) data.extend( bytearray( c_uint8(delta) )) #} - else: - #{ + else: #{ data.extend( bytearray( c_uint8(QOI_OP_RGB) ) ) data.extend( bytearray( c_uint8(px.r) )) data.extend( bytearray( c_uint8(px.g) )) data.extend( bytearray( c_uint8(px.b) )) #} #} - else: - #{ + else: #{ data.extend( bytearray( c_uint8(QOI_OP_RGBA) ) ) data.extend( bytearray( c_uint8(px.r) )) data.extend( bytearray( c_uint8(px.g) )) @@ -3213,7 +2679,7 @@ def qoi_encode( img ): for i in range(7): data.extend( bytearray( c_uint8(0) )) data.extend( bytearray( c_uint8(1) )) - bytearray_align_to( data, 16, 0 ) + bytearray_align_to( data, 16, b'\x00' ) return data #} diff --git a/entity.h b/entity.h new file mode 100644 index 0000000..9af8e79 --- /dev/null +++ b/entity.h @@ -0,0 +1,100 @@ +#ifndef ENTITY_H +#define ENTITY_H + +#include "model.h" + +typedef struct ent_spawn ent_spawn; +typedef struct ent_light ent_light; +typedef struct ent_gate ent_gate; +typedef struct ent_route_node ent_route_node; +typedef struct ent_path_index ent_path_index; +typedef struct ent_checkpoint ent_checkpoint; +typedef struct ent_route ent_route; + +struct ent_spawn{ + mdl_transform transform; + u32 pstr_name; +}; + +enum light_type{ + k_light_type_point = 0, + k_light_type_spot = 1 +}; + +struct ent_light{ + mdl_transform transform; + u32 daytime, + type; + + v4f colour; + float angle, + range; + + m4x3f inverse_world; + v2f angle_sin_cos; +}; + +enum gate_type{ + k_gate_type_unlinked = 0, + k_gate_type_teleport = 1, + k_gate_type_nonlocal = 2 +}; + +struct ent_gate{ + u32 type, + target; + + /* TODO: World index */ + + v3f dimensions, + co[2]; + + v4f q[2]; + + /* runtime */ + m4x3f to_world, transport; + + union{ + u32 timing_version; + + struct{ + u8 ref_count, ref_total; + }; + }; + + double timing_time; + u16 routes[4]; /* routes that pass through this gate */ +}; + +struct ent_route_node{ + v3f co; + u8 ref_count, ref_total; +}; + +struct ent_path_index{ + u16 index; +}; + +struct ent_checkpoint{ + u16 gate_index, + path_start, + path_count; +}; + +struct ent_route{ + mdl_transform transform; + u32 pstr_name; + u16 checkpoints_start, + checkpoints_count; + + v4f colour; + + /* runtime */ + u32 active_checkpoint; + float factive; + m4x3f board_transform; + mdl_submesh sm; + double latest_pass; +}; + +#endif /* ENTITY_H */ diff --git a/maps_src/mp_arizona.mdl b/maps_src/mp_arizona.mdl index 9d1ce85..01ea7eb 100644 Binary files a/maps_src/mp_arizona.mdl and b/maps_src/mp_arizona.mdl differ diff --git a/maps_src/mp_gridmap.mdl b/maps_src/mp_gridmap.mdl index 3b81176..46386d2 100644 Binary files a/maps_src/mp_gridmap.mdl and b/maps_src/mp_gridmap.mdl differ diff --git a/maps_src/mp_home.mdl b/maps_src/mp_home.mdl index b5569f6..265f909 100644 Binary files a/maps_src/mp_home.mdl and b/maps_src/mp_home.mdl differ diff --git a/maps_src/mp_mtzero.mdl b/maps_src/mp_mtzero.mdl index c6b5f5b..e691978 100644 Binary files a/maps_src/mp_mtzero.mdl and b/maps_src/mp_mtzero.mdl differ diff --git a/model.h b/model.h index 6f99fb6..c92960f 100644 --- a/model.h +++ b/model.h @@ -7,44 +7,6 @@ #include "common.h" -typedef struct glmesh glmesh; - -typedef struct mdl_vert mdl_vert; -typedef struct mdl_submesh mdl_submesh; -typedef struct mdl_material mdl_material; -typedef struct mdl_node mdl_node; -typedef struct mdl_file_header mdl_file_header; -typedef struct mdl_animation mdl_animation; -typedef struct mdl_keyframe mdl_keyframe; -typedef struct mdl_texture mdl_texture; -typedef struct mdl_context mdl_context; - -#define MDL_SIZE_MAX 0x1000000 -#define MDL_VERT_MAX 1000000 -#define MDL_INDICE_MAX 1000000 -#define MDL_MATERIAL_MAX 32 -#define MDL_NODE_MAX 4000 -#define MDL_SUBMESH_MAX 8000 -#define MDL_STRING_LENGTH_MAX 64 - -enum classtype -{ - k_classtype_none = 000, - k_classtype_bone = 001, - k_classtype_skeleton = 002, - k_classtype_skin = 003, - k_classtype_world_light = 004, - - k_classtype_gate = 100, - k_classtype_nonlocal_gate = 101, - k_classtype_spawn = 200, - k_classtype_water = 300, - k_classtype_route = 400, - k_classtype_route_node = 401, - k_classtype_audio = 500, - k_classtype_audio_sprite = 502, - k_classtype_volume_audio = 600, -}; enum mdl_shader { @@ -71,26 +33,6 @@ enum material_flag k_material_flag_grind_surface = 0x8 }; -enum bone_flag -{ - k_bone_flag_deform = 0x1, - k_bone_flag_ik = 0x2, - k_bone_flag_collider_box = 0x4, - k_bone_flag_collider_capsule = 0x8, - k_bone_flag_collider_reserved0 = 0x10, - k_bone_flag_collider_reserved1 = 0x20, - k_bone_flag_collider_reserved2 = 0x40, - k_bone_flag_collider_reserved3 = 0x80, - k_bone_flag_collider_any = k_bone_flag_collider_box | - k_bone_flag_collider_capsule | - k_bone_flag_collider_reserved0 | - k_bone_flag_collider_reserved1 | - k_bone_flag_collider_reserved2 | - k_bone_flag_collider_reserved3, - k_bone_flag_cone_constraint = 0x100, - k_bone_flag_force_u32 = 0xffffffff -}; - #pragma pack(push,1) /* 48 byte */ @@ -105,24 +47,41 @@ struct mdl_vert u8 groups[4]; /* 4*8 */ }; +#pragma pack(pop) + +typedef struct mdl_context mdl_context; +typedef struct mdl_array_ptr mdl_array_ptr; +typedef struct mdl_vert mdl_vert; +typedef struct mdl_transform mdl_transform; +typedef struct mdl_submesh mdl_submesh; +typedef struct mdl_material mdl_material; +typedef struct mdl_bone mdl_bone; +typedef struct mdl_armature mdl_armature; +typedef struct mdl_animation mdl_animation; +typedef struct mdl_transform mdl_keyframe; +typedef struct mdl_mesh mdl_mesh; +typedef struct mdl_file mdl_file; +typedef struct mdl_texture mdl_texture; +typedef struct mdl_array mdl_array; +typedef struct mdl_header mdl_header; + +struct mdl_transform +{ + v3f co, s; + v4f q; +}; + struct mdl_submesh { u32 indice_start, indice_count, vertex_start, vertex_count; - + boxf bbx; u32 material_id; }; -struct mdl_texture -{ - u32 pstr_name, - pack_offset, - pack_length; -}; - struct mdl_material { u32 pstr_name, @@ -134,193 +93,274 @@ struct mdl_material colour1; u32 tex_diffuse, - tex_decal, - tex_normal; + tex_none0, + tex_none1; }; -struct mdl_node +struct mdl_bone { - v3f co; - v4f q; - v3f s; - - u32 sub_uid, /* allocated in-file... too bad. */ - submesh_start, - submesh_count, - classtype, - offset, - parent, + v3f co, end; + u32 parent, + collider, + ik_target, + ik_pole, + flags, pstr_name; + + boxf hitbox; + v3f conevx, conevy, coneva; + float conet; }; -struct mdl_keyframe +enum bone_flag { - v3f co; - v4f q; - v3f s; + k_bone_flag_deform = 0x1, + k_bone_flag_ik = 0x2, + k_bone_flag_cone_constraint = 0x4 +}; + +enum bone_collider +{ + k_bone_collider_none = 0, + k_bone_collider_box = 1, + k_bone_collider_capsule = 2 +}; + +struct mdl_armature +{ + mdl_transform transform; + u32 bone_start, + bone_count, + anim_start, + anim_count; }; struct mdl_animation { u32 pstr_name, length; - float rate; - u32 offset; }; -struct mdl_file_header +struct mdl_mesh { - u32 identifier, version, file_length, pad0; - - u32 - node_count, node_offset, - submesh_count, submesh_offset, - material_count, material_offset, - texture_count, texture_offset, - anim_count, anim_offset, - entdata_size, entdata_offset, - strings_size, strings_offset, - - keyframe_count, keyframe_offset, - - vertex_count, vertex_offset, - indice_count, indice_offset, - - pack_size, pack_offset; + mdl_transform transform; + u32 submesh_start, + submesh_count, + pstr_name, + flags, + armature_id; }; -/* - * Entity data structures - */ - -struct classtype_bone /* 001 */ +struct mdl_file { - u32 flags, - ik_target, - ik_pole; - - boxf hitbox; + u32 pstr_path, + pack_offset, + pack_size; +}; - v3f conevx, conevy, coneva; - float conet; +struct mdl_texture +{ + mdl_file file; + u32 type; }; -struct classtype_skeleton /* 002 */ +struct mdl_array { - u32 channels, - ik_count, - collider_count, - anim_start, - anim_count; + u32 file_offset, + item_count, + item_size; + + char name[16]; }; -struct classtype_skin /* 003 */ +struct mdl_header { - u32 skeleton; + u32 version; + mdl_array index; }; -struct classtype_world_light /* 004 */ +struct mdl_context { - enum light_type + FILE *file; + mdl_header info; + + struct mdl_array_ptr { - k_light_type_point, - k_light_type_spot, - k_light_type_point_nighttime_only, - k_light_type_spot_nighttime_only - } - type; - - v4f colour; /* RGB, Energy */ - float angle, range; + void *data; + u32 count, stride; + } + index, + + /* metadata */ + strings, + meshs, + submeshs, + materials, + textures, + armatures, + bones, + animations, + + /* animation buffers */ + keyframes, + + /* mesh buffers */ + verts, + indices, + + /* pack data */ + pack; }; -struct classtype_gate /* 100, 101 */ +VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl ) { - u32 target; - v3f dims; -}; + fclose( mdl->file ); + vg_file_print_invalid( mdl->file ); + vg_fatal_exit_loop( "Corrupt model" ); +} + +/* + * Model implementation + */ -struct classtype_spawn /* 200 */ +VG_STATIC void mdl_load_array_file( mdl_context *mdl, mdl_array_ptr *ptr, + mdl_array *arr, void *lin_alloc ) { - u32 pstr_alias; -}; + if( arr->item_count ){ + u32 size = arr->item_size*arr->item_count; + ptr->data = vg_linear_alloc( lin_alloc, vg_align8(size) ); + + fseek( mdl->file, arr->file_offset, SEEK_SET ); + u64 l = fread( ptr->data, arr->item_size*arr->item_count, 1, mdl->file ); -struct classtype_water /* 300 */ + if( l != 1 ) + mdl_load_fatal_corrupt( mdl ); + } + else + ptr->data = NULL; + + ptr->count = arr->item_count; + ptr->stride = arr->item_size; +} + +VG_STATIC void *mdl_arritm( mdl_array_ptr *arr, u32 index ) { - u32 temp; -}; + return ((u8 *)arr->data) + index*arr->stride; +} -struct classtype_route /* 400 */ +VG_STATIC u32 mdl_arrcount( mdl_array_ptr *arr ) { - u32 id_start; - u32 pstr_name; - v3f colour; -}; + return arr->count; +} -struct classtype_route_node /* 401 */ +VG_STATIC int mdl_load_array( mdl_context *mdl, mdl_array_ptr *ptr, + const char *name, void *lin_alloc ) { - u32 target, target1; -}; + for( u32 i=0; iindex); i++ ){ + mdl_array *arr = mdl_arritm( &mdl->index, i ); + + if( !strncmp(arr->name,name,16) ){ + mdl_load_array_file( mdl, ptr, arr, lin_alloc ); + return 1; + } + } + ptr->data = NULL; + ptr->count = 0; + ptr->stride = 0; + return 0; +} -struct classtype_audio /* 500 */ +VG_STATIC int mdl_load_mesh_block( mdl_context *mdl, void *lin_alloc ) { - u32 pstr_file, - flags; + int success = 1; - float volume; -}; + success &= mdl_load_array( mdl, &mdl->verts, "mdl_vert", lin_alloc ); + success &= mdl_load_array( mdl, &mdl->indices, "mdl_indice", lin_alloc ); + + return success; +} -struct classtype_audio_sprite /* 501 */ +VG_STATIC int mdl_load_metadata_block( mdl_context *mdl, void *lin_alloc ) { - u32 audio, - category; + int success = 1; - float probability; -}; + success &= mdl_load_array( mdl, &mdl->strings, "strings", lin_alloc ); + success &= mdl_load_array( mdl, &mdl->meshs, "mdl_mesh", lin_alloc ); + success &= mdl_load_array( mdl, &mdl->submeshs, "mdl_submesh", lin_alloc ); + success &= mdl_load_array( mdl, &mdl->materials, "mdl_material", lin_alloc ); + success &= mdl_load_array( mdl, &mdl->textures, "mdl_texture", lin_alloc ); + success &= mdl_load_array( mdl, &mdl->armatures, "mdl_armature", lin_alloc ); + success &= mdl_load_array( mdl, &mdl->bones, "mdl_bone", lin_alloc ); + success &= mdl_load_array( mdl, &mdl->animations,"mdl_animation",lin_alloc ); -struct classtype_volume_audio /* 600 */ + return success; +} + +VG_STATIC int mdl_load_animation_block( mdl_context *mdl, void *lin_alloc ) { - u32 category; -}; + return mdl_load_array( mdl, &mdl->keyframes, "mdl_keyframe", lin_alloc ); +} -struct classtype_volume_event /* 601 */ +VG_STATIC int mdl_load_pack_block( mdl_context *mdl, void *lin_alloc ) { - u32 event; -}; + return mdl_load_array( mdl, &mdl->pack, "pack", lin_alloc ); +} -#pragma pack(pop) +/* + * if calling mdl_open, and the file does not exist, the game will fatal quit + */ +VG_STATIC void mdl_open( mdl_context *mdl, const char *path, void *lin_alloc ) +{ + memset( mdl, 0, sizeof( mdl_context ) ); + mdl->file = fopen( path, "rb" ); + if( !mdl->file ){ + vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) ); + vg_fatal_exit_loop( "see above for details" ); + } -struct mdl_context -{ - FILE *file; - mdl_file_header info; + u64 l = fread( &mdl->info, sizeof(mdl_header), 1, mdl->file ); + if( l != 1 ) + mdl_load_fatal_corrupt( mdl ); - /* each buffer becomes availible after each _load function is called */ - mdl_node *node_buffer; /* mdl_load_metadata() */ - mdl_submesh *submesh_buffer; - mdl_material *material_buffer; - mdl_texture *texture_buffer; - mdl_animation *anim_buffer; - void *entdata_buffer; - const char *string_buffer; + mdl_load_array_file( mdl, &mdl->index, &mdl->info.index, lin_alloc ); +} - mdl_keyframe *keyframe_buffer; /* mdl_load_anim_data() */ +/* + * close file handle + */ +VG_STATIC void mdl_close( mdl_context *mdl ) +{ + fclose( mdl->file ); + mdl->file = NULL; +} - mdl_vert *vertex_buffer; /* mdl_load_mesh_data() */ - u32 *index_buffer; +/* useful things you can do with the model */ - void *pack; /* mdl_load_pack_data() */ -}; +VG_STATIC void mdl_transform_m4x3( mdl_transform *transform, m4x3f mtx ) +{ + q_m3x3( transform->q, mtx ); + v3_muls( mtx[0], transform->s[0], mtx[0] ); + v3_muls( mtx[1], transform->s[1], mtx[1] ); + v3_muls( mtx[2], transform->s[2], mtx[2] ); + v3_copy( transform->co, mtx[3] ); +} + +VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr ) +{ + return mdl_arritm( &mdl->strings, pstr ); +} /* * Simple mesh interface for OpenGL + * ---------------------------------------------------------------------------- */ +typedef struct glmesh glmesh; struct glmesh { GLuint vao, vbo, ebo; @@ -329,8 +369,8 @@ struct glmesh }; VG_STATIC void mesh_upload( glmesh *mesh, - mdl_vert *verts, u32 vert_count, - u32 *indices, u32 indice_count ) + mdl_vert *verts, u32 vert_count, + u32 *indices, u32 indice_count ) { //assert( mesh->loaded == 0 ); @@ -402,8 +442,7 @@ VG_STATIC void mesh_draw( glmesh *mesh ) VG_STATIC void mesh_free( glmesh *mesh ) { - if( mesh->loaded ) - { + if( mesh->loaded ){ glDeleteVertexArrays( 1, &mesh->vao ); glDeleteBuffers( 1, &mesh->ebo ); glDeleteBuffers( 1, &mesh->vbo ); @@ -411,252 +450,23 @@ VG_STATIC void mesh_free( glmesh *mesh ) } } -VG_STATIC void mdl_load_fatal_corrupt( mdl_context *mdl ) -{ - fclose( mdl->file ); - vg_file_print_invalid( mdl->file ); - vg_fatal_exit_loop( "Corrupt model" ); -} - -/* - * Model implementation - * - * TODO. - * - * you have two api options for loading a model, first, the easy way: - * mdl_load ... - * will put the entire model straight into the linear_alloc - * - * or, to target different allocators: - * - * mdl_open - * mdl_load_metadata - * mdl_load_vertex_data - * mdl_load_indice_data - * mdl_close - * - * these should ideally be called in quick succession to limit stalls. - */ - -/* - * if calling mdl_open, and the file does not exist, the game will fatal quit - */ -VG_STATIC void mdl_open( mdl_context *mdl, const char *path ) -{ - memset( mdl, 0, sizeof( mdl_context ) ); - mdl->file = fopen( path, "rb" ); - - if( !mdl->file ) - { - vg_error( "mdl_open('%s'): %s\n", path, strerror(errno) ); - vg_fatal_exit_loop( "see above for details" ); - } - - u64 l = fread( &mdl->info, sizeof(mdl_file_header), 1, mdl->file ); - if( l != 1 ) - mdl_load_fatal_corrupt( mdl ); -} - -/* - * Load all metadata (everything up until the large buffers). Probs at most 50k - */ -VG_STATIC void mdl_load_metadata( mdl_context *mdl, void *lin_alloc ) -{ - assert( mdl->file ); - - u64 lheader = sizeof(mdl_file_header), - ldata = mdl->info.keyframe_offset - lheader; - - void *all_data = vg_linear_alloc( lin_alloc, ldata ); - - fseek( mdl->file, lheader, SEEK_SET ); - u64 l = fread( all_data, ldata, 1, mdl->file ); - - if( l != 1 ) - { - vg_file_print_invalid( mdl->file ); - vg_fatal_exit_loop( "Corrupt model" ); - } - - mdl->node_buffer = all_data + (mdl->info.node_offset - lheader); - mdl->submesh_buffer = all_data + (mdl->info.submesh_offset - lheader); - mdl->material_buffer = all_data + (mdl->info.material_offset - lheader); - mdl->texture_buffer = all_data + (mdl->info.texture_offset - lheader); - mdl->anim_buffer = all_data + (mdl->info.anim_offset - lheader); - mdl->entdata_buffer = all_data + (mdl->info.entdata_offset - lheader); - mdl->string_buffer = all_data + (mdl->info.strings_offset - lheader); -} - -/* - * Load just the mesh data - */ -VG_STATIC void mdl_load_mesh_data( mdl_context *mdl, void *lin_alloc ) -{ - assert( mdl->file ); - - u64 size_verts = vg_align8( mdl->info.vertex_count * sizeof(mdl_vert) ), - size_index = vg_align8( mdl->info.indice_count * sizeof(u32) ); - - mdl->vertex_buffer = vg_linear_alloc( lin_alloc, size_verts ); - mdl->index_buffer = vg_linear_alloc( lin_alloc, size_index ); - - { - fseek( mdl->file, mdl->info.vertex_offset, SEEK_SET ); - u64 l = fread( mdl->vertex_buffer, size_verts, 1, mdl->file ); - if( l != 1 ) - mdl_load_fatal_corrupt( mdl ); - } - { - fseek( mdl->file, mdl->info.indice_offset, SEEK_SET ); - u64 l = fread( mdl->index_buffer, size_index, 1, mdl->file ); - if( l != 1 ) - mdl_load_fatal_corrupt( mdl ); - } -} - -/* - * Load animation data - */ -VG_STATIC void mdl_load_anim_data( mdl_context *mdl, void *lin_alloc ) -{ - assert( mdl->file ); - - if( mdl->info.keyframe_count == 0 ) - return; - - u64 size_kf = vg_align8( mdl->info.keyframe_count * sizeof(mdl_keyframe) ); - mdl->keyframe_buffer = vg_linear_alloc( lin_alloc, size_kf ); - - fseek( mdl->file, mdl->info.keyframe_offset, SEEK_SET ); - u64 l = fread( mdl->keyframe_buffer, size_kf, 1, mdl->file ); - if( l != 1 ) - mdl_load_fatal_corrupt( mdl ); -} - -/* - * Load pack contents - * - * TODO request specific files (low) - */ -VG_STATIC void mdl_load_pack_data( mdl_context *mdl, void *lin_alloc ) -{ - assert( mdl->file ); - - if( mdl->info.pack_size == 0 ) - return; - - mdl->pack = vg_linear_alloc( lin_alloc, vg_align8( mdl->info.pack_size ) ); - fseek( mdl->file, mdl->info.pack_offset, SEEK_SET ); - - u64 l = fread( mdl->pack, mdl->info.pack_size, 1, mdl->file ); - if( l != 1 ) - mdl_load_fatal_corrupt( mdl ); -} - -/* - * close file handle - */ -VG_STATIC void mdl_close( mdl_context *mdl ) -{ - fclose( mdl->file ); - mdl->file = NULL; -} - -/* open a model. TODO: make this flags ( ANIM_DATA|MESH_DATA ... ) */ -VG_STATIC mdl_context *mdl_load_full( void *lin_alloc, const char *path ) -{ - /* Inspect the header by opening it, give us the size needed */ - mdl_context temp_ctx; - mdl_open( &temp_ctx, path ); - - /* create allocator */ - u32 tot_size = temp_ctx.info.file_length + sizeof( mdl_context ) + 64; - void *data = vg_create_linear_allocator( lin_alloc, tot_size, - VG_MEMORY_SYSTEM ); - - /* copy context and load all other data */ - mdl_context *ctx = vg_linear_alloc( data, sizeof(mdl_context) ); - memcpy( ctx, &temp_ctx, sizeof(mdl_context) ); - - mdl_load_metadata( ctx, data ); - mdl_load_anim_data( ctx, data ); - mdl_load_mesh_data( ctx, data ); - mdl_load_pack_data( ctx, data ); - mdl_close( ctx ); - - return ctx; -} - -/* - * Item getters - * ---------------------------------------------------------------------------- - * TODO: Clamp access and oob errors - */ -VG_STATIC const char *mdl_pstr( mdl_context *mdl, u32 pstr ) -{ - return mdl->string_buffer + pstr; -} - -VG_STATIC mdl_node *mdl_node_from_id( mdl_context *mdl, u32 id ) -{ - return &mdl->node_buffer[id]; -} - -VG_STATIC mdl_node *mdl_node_from_name( mdl_context *mdl, const char *name ) -{ - for( int i=0; i < mdl->info.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mdl, i ); - - if( !strcmp( name, mdl_pstr( mdl, pnode->pstr_name )) ) - return pnode; - } - - return NULL; -} - -VG_STATIC mdl_submesh *mdl_node_submesh( mdl_context *mdl, - mdl_node *node, u32 i ) -{ - return &mdl->submesh_buffer[ node->submesh_start+i ]; -} - -VG_STATIC u32 *mdl_submesh_indices( mdl_context *mdl, mdl_submesh *sm ) -{ - return &mdl->index_buffer[ sm->indice_start ]; -} - -VG_STATIC mdl_vert *mdl_submesh_vertices( mdl_context *mdl, mdl_submesh *sm ) -{ - return &mdl->vertex_buffer[ sm->vertex_start ]; -} - -VG_STATIC void mdl_node_transform( mdl_node *pnode, m4x3f transform ) -{ - q_m3x3( pnode->q, transform ); - v3_muls( transform[0], pnode->s[0], transform[0] ); - v3_muls( transform[1], pnode->s[1], transform[1] ); - v3_muls( transform[2], pnode->s[2], transform[2] ); - v3_copy( pnode->co, transform[3] ); -} - -/* upload a mesh based on file submesh */ -VG_STATIC void mdl_unpack_submesh( mdl_context *mdl, glmesh *mesh, - mdl_submesh *sm ) +VG_STATIC void mdl_draw_submesh( mdl_submesh *sm ) { - mesh_upload( mesh, mdl_submesh_vertices( mdl, sm ), sm->vertex_count, - mdl_submesh_indices( mdl, sm ), sm->indice_count ); + mesh_drawn( sm->indice_start, sm->indice_count ); } -/* upload entire mesh from model */ +/* WARNING: Destructive! Only use this once and then discard the context. */ VG_STATIC void mdl_unpack_glmesh( mdl_context *mdl, glmesh *mesh ) { - u32 offset = mdl->submesh_buffer[0].vertex_count; + if( !mdl->submeshs.count ) + vg_fatal_exit_loop( "Tried to unpack empty model file" ); - for( int i=1; i< mdl->info.submesh_count; i++ ) - { - mdl_submesh *sm = &mdl->submesh_buffer[i]; - u32 *indices = mdl_submesh_indices( mdl, sm ); + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 ); + u32 offset = sm->vertex_count; + + for( u32 i=1; isubmeshs ); i++ ){ + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i ); + u32 *indices = mdl_arritm( &mdl->indices, sm->indice_start ); for( u32 j=0; jindice_count; j++ ) indices[j] += offset; @@ -664,69 +474,19 @@ VG_STATIC void mdl_unpack_glmesh( mdl_context *mdl, glmesh *mesh ) offset += sm->vertex_count; } - mesh_upload( mesh, mdl->vertex_buffer, mdl->info.vertex_count, - mdl->index_buffer, mdl->info.indice_count ); -} - -VG_STATIC void mdl_draw_submesh( mdl_submesh *sm ) -{ - mesh_drawn( sm->indice_start, sm->indice_count ); -} - -VG_STATIC void *mdl_get_entdata( mdl_context *mdl, mdl_node *pnode ) -{ - return mdl->entdata_buffer + pnode->offset; -} - -VG_STATIC mdl_keyframe *mdl_get_animdata( mdl_context *mdl, mdl_animation *anim ) -{ - return mdl->keyframe_buffer + anim->offset; + mesh_upload( mesh, mdl->verts.data, mdl->verts.count, + mdl->indices.data, mdl->indices.count ); } -VG_STATIC void mdl_link_materials( mdl_context *root, mdl_context *child ) +VG_STATIC mdl_mesh *mdl_find_mesh( mdl_context *mdl, const char *name ) { - u32 lookup[MDL_MATERIAL_MAX]; - - for( int i=0; iinfo.material_count; i++ ) - { - mdl_material *mi = &child->material_buffer[i]; - const char *si = mdl_pstr( child, mi->pstr_name ); - - lookup[i] = 0; - - for( int j=0; jinfo.material_count; j++ ) - { - mdl_material *mj = &root->material_buffer[j]; - const char *sj = mdl_pstr( root, mj->pstr_name ); - - if( !strcmp( si, sj ) ) - { - lookup[i] = j; - break; - } - } - - if( lookup[i] == 0 && i != 0 ) - { - vg_warn( "Could not link material '%s' (not present in root model)\n", - si ); + for( u32 i=0; imeshs ); i++ ){ + mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); + if( !strcmp( name, mdl_pstr( mdl, mesh->pstr_name ))){ + return mesh; } } - - for( int i=0; iinfo.submesh_count; i++ ) - { - mdl_submesh *sm = &child->submesh_buffer[i]; - sm->material_id = lookup[sm->material_id]; - } -} - -VG_STATIC void mdl_invert_uv_coordinates( mdl_context *mdl ) -{ - for( int i=0; iinfo.vertex_count; i++ ) - { - mdl_vert *vert = &mdl->vertex_buffer[i]; - vert->uv[1] = 1.0f-vert->uv[1]; - } + return NULL; } - + #endif diff --git a/models_src/ch_empty.mdl b/models_src/ch_empty.mdl deleted file mode 100644 index d9fc227..0000000 Binary files a/models_src/ch_empty.mdl and /dev/null differ diff --git a/models_src/ch_jordan.mdl b/models_src/ch_jordan.mdl index 6170a11..7fe4aa1 100644 Binary files a/models_src/ch_jordan.mdl and b/models_src/ch_jordan.mdl differ diff --git a/models_src/ch_mike.mdl b/models_src/ch_mike.mdl deleted file mode 100644 index bca6711..0000000 Binary files a/models_src/ch_mike.mdl and /dev/null differ diff --git a/models_src/ch_new.mdl b/models_src/ch_new.mdl index e727a00..7914c67 100644 Binary files a/models_src/ch_new.mdl and b/models_src/ch_new.mdl differ diff --git a/models_src/ch_outlaw.mdl b/models_src/ch_outlaw.mdl index 13229be..7035591 100644 Binary files a/models_src/ch_outlaw.mdl and b/models_src/ch_outlaw.mdl differ diff --git a/models_src/mp_test.mdl b/models_src/mp_test.mdl deleted file mode 100644 index 443babc..0000000 Binary files a/models_src/mp_test.mdl and /dev/null differ diff --git a/models_src/rs_cars.mdl b/models_src/rs_cars.mdl deleted file mode 100644 index 7ea1025..0000000 Binary files a/models_src/rs_cars.mdl and /dev/null differ diff --git a/models_src/rs_chicken.mdl b/models_src/rs_chicken.mdl deleted file mode 100644 index 19e1b59..0000000 Binary files a/models_src/rs_chicken.mdl and /dev/null differ diff --git a/models_src/rs_foliage.mdl b/models_src/rs_foliage.mdl deleted file mode 100644 index 5f1b81c..0000000 Binary files a/models_src/rs_foliage.mdl and /dev/null differ diff --git a/models_src/rs_gate.mdl b/models_src/rs_gate.mdl index f3221b9..2f0e62b 100644 Binary files a/models_src/rs_gate.mdl and b/models_src/rs_gate.mdl differ diff --git a/models_src/rs_menu.mdl b/models_src/rs_menu.mdl deleted file mode 100644 index 280af97..0000000 Binary files a/models_src/rs_menu.mdl and /dev/null differ diff --git a/models_src/rs_scoretext.mdl b/models_src/rs_scoretext.mdl deleted file mode 100644 index 113b53a..0000000 Binary files a/models_src/rs_scoretext.mdl and /dev/null differ diff --git a/models_src/rs_skydome.mdl b/models_src/rs_skydome.mdl index 75288f2..894246f 100644 Binary files a/models_src/rs_skydome.mdl and b/models_src/rs_skydome.mdl differ diff --git a/models_src/rs_vig.mdl b/models_src/rs_vig.mdl deleted file mode 100644 index c9ebbc2..0000000 Binary files a/models_src/rs_vig.mdl and /dev/null differ diff --git a/player.c b/player.c index ee799d0..ef23ef4 100644 --- a/player.c +++ b/player.c @@ -184,7 +184,7 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) } __attribute__ ((deprecated)) -VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) +VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d ) { v3_copy( angles, d ); return; @@ -202,25 +202,26 @@ VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) * Applies gate transport to a player_interface */ PLAYER_API -void player__pass_gate( player_instance *player, struct gate_hit *hit ) +void player__pass_gate( player_instance *player, ent_gate *gate ) { - player->gate_waiting = hit->gate; + player->gate_waiting = gate; + world_routes_activate_entry_gate( get_active_world(), gate ); - m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf ); - m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth, - player->cam_velocity_smooth ); + m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); + m3x3_mulv( gate->transport, player->cam_velocity_smooth, + player->cam_velocity_smooth ); m3x3_copy( player->basis, player->basis_gate ); v4f q; - m3x3_q( hit->gate->transport, q ); + m3x3_q( gate->transport, q ); q_mul( q, player->qbasis, player->qbasis ); q_normalize( player->qbasis ); q_m3x3( player->qbasis, player->basis ); m3x3_transpose( player->basis, player->invbasis ); - if( hit->nonlocal ) - world_global.active_world = hit->nonlocal->target_map_index; + if( gate->type == k_gate_type_nonlocal ) + world_global.active_world = gate->target; } VG_STATIC void player__pre_render( player_instance *player ) @@ -238,8 +239,7 @@ VG_STATIC void player__pre_render( player_instance *player ) struct skeleton *sk = &player->playeravatar->sk; - if( player->holdout_time > 0.0f ) - { + if( player->holdout_time > 0.0f ){ skeleton_lerp_pose( sk, res.pose, player->holdout_pose, player->holdout_time, res.pose ); player->holdout_time -= vg.frame_delta * 2.0f; @@ -251,9 +251,7 @@ VG_STATIC void player__pre_render( player_instance *player ) skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); -#if 0 skeleton_debug( sk ); -#endif } if( _player_post_animate[ player->subsystem ] ) @@ -317,9 +315,9 @@ PLAYER_API void player__im_gui( player_instance *player ) } PLAYER_API void player__spawn( player_instance *player, - struct respawn_point *rp ) + ent_spawn *rp ) { - v3_copy( rp->co, player->rb.co ); + v3_copy( rp->transform.co, player->rb.co ); v3_zero( player->rb.v ); v3_zero( player->rb.w ); q_identity( player->rb.q ); diff --git a/player.h b/player.h index 8923cf9..1c02a4e 100644 --- a/player.h +++ b/player.h @@ -51,7 +51,7 @@ struct player_instance cam_land_punch, cam_land_punch_v; - teleport_gate *gate_waiting; + ent_gate *gate_waiting; /* * Input @@ -119,7 +119,7 @@ void (*_player_bind[])( player_instance *player ) = }; VG_STATIC -void (*_player_reset[])( player_instance *player, struct respawn_point *rp ) = +void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = { NULL, player__skate_reset, diff --git a/player_api.h b/player_api.h index 8819772..dbf1b53 100644 --- a/player_api.h +++ b/player_api.h @@ -59,10 +59,10 @@ PLAYER_API void player__im_gui ( player_instance *player ); * ---------------------------------------------------------------------------- */ PLAYER_API void player__spawn ( player_instance *player, - struct respawn_point *rp ); + ent_spawn *rp ); PLAYER_API void player__kill ( player_instance *player ); PLAYER_API void player__pass_gate ( player_instance *player, - struct gate_hit *hit ); + ent_gate *gate ); /* * Utiltiy diff --git a/player_model.h b/player_model.h index 5982eae..c800503 100644 --- a/player_model.h +++ b/player_model.h @@ -42,9 +42,10 @@ VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path ) /* load in reference player model, with animations and such */ /* FIXME: This is allocated as un-freeable systems memory */ - mdl_open( &av->meta, path ); - mdl_load_metadata( &av->meta, vg_mem.rtmemory ); - mdl_load_anim_data( &av->meta, vg_mem.rtmemory ); + mdl_open( &av->meta, path, vg_mem.rtmemory ); + mdl_load_metadata_block( &av->meta, vg_mem.rtmemory ); + mdl_load_animation_block( &av->meta, vg_mem.rtmemory ); + mdl_close( &av->meta ); struct skeleton *sk = &av->sk; skeleton_setup( sk, vg_mem.rtmemory, &av->meta ); diff --git a/player_ragdoll.h b/player_ragdoll.h index 2bb0ae4..3fd5524 100644 --- a/player_ragdoll.h +++ b/player_ragdoll.h @@ -42,8 +42,7 @@ VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, { m4x3_identity( rp->collider_mtx ); - if( bone->flags & k_bone_flag_collider_box ) - { + if( bone->collider == k_bone_collider_box ){ v3f delta; v3_sub( bone->hitbox[1], bone->hitbox[0], delta ); v3_muls( delta, 0.5f, delta ); @@ -56,18 +55,15 @@ VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone, rp->rb.type = k_rb_shape_box; rp->colour = 0xffcccccc; } - else if( bone->flags & k_bone_flag_collider_capsule ) - { + else if( bone->collider == k_bone_collider_capsule ){ v3f v0, v1, tx, ty; v3_sub( bone->hitbox[1], bone->hitbox[0], v0 ); int major_axis = 0; float largest = -1.0f; - for( int i=0; i<3; i ++ ) - { - if( fabsf( v0[i] ) > largest ) - { + for( int i=0; i<3; i ++ ){ + if( fabsf( v0[i] ) > largest ){ largest = fabsf( v0[i] ); major_axis = i; } @@ -133,14 +129,13 @@ VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd, rd->position_constraints_count = 0; rd->cone_constraints_count = 0; - for( u32 i=0; isk.bone_count; i ++ ) - { + for( u32 i=0; isk.bone_count; i ++ ){ struct skeleton_bone *bone = &av->sk.bones[i]; /* * Bones with colliders */ - if( !(bone->flags & k_bone_flag_collider_any) ) + if( !(bone->collider) ) continue; if( rd->part_count > vg_list_size(rd->parts) ) @@ -152,9 +147,6 @@ VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd, player_init_ragdoll_bone_collider( bone, rp ); - struct mdl_node *pnode = mdl_node_from_id( &av->meta, bone->orig_node ); - struct classtype_bone *inf = mdl_get_entdata( &av->meta, pnode ); - /* * Bones with collider and parent */ @@ -163,27 +155,30 @@ VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd, rp->parent = ragdoll_bone_parent( rd, av, bone->parent ); - /* Always assign a point-to-point constraint */ - struct rb_constr_pos *c = - &rd->position_constraints[ rd->position_constraints_count ++ ]; + + if( bone->orig_bone->flags & k_bone_flag_cone_constraint ){ + struct rb_constr_pos *c = + &rd->position_constraints[ rd->position_constraints_count ++ ]; - struct skeleton_bone *bj = &av->sk.bones[rp->bone_id]; - struct ragdoll_part *pp = &rd->parts[rp->parent]; - struct skeleton_bone *bp = &av->sk.bones[pp->bone_id]; + struct skeleton_bone *bj = &av->sk.bones[rp->bone_id]; + struct ragdoll_part *pp = &rd->parts[rp->parent]; + struct skeleton_bone *bp = &av->sk.bones[pp->bone_id]; - /* Convention: rba -- parent, rbb -- child */ - c->rba = &pp->rb; - c->rbb = &rp->rb; + /* Convention: rba -- parent, rbb -- child */ + c->rba = &pp->rb; + c->rbb = &rp->rb; + + v3f delta; + v3_sub( bj->co, bp->co, delta ); + m4x3_mulv( rp->inv_collider_mtx, (v3f){0.0f,0.0f,0.0f}, c->lcb ); + m4x3_mulv( pp->inv_collider_mtx, delta, c->lca ); + + + mdl_bone *inf = bone->orig_bone; - v3f delta; - v3_sub( bj->co, bp->co, delta ); - m4x3_mulv( rp->inv_collider_mtx, (v3f){0.0f,0.0f,0.0f}, c->lcb ); - m4x3_mulv( pp->inv_collider_mtx, delta, c->lca ); - - if( inf->flags & k_bone_flag_cone_constraint ) - { struct rb_constr_swingtwist *a = &rd->cone_constraints[ rd->cone_constraints_count ++ ]; + a->rba = &pp->rb; a->rbb = &rp->rb; a->conet = cosf( inf->conet )-0.0001f; @@ -216,8 +211,7 @@ VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd, VG_STATIC void copy_ragdoll_pose_to_avatar( struct player_ragdoll *rd, struct player_avatar *av ) { - for( int i=0; ipart_count; i++ ) - { + for( int i=0; ipart_count; i++ ){ struct ragdoll_part *part = &rd->parts[i]; m4x3f offset; m3x3_identity(offset); @@ -235,8 +229,7 @@ VG_STATIC void copy_avatar_pose_to_ragdoll( struct player_avatar *av, struct player_ragdoll *rd, v3f velocity ) { - for( int i=0; ipart_count; i++ ) - { + for( int i=0; ipart_count; i++ ){ struct ragdoll_part *part = &rd->parts[i]; v3f pos, offset; @@ -274,25 +267,31 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) int run_sim = 0; ragdoll_frame ++; - if( ragdoll_frame >= k_ragdoll_div ) - { + if( ragdoll_frame >= k_ragdoll_div ){ ragdoll_frame = 0; run_sim = 1; } rb_solver_reset(); - for( int i=0; ipart_count; i ++ ) - { - if( rb_global_has_space() ) - { + for( int i=0; ipart_count; i ++ ){ + if( rb_global_has_space() ){ rb_ct *buf = rb_global_buffer(); - int l = rb_capsule__scene( rd->parts[i].rb.to_world, - &rd->parts[i].rb.inf.capsule, - NULL, &world->rb_geo.inf.scene, buf ); + int l; + + if( rd->parts[i].rb.type == k_rb_shape_capsule ){ + l = rb_capsule__scene( rd->parts[i].rb.to_world, + &rd->parts[i].rb.inf.capsule, + NULL, &world->rb_geo.inf.scene, buf ); + } + else if( rd->parts[i].rb.type == k_rb_shape_box ){ + l = rb_box__scene( rd->parts[i].rb.to_world, + rd->parts[i].rb.bbx, + NULL, &world->rb_geo.inf.scene, buf ); + } + else continue; - for( int j=0; jparts[i].rb; buf[j].rbb = &world->rb_geo; } @@ -302,42 +301,42 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) } /* - * COLLISION DETECTION + * self-collision */ - for( int i=0; ipart_count-1; i ++ ) - { - for( int j=i+1; jpart_count; j ++ ) - { - if( rd->parts[j].parent != i ) - { - if( rb_global_has_space() ) - { - rb_ct *buf = rb_global_buffer(); - - int l = rb_capsule__capsule( rd->parts[i].rb.to_world, - &rd->parts[i].rb.inf.capsule, - rd->parts[j].rb.to_world, - &rd->parts[j].rb.inf.capsule, - buf ); - - for( int k=0; kparts[i].rb; - buf[k].rbb = &rd->parts[j].rb; - } - - rb_contact_count += l; + for( int i=0; ipart_count-1; i ++ ){ + for( int j=i+1; jpart_count; j ++ ){ + if( rd->parts[j].parent != i ){ + if( !rb_global_has_space() ) + break; + + if( rd->parts[j].rb.type != k_rb_shape_capsule ) + continue; + + if( rd->parts[i].rb.type != k_rb_shape_capsule ) + continue; + + rb_ct *buf = rb_global_buffer(); + + int l = rb_capsule__capsule( rd->parts[i].rb.to_world, + &rd->parts[i].rb.inf.capsule, + rd->parts[j].rb.to_world, + &rd->parts[j].rb.inf.capsule, + buf ); + + for( int k=0; kparts[i].rb; + buf[k].rbb = &rd->parts[j].rb; } + + rb_contact_count += l; } } } - for( int j=0; jpart_count; j++ ) - { + for( int j=0; jpart_count; j++ ){ struct ragdoll_part *pj = &rd->parts[j]; - if( run_sim ) - { + if( run_sim ){ v4f plane = {0.0f,1.0f,0.0f,0.0f}; rb_effect_simple_bouyency( &pj->rb, plane, k_ragdoll_floatyiness, k_ragdoll_floatydrag ); @@ -354,14 +353,12 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) /* * DEBUG */ - if( k_ragdoll_debug_collider ) - { + if( k_ragdoll_debug_collider ){ for( u32 i=0; ipart_count; i ++ ) rb_debug( &rd->parts[i].rb, rd->parts[i].colour ); } - if( k_ragdoll_debug_constraints ) - { + if( k_ragdoll_debug_constraints ){ rb_debug_position_constraints( rd->position_constraints, rd->position_constraints_count ); @@ -372,10 +369,8 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd ) /* * SOLVE CONSTRAINTS */ - if( run_sim ) - { - for( int i=0; i<25; i++ ) - { + if( run_sim ){ + for( int i=0; i<16; i++ ){ rb_solve_contacts( rb_contact_buffer, rb_contact_count ); rb_solve_swingtwist_constraints( rd->cone_constraints, rd->cone_constraints_count ); diff --git a/player_skate.c b/player_skate.c index 744b5eb..c6e5db6 100644 --- a/player_skate.c +++ b/player_skate.c @@ -105,28 +105,25 @@ VG_STATIC int skate_grind_scansq( player_instance *player, v3_cross( plane, player->basis[1], support_axis ); v3_normalize( support_axis ); - while( bh_next( world->geo_bh, &it, box, &idx ) ) - { + while( bh_next( world->geo_bh, &it, box, &idx ) ){ u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; v3f tri[3]; - struct world_material *mat = world_tri_index_material(world,ptri[0]); - if( !(mat->info.flags & k_material_flag_skate_surface) ) + struct world_surface *surf = world_tri_index_surface(world,ptri[0]); + if( !(surf->info.flags & k_material_flag_skate_surface) ) continue; for( int j=0; j<3; j++ ) v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); - for( int j=0; j<3; j++ ) - { + for( int j=0; j<3; j++ ){ int i0 = j, i1 = (j+1) % 3; struct grind_sample *sample = &samples[ sample_count ]; v3f co; - if( plane_segment( plane, tri[i0], tri[i1], co ) ) - { + if( plane_segment( plane, tri[i0], tri[i1], co ) ){ v3f d; v3_sub( co, pos, d ); if( v3_length2( d ) > r*r ) @@ -176,14 +173,12 @@ too_many_samples: int passed_samples = 0; - for( int i=0; iland_dist = t + k_trace_delta * t1; u32 vert_index = world->scene_geo->arrindices[ idx*3 ]; - struct world_material *mat = - world_tri_index_material( world, vert_index ); + struct world_surface *surf = + world_tri_index_surface( world, vert_index ); /* Bias prediction towords ramps */ - if( !(mat->info.flags & k_material_flag_skate_surface) ) + if( !(surf->info.flags & k_material_flag_skate_surface) ) p->score *= 10.0f; break; @@ -472,14 +467,12 @@ void player__approximate_best_trajectory( player_instance *player ) s->prediction_count --; } - if( grind_located ) - { + if( grind_located ){ /* calculate the exact solution(s) to jump onto that grind spot */ struct land_prediction *p = &s->predictions[ s->prediction_count ]; p->gravity = k_gravity; - if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ) - { + if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){ v3_copy( grind.n, p->n ); /* determine score */ @@ -498,8 +491,7 @@ void player__approximate_best_trajectory( player_instance *player ) struct land_prediction *best = NULL; - for( int i=0; iprediction_count; i ++ ) - { + for( int i=0; iprediction_count; i ++ ){ struct land_prediction *p = &s->predictions[i]; if( p->score < score_min ) @@ -509,8 +501,7 @@ void player__approximate_best_trajectory( player_instance *player ) score_max = vg_maxf( score_max, p->score ); } - for( int i=0; iprediction_count; i ++ ) - { + for( int i=0; iprediction_count; i ++ ){ struct land_prediction *p = &s->predictions[i]; float s = p->score; @@ -529,8 +520,7 @@ void player__approximate_best_trajectory( player_instance *player ) p->colour |= 0xff000000; } - if( best ) - { + if( best ){ v3_copy( best->n, s->land_normal ); v3_copy( best->v, player->rb.v ); s->land_dist = best->land_dist; @@ -540,21 +530,18 @@ void player__approximate_best_trajectory( player_instance *player ) v2_normalize_clamp( steer ); s->state.gravity_bias = best->gravity; - if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ) - { + if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){ s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) * s->state.reverse ; s->state.flip_time = 0.0f; v3_copy( player->rb.to_world[0], s->state.flip_axis ); } - else - { + else{ s->state.flip_rate = 0.0f; v3_zero( s->state.flip_axis ); } } - else - { + else{ v3_copy( player->basis[1], s->land_normal ); } } @@ -608,8 +595,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3_muladds( s->board_trick_residuald, s->board_trick_residualv, k_rb_delta, s->board_trick_residuald ); - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity == k_skate_activity_air ){ if( v3_length2( s->state.trick_vel ) < 0.0001f ) return; @@ -620,8 +606,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) float min_rate = 99999.0f; - for( int i=0; i<3; i++ ) - { + for( int i=0; i<3; i++ ){ float v = s->state.trick_vel[i]; if( (v > 0.0f) && (v < min_rate) ) min_rate = v; @@ -636,8 +621,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta, s->state.trick_euler ); - if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ) - { + if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){ s->state.trick_time = 0.0f; s->state.trick_euler[0] = roundf( s->state.trick_euler[0] ); s->state.trick_euler[1] = roundf( s->state.trick_euler[1] ); @@ -648,8 +632,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player ) s->state.trick_time += k_rb_delta; } - else - { + else{ if( (v3_length2(s->state.trick_vel) >= 0.0001f ) && s->state.trick_time > 0.2f) { @@ -670,8 +653,7 @@ VG_STATIC void skate_apply_grab_model( player_instance *player ) float grabt = player->input_grab->axis.value; - if( grabt > 0.5f ) - { + if( grabt > 0.5f ){ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, s->state.grab_mouse_delta ); @@ -699,24 +681,20 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) float rate = 26.0f, top = 1.0f; - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity == k_skate_activity_air ){ rate = 6.0f * fabsf(steer); top = 1.5f; } - else - { + else{ /* rotate slower when grabbing on ground */ steer *= (1.0f-(s->state.jump_charge+grab)*0.4f); - if( s->state.activity == k_skate_activity_grind_5050 ) - { + if( s->state.activity == k_skate_activity_grind_5050 ){ rate = 0.0f; top = 0.0f; } - else if( s->state.activity >= k_skate_activity_grind_any ) - { + else if( s->state.activity >= k_skate_activity_grind_any ){ rate *= fabsf(steer); float a = 0.8f * -steer * k_rb_delta; @@ -728,8 +706,7 @@ VG_STATIC void skate_apply_steering_model( player_instance *player ) v3_normalize( s->grind_vec ); } - else if( s->state.manual_direction ) - { + else if( s->state.manual_direction ){ rate = 35.0f; top = 1.5f; } @@ -773,8 +750,7 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) /* Pushing additive force */ - if( !player->input_jump->button.value ) - { + if( !player->input_jump->button.value ){ if( player->input_push->button.value || (vg.time-s->state.start_push<0.75) ) { @@ -807,29 +783,25 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->state.charging_jump = player->input_jump->button.value; /* Cannot charge this in air */ - if( s->state.activity == k_skate_activity_air ) - { + if( s->state.activity == k_skate_activity_air ){ s->state.charging_jump = 0; return; } - if( s->state.charging_jump ) - { + if( s->state.charging_jump ){ s->state.jump_charge += k_rb_delta * k_jump_charge_speed; if( !charging_jump_prev ) s->state.jump_dir = s->state.reverse>0.0f? 1: 0; } - else - { + else{ s->state.jump_charge -= k_jump_charge_speed * k_rb_delta; } s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f ); /* player let go after charging past 0.2: trigger jump */ - if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ) - { + if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){ v3f jumpdir; /* Launch more up if alignment is up else improve velocity */ @@ -871,8 +843,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) { struct player_skate *s = &player->_skate; - if( s->state.activity != k_skate_activity_ground ) - { + if( s->state.activity != k_skate_activity_ground ){ v3_zero( s->state.throw_v ); return; } @@ -881,24 +852,20 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) * * TODO: Max speed boost */ - if( player->input_grab->axis.value > 0.5f ) - { - if( s->state.activity == k_skate_activity_ground ) - { + if( player->input_grab->axis.value > 0.5f ){ + if( s->state.activity == k_skate_activity_ground ){ /* Throw */ v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v ); } } - else - { + else{ /* Collect */ float doty = v3_dot( player->rb.to_world[1], s->state.throw_v ); v3f Fl, Fv; v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl); - if( s->state.activity == k_skate_activity_ground ) - { + if( s->state.activity == k_skate_activity_ground ){ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v ); v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v ); } @@ -909,8 +876,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) } /* Decay */ - if( v3_length2( s->state.throw_v ) > 0.0001f ) - { + if( v3_length2( s->state.throw_v ) > 0.0001f ){ v3f dir; v3_copy( s->state.throw_v, dir ); v3_normalize( dir ); @@ -960,8 +926,7 @@ VG_STATIC void skate_integrate( player_instance *player ) float decay_rate = 1.0f - (k_rb_delta * 3.0f), decay_rate_y = 1.0f; - if( s->state.activity >= k_skate_activity_grind_any ) - { + if( s->state.activity >= k_skate_activity_grind_any ){ decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta; decay_rate_y = decay_rate; } @@ -994,8 +959,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) { struct player_skate *s = &player->_skate; - if( vg_input_button_down( player->input_use ) ) - { + if( vg_input_button_down( player->input_use ) ){ player->subsystem = k_player_subsystem_walk; v3f angles; @@ -1007,8 +971,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) return; } - if( vg_input_button_down( player->input_reset ) ) - { + if( vg_input_button_down( player->input_reset ) ){ player->rb.co[1] += 2.0f; s->state.cog[1] += 2.0f; q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f ); @@ -1022,21 +985,17 @@ VG_STATIC void player__skate_pre_update( player_instance *player ) if( (s->state.activity == k_skate_activity_air) && (trick_id = player_skate_trick_input( player )) ) { - if( (vg.time - s->state.jump_time) < 0.1f ) - { + if( (vg.time - s->state.jump_time) < 0.1f ){ v3_zero( s->state.trick_vel ); s->state.trick_time = 0.0f; - if( trick_id == 1 ) - { + if( trick_id == 1 ){ s->state.trick_vel[0] = 3.0f; } - else if( trick_id == 2 ) - { + else if( trick_id == 2 ){ s->state.trick_vel[2] = 3.0f; } - else if( trick_id == 3 ) - { + else if( trick_id == 3 ){ s->state.trick_vel[0] = 2.0f; s->state.trick_vel[2] = 2.0f; } @@ -1109,8 +1068,7 @@ VG_STATIC void player__skate_post_update( player_instance *player ) audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, vg_lerpf( 250.0f, 80.0f, attn ) ); - if( s->aud_main ) - { + if( s->aud_main ){ s->aud_main->colour = 0x00103efe; audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f ); audio_channel_slope_volume( s->aud_main, 0.05f, vol_main ); @@ -1120,16 +1078,14 @@ VG_STATIC void player__skate_post_update( player_instance *player ) audio_channel_set_sampling_rate( s->aud_main, rate ); } - if( s->aud_slide ) - { + if( s->aud_slide ){ s->aud_slide->colour = 0x00103efe; audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f ); audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide ); audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt ); } - if( s->aud_air ) - { + if( s->aud_air ){ s->aud_air->colour = 0x00103efe; audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f ); audio_channel_slope_volume( s->aud_air, 0.05f, vol_air ); @@ -2275,17 +2231,15 @@ begin_collision:; s->surface = k_surface_prop_concrete; - for( int i=0; iinfo.surface_prop != k_surface_prop_concrete ) - s->surface = surface_mat->info.surface_prop; + if( surf->info.surface_prop != k_surface_prop_concrete ) + s->surface = surf->info.surface_prop; } - for( int i=0; irb.to_world, mtx ); m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] ); @@ -2297,10 +2251,10 @@ begin_collision:; skate_integrate( player ); vg_line_pt3( s->state.cog, 0.02f, VG__WHITE ); - struct gate_hit hit; - if( world_intersect_gates(world, player->rb.co, s->state.prev_pos, &hit) ) - { - teleport_gate *gate = hit.gate; + ent_gate *gate = + world_intersect_gates(world, player->rb.co, s->state.prev_pos ); + + if( gate ){ m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); m4x3_mulv( gate->transport, s->state.cog, s->state.cog ); @@ -2316,7 +2270,7 @@ begin_collision:; rb_update_transform( &player->rb ); s->state_gate_storage = s->state; - player__pass_gate( player, &hit ); + player__pass_gate( player, gate ); } /* FIXME: Rate limit */ @@ -2766,13 +2720,13 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player ) } VG_STATIC void player__skate_reset( player_instance *player, - struct respawn_point *rp ) + ent_spawn *rp ) { struct player_skate *s = &player->_skate; v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); v3_zero( player->rb.v ); v3_zero( s->state.cog_v ); - v4_copy( rp->q, player->rb.q ); + v4_copy( rp->transform.q, player->rb.q ); s->state.activity = k_skate_activity_air; s->state.activity_prev = k_skate_activity_air; diff --git a/player_skate.h b/player_skate.h index 867a238..f1661d5 100644 --- a/player_skate.h +++ b/player_skate.h @@ -170,7 +170,7 @@ VG_STATIC void player__skate_animate ( player_instance *player, player_animation *anim ); VG_STATIC void player__skate_post_animate ( player_instance *player ); VG_STATIC void player__skate_reset ( player_instance *player, - struct respawn_point *rp ); + ent_spawn *rp ); VG_STATIC void player__skate_clear_mechanics( player_instance *player ); VG_STATIC void player__skate_reset_animator( player_instance *player ); diff --git a/player_walk.c b/player_walk.c index fbae15d..6b7788c 100644 --- a/player_walk.c +++ b/player_walk.c @@ -432,15 +432,13 @@ VG_STATIC void player__walk_update( player_instance *player ) v3_muls( right_dir, walk[0], movedir ); v3_muladds( movedir, forward_dir, walk[1], movedir ); - if( w->state.activity == k_walk_activity_ground ) - { + if( w->state.activity == k_walk_activity_ground ){ v3_normalize( surface_avg ); v3f tx, ty; rb_tangent_basis( surface_avg, tx, ty ); - if( v2_length2(walk) > 0.001f ) - { + if( v2_length2(walk) > 0.001f ){ /* clip movement to the surface */ float d = v3_dot(surface_avg,movedir); v3_muladds( movedir, surface_avg, -d, movedir ); @@ -450,30 +448,25 @@ VG_STATIC void player__walk_update( player_instance *player ) nominal_speed = k_walkspeed; /* jump */ - if( player->input_jump->button.value ) - { + if( player->input_jump->button.value ){ v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v ); w->state.activity = k_walk_activity_air; accel_speed = k_walk_air_accel; nominal_speed = k_airspeed; } - else - { + else{ player_friction( player->rb.v ); - struct world_material *surface_mat = - world_contact_material( world, manifold); - w->surface = surface_mat->info.surface_prop; + struct world_surface *surf = world_contact_surface( world, manifold ); + w->surface = surf->info.surface_prop; } } - else - { + else{ accel_speed = k_walk_air_accel; nominal_speed = k_airspeed; } - if( v2_length2(walk) > 0.001f ) - { + if( v2_length2(walk) > 0.001f ){ player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed ); v3_normalize( movedir ); } @@ -481,10 +474,8 @@ VG_STATIC void player__walk_update( player_instance *player ) /* * Resolve velocity constraints */ - for( int j=0; j<5; j++ ) - { - for( int i=0; irb.co, w->state.prev_pos, &hit) ) - { - teleport_gate *gate = hit.gate; + ent_gate *gate = + world_intersect_gates( world, player->rb.co, w->state.prev_pos ); + if( gate ){ m4x3_mulv( gate->transport, player->rb.co, player->rb.co ); m3x3_mulv( gate->transport, player->rb.v, player->rb.v ); @@ -594,7 +584,7 @@ VG_STATIC void player__walk_update( player_instance *player ) rb_update_transform( &player->rb ); w->state_gate_storage = w->state; - player__pass_gate( player, &hit ); + player__pass_gate( player, gate ); } } diff --git a/rigidbody.h b/rigidbody.h index 2e17120..fe81975 100644 --- a/rigidbody.h +++ b/rigidbody.h @@ -604,19 +604,14 @@ VG_STATIC int rb_box_triangle_interval( v3f extent, v3f axis, v3f tri[3] ) /* * Seperating axis test box vs triangle */ -VG_STATIC int rb_box_triangle_sat( rigidbody *rba, v3f tri_src[3] ) +VG_STATIC int rb_box_triangle_sat( v3f extent, v3f center, + m4x3f to_local, v3f tri_src[3] ) { v3f tri[3]; - v3f extent, c; - v3_sub( rba->bbx[1], rba->bbx[0], extent ); - v3_muls( extent, 0.5f, extent ); - v3_add( rba->bbx[0], extent, c ); - - for( int i=0; i<3; i++ ) - { - m4x3_mulv( rba->to_local, tri_src[i], tri[i] ); - v3_sub( tri[i], c, tri[i] ); + for( int i=0; i<3; i++ ){ + m4x3_mulv( to_local, tri_src[i], tri[i] ); + v3_sub( tri[i], center, tri[i] ); } /* u0, u1, u2 */ @@ -1581,6 +1576,154 @@ VG_STATIC int rb_sphere_scene( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) } #endif +VG_STATIC int rb_box__scene( m4x3f mtxA, boxf bbx, + m4x3f mtxB, rb_scene *s, rb_ct *buf ) +{ + scene *sc = s->bh_scene->user; + v3f tri[3]; + + v3f extent, center; + v3_sub( bbx[1], bbx[0], extent ); + v3_muls( extent, 0.5f, extent ); + v3_add( bbx[0], extent, center ); + + float r = v3_length(extent); + boxf world_bbx; + v3_fill( world_bbx[0], -r ); + v3_fill( world_bbx[1], r ); + for( int i=0; i<2; i++ ){ + v3_add( center, world_bbx[i], world_bbx[i] ); + v3_add( mtxA[3], world_bbx[i], world_bbx[i] ); + } + + m4x3f to_local; + m4x3_invert_affine( mtxA, to_local ); + + bh_iter it; + bh_iter_init( 0, &it ); + int idx; + int count = 0; + + vg_line_boxf( world_bbx, VG__RED ); + + while( bh_next( s->bh_scene, &it, world_bbx, &idx ) ){ + u32 *ptri = &sc->arrindices[ idx*3 ]; + + for( int j=0; j<3; j++ ) + v3_copy( sc->arrvertices[ptri[j]].co, tri[j] ); + + if( rb_box_triangle_sat( extent, center, to_local, tri ) ){ + vg_line(tri[0],tri[1],0xff50ff00 ); + vg_line(tri[1],tri[2],0xff50ff00 ); + vg_line(tri[2],tri[0],0xff50ff00 ); + } + else{ + vg_line(tri[0],tri[1],0xff0000ff ); + vg_line(tri[1],tri[2],0xff0000ff ); + vg_line(tri[2],tri[0],0xff0000ff ); + continue; + } + + v3f v0,v1,n; + v3_sub( tri[1], tri[0], v0 ); + v3_sub( tri[2], tri[0], v1 ); + v3_cross( v0, v1, n ); + v3_normalize( n ); + + /* find best feature */ + float best = v3_dot( mtxA[0], n ); + int axis = 0; + + for( int i=1; i<3; i++ ){ + float c = v3_dot( mtxA[i], n ); + + if( fabsf(c) > fabsf(best) ){ + best = c; + axis = i; + } + } + + v3f manifold[4]; + + if( axis == 0 ){ + float px = best > 0.0f? bbx[0][0]: bbx[1][0]; + manifold[0][0] = px; + manifold[0][1] = bbx[0][1]; + manifold[0][2] = bbx[0][2]; + manifold[1][0] = px; + manifold[1][1] = bbx[1][1]; + manifold[1][2] = bbx[0][2]; + manifold[2][0] = px; + manifold[2][1] = bbx[1][1]; + manifold[2][2] = bbx[1][2]; + manifold[3][0] = px; + manifold[3][1] = bbx[0][1]; + manifold[3][2] = bbx[1][2]; + } + else if( axis == 1 ){ + float py = best > 0.0f? bbx[0][1]: bbx[1][1]; + manifold[0][0] = bbx[0][0]; + manifold[0][1] = py; + manifold[0][2] = bbx[0][2]; + manifold[1][0] = bbx[1][0]; + manifold[1][1] = py; + manifold[1][2] = bbx[0][2]; + manifold[2][0] = bbx[1][0]; + manifold[2][1] = py; + manifold[2][2] = bbx[1][2]; + manifold[3][0] = bbx[0][0]; + manifold[3][1] = py; + manifold[3][2] = bbx[1][2]; + } + else{ + float pz = best > 0.0f? bbx[0][2]: bbx[1][2]; + manifold[0][0] = bbx[0][0]; + manifold[0][1] = bbx[0][1]; + manifold[0][2] = pz; + manifold[1][0] = bbx[1][0]; + manifold[1][1] = bbx[0][1]; + manifold[1][2] = pz; + manifold[2][0] = bbx[1][0]; + manifold[2][1] = bbx[1][1]; + manifold[2][2] = pz; + manifold[3][0] = bbx[0][0]; + manifold[3][1] = bbx[1][1]; + manifold[3][2] = pz; + } + + for( int j=0; j<4; j++ ) + m4x3_mulv( mtxA, manifold[j], manifold[j] ); + + vg_line( manifold[0], manifold[1], 0xffffffff ); + vg_line( manifold[1], manifold[2], 0xffffffff ); + vg_line( manifold[2], manifold[3], 0xffffffff ); + vg_line( manifold[3], manifold[0], 0xffffffff ); + + for( int j=0; j<4; j++ ){ + rb_ct *ct = buf+count; + + v3_copy( manifold[j], ct->co ); + v3_copy( n, ct->n ); + + float l0 = v3_dot( tri[0], n ), + l1 = v3_dot( manifold[j], n ); + + ct->p = (l0-l1)*0.5f; + if( ct->p < 0.0f ) + continue; + + ct->type = k_contact_type_default; + count ++; + + if( count >= 12 ) + return count; + } + } + return count; +} + +#if 0 +__attribute__ ((deprecated)) VG_STATIC int rb_box_scene( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) { scene *sc = rbb->inf.scene.bh_scene->user; @@ -1723,6 +1866,7 @@ VG_STATIC int rb_box_scene( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) } return count; } +#endif VG_STATIC int rb_capsule__triangle( m4x3f mtxA, rb_capsule *c, v3f tri[3], rb_ct *buf ) @@ -1952,10 +2096,12 @@ VG_STATIC int rb_box_sphere( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) return rb_sphere_box( rbb, rba, buf ); } +#if 0 VG_STATIC int rb_scene_box( rigidbody *rba, rigidbody *rbb, rb_ct *buf ) { return rb_box_scene( rbb, rba, buf ); } +#endif #if 0 VG_STATIC int (*rb_jump_table[4][4])( rigidbody *a, rigidbody *b, rb_ct *buf ) = diff --git a/scene.h b/scene.h index fb758eb..cd1a8ea 100644 --- a/scene.h +++ b/scene.h @@ -78,8 +78,7 @@ VG_STATIC void scene_vert_pack_norm( scene_vert *vert, v3f norm ) VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl, mdl_submesh *sm, m4x3f transform ) { - if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices ) - { + if( pscene->vertex_count + sm->vertex_count > pscene->max_vertices ){ vg_error( "%u(current) + %u > %u\n", pscene->vertex_count, sm->vertex_count, pscene->max_vertices ); @@ -88,8 +87,7 @@ VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl, vg_fatal_exit_loop( "Scene vertex buffer overflow" ); } - if( pscene->indice_count + sm->indice_count > pscene->max_indices ) - { + if( pscene->indice_count + sm->indice_count > pscene->max_indices ){ vg_error( "%u(current) + %u > %u\n", pscene->indice_count, sm->indice_count, pscene->max_indices ); @@ -98,10 +96,10 @@ VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl, vg_fatal_exit_loop( "Scene index buffer overflow" ); } - mdl_vert *src_verts = mdl_submesh_vertices( mdl, sm ); + mdl_vert *src_verts = mdl_arritm( &mdl->verts, sm->vertex_start ); scene_vert *dst_verts = &pscene->arrvertices[ pscene->vertex_count ]; - u32 *src_indices = mdl_submesh_indices( mdl, sm ), + u32 *src_indices = mdl_arritm( &mdl->indices, sm->indice_start ), *dst_indices = &pscene->arrindices[ pscene->indice_count ]; /* Transform and place vertices */ @@ -116,8 +114,7 @@ VG_STATIC void scene_add_mdl_submesh( scene *pscene, mdl_context *mdl, v3_normalize( normal_matrix[1] ); v3_normalize( normal_matrix[2] ); - for( u32 i=0; ivertex_count; i++ ) - { + for( u32 i=0; ivertex_count; i++ ){ mdl_vert *src = &src_verts[ i ]; scene_vert *pvert = &dst_verts[ i ]; diff --git a/shaders/common_world.glsl b/shaders/common_world.glsl index 57b4541..5c06d73 100644 --- a/shaders/common_world.glsl +++ b/shaders/common_world.glsl @@ -19,6 +19,7 @@ layout (std140) uniform ub_world_lighting float g_water_fog; float g_time; + float g_realtime; float g_shadow_length; float g_shadow_spread; @@ -122,13 +123,13 @@ vec3 scene_calculate_light( int light_index, float falloff = max( 0.0, 1.0-(dist2*light_co.w) ); - if( light_dir.w < 0.999999 ) - { + if( light_dir.w < 0.999999 ){ float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ); falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) ); } - return light_colour.rgb * attenuation * falloff; + return light_colour.rgb * attenuation * falloff + * step( g_day_phase, light_colour.w ); } vec3 scene_calculate_packed_light_patch( uint packed_index, @@ -138,20 +139,17 @@ vec3 scene_calculate_packed_light_patch( uint packed_index, vec3 l = vec3(0.0); - if( light_count >= 1u ) - { + if( light_count >= 1u ){ int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u ); int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u ); int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u ); l += scene_calculate_light( index_0, halfview, co, normal ); - if( light_count >= 2u ) - { + if( light_count >= 2u ){ l += scene_calculate_light( index_1, halfview, co, normal ); - if( light_count >= 3u ) - { + if( light_count >= 3u ){ l += scene_calculate_light( index_2, halfview, co, normal ); } } diff --git a/shaders/model_character_view.h b/shaders/model_character_view.h index d70953d..23cba25 100644 --- a/shaders/model_character_view.h +++ b/shaders/model_character_view.h @@ -105,6 +105,7 @@ static struct vg_shader _shader_model_character_view = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -201,7 +202,7 @@ static struct vg_shader _shader_model_character_view = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -286,13 +287,13 @@ static struct vg_shader _shader_model_character_view = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -302,20 +303,17 @@ static struct vg_shader _shader_model_character_view = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/model_gate.h b/shaders/model_gate.h index 013c916..fc9c1ea 100644 --- a/shaders/model_gate.h +++ b/shaders/model_gate.h @@ -42,6 +42,7 @@ static struct vg_shader _shader_model_gate = { "uniform float uTime;\n" "uniform vec3 uCam;\n" "uniform vec2 uInvRes;\n" +"uniform vec4 uColour;\n" "\n" "in vec3 aNorm;\n" "in vec2 aUv;\n" @@ -50,7 +51,7 @@ static struct vg_shader _shader_model_gate = { "void main()\n" "{\n" " vec2 ssuv = gl_FragCoord.xy;\n" -" float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n" +" float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);\n" " \n" " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" " float dither = fract( vDither.g / 71.0 ) - 0.5;\n" @@ -58,7 +59,7 @@ static struct vg_shader _shader_model_gate = { " if( opacity+dither<0.5 )\n" " discard;\n" "\n" -" FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n" +" FragColor = uColour;\n" "}\n" ""}, }; @@ -68,6 +69,7 @@ static GLuint _uniform_model_gate_uMdl; static GLuint _uniform_model_gate_uTime; static GLuint _uniform_model_gate_uCam; static GLuint _uniform_model_gate_uInvRes; +static GLuint _uniform_model_gate_uColour; static void shader_model_gate_uPv(m4x4f m){ glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(float*)m); } @@ -83,6 +85,9 @@ static void shader_model_gate_uCam(v3f v){ static void shader_model_gate_uInvRes(v2f v){ glUniform2fv(_uniform_model_gate_uInvRes,1,v); } +static void shader_model_gate_uColour(v4f v){ + glUniform4fv(_uniform_model_gate_uColour,1,v); +} static void shader_model_gate_register(void){ vg_shader_register( &_shader_model_gate ); } @@ -93,5 +98,6 @@ static void shader_model_gate_link(void){ _uniform_model_gate_uTime = glGetUniformLocation( _shader_model_gate.id, "uTime" ); _uniform_model_gate_uCam = glGetUniformLocation( _shader_model_gate.id, "uCam" ); _uniform_model_gate_uInvRes = glGetUniformLocation( _shader_model_gate.id, "uInvRes" ); + _uniform_model_gate_uColour = glGetUniformLocation( _shader_model_gate.id, "uColour" ); } #endif /* SHADER_model_gate_H */ diff --git a/shaders/model_gate_lq.fs b/shaders/model_gate_lq.fs index c455126..772efcb 100644 --- a/shaders/model_gate_lq.fs +++ b/shaders/model_gate_lq.fs @@ -3,6 +3,7 @@ out vec4 FragColor; uniform float uTime; uniform vec3 uCam; uniform vec2 uInvRes; +uniform vec4 uColour; in vec3 aNorm; in vec2 aUv; @@ -11,7 +12,7 @@ in vec3 aCo; void main() { vec2 ssuv = gl_FragCoord.xy; - float opacity = 1.0-smoothstep(0.4,1.0,aUv.y); + float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a); vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) ); float dither = fract( vDither.g / 71.0 ) - 0.5; @@ -19,5 +20,5 @@ void main() if( opacity+dither<0.5 ) discard; - FragColor = vec4( 0.0, 1.0, 0.0, 1.0 ); + FragColor = uColour; } diff --git a/shaders/model_sky.h b/shaders/model_sky.h index 6fd769e..2ddc5bd 100644 --- a/shaders/model_sky.h +++ b/shaders/model_sky.h @@ -99,6 +99,7 @@ static struct vg_shader _shader_model_sky = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -195,7 +196,7 @@ static struct vg_shader _shader_model_sky = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -280,13 +281,13 @@ static struct vg_shader _shader_model_sky = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -296,20 +297,17 @@ static struct vg_shader _shader_model_sky = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/scene_depth.h b/shaders/scene_depth.h index b525a0f..0a88b46 100644 --- a/shaders/scene_depth.h +++ b/shaders/scene_depth.h @@ -98,6 +98,7 @@ static struct vg_shader _shader_scene_depth = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -194,7 +195,7 @@ static struct vg_shader _shader_scene_depth = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -279,13 +280,13 @@ static struct vg_shader _shader_scene_depth = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -295,20 +296,17 @@ static struct vg_shader _shader_scene_depth = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/scene_position.h b/shaders/scene_position.h index e450d17..b3bf28f 100644 --- a/shaders/scene_position.h +++ b/shaders/scene_position.h @@ -98,6 +98,7 @@ static struct vg_shader _shader_scene_position = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -194,7 +195,7 @@ static struct vg_shader _shader_scene_position = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -279,13 +280,13 @@ static struct vg_shader _shader_scene_position = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -295,20 +296,17 @@ static struct vg_shader _shader_scene_position = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/scene_route.fs b/shaders/scene_route.fs index 3ce337b..93ed9b1 100644 --- a/shaders/scene_route.fs +++ b/shaders/scene_route.fs @@ -8,6 +8,13 @@ uniform vec3 uBoard1; #include "common_scene.glsl" #include "motion_vectors_fs.glsl" +float filtered_stripe( in float p, in float ddx, in float ddy ) +{ + float w = max(abs(ddx), abs(ddy)) + 0.02; + float i = (abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w; + return 0.5 - i; +} + void main() { compute_motion_vectors(); @@ -32,9 +39,13 @@ void main() vfrag = pow(uColour.rgb,vec3(1.0/2.2)); vfrag -= rgarbage.a*0.1; - if( wgarbage.g < 0.3 ) + if( wgarbage.g < 0.1 ) discard; + float movep = (aUv.x + abs(aUv.y-0.5)*0.4 - g_realtime)*2.0; + float stripe = filtered_stripe( movep, dFdx(movep), dFdy(movep) ); + vfrag *= 0.9+stripe*uColour.a; + if( g_light_preview == 1 ) { vfrag = vec3(0.5); diff --git a/shaders/scene_route.h b/shaders/scene_route.h index bd67ea5..3f41eca 100644 --- a/shaders/scene_route.h +++ b/shaders/scene_route.h @@ -99,6 +99,7 @@ static struct vg_shader _shader_scene_route = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -195,7 +196,7 @@ static struct vg_shader _shader_scene_route = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -280,13 +281,13 @@ static struct vg_shader _shader_scene_route = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -296,20 +297,17 @@ static struct vg_shader _shader_scene_route = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" @@ -428,6 +426,13 @@ static struct vg_shader _shader_scene_route = { "\n" "#line 10 0 \n" "\n" +"float filtered_stripe( in float p, in float ddx, in float ddy )\n" +"{\n" +" float w = max(abs(ddx), abs(ddy)) + 0.02;\n" +" float i = (abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n" +" return 0.5 - i;\n" +"}\n" +"\n" "void main()\n" "{\n" " compute_motion_vectors();\n" @@ -452,9 +457,13 @@ static struct vg_shader _shader_scene_route = { " vfrag = pow(uColour.rgb,vec3(1.0/2.2));\n" " vfrag -= rgarbage.a*0.1;\n" "\n" -" if( wgarbage.g < 0.3 )\n" +" if( wgarbage.g < 0.1 )\n" " discard;\n" "\n" +" float movep = (aUv.x + abs(aUv.y-0.5)*0.4 - g_realtime)*2.0;\n" +" float stripe = filtered_stripe( movep, dFdx(movep), dFdy(movep) );\n" +" vfrag *= 0.9+stripe*uColour.a; \n" +"\n" " if( g_light_preview == 1 )\n" " {\n" " vfrag = vec3(0.5);\n" diff --git a/shaders/scene_standard.h b/shaders/scene_standard.h index 85f8467..656498d 100644 --- a/shaders/scene_standard.h +++ b/shaders/scene_standard.h @@ -99,6 +99,7 @@ static struct vg_shader _shader_scene_standard = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -195,7 +196,7 @@ static struct vg_shader _shader_scene_standard = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -280,13 +281,13 @@ static struct vg_shader _shader_scene_standard = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -296,20 +297,17 @@ static struct vg_shader _shader_scene_standard = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/scene_standard_alphatest.h b/shaders/scene_standard_alphatest.h index d35eb4a..74b36f6 100644 --- a/shaders/scene_standard_alphatest.h +++ b/shaders/scene_standard_alphatest.h @@ -99,6 +99,7 @@ static struct vg_shader _shader_scene_standard_alphatest = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -195,7 +196,7 @@ static struct vg_shader _shader_scene_standard_alphatest = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -280,13 +281,13 @@ static struct vg_shader _shader_scene_standard_alphatest = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -296,20 +297,17 @@ static struct vg_shader _shader_scene_standard_alphatest = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h index 99affba..2027fd2 100644 --- a/shaders/scene_terrain.h +++ b/shaders/scene_terrain.h @@ -100,6 +100,7 @@ static struct vg_shader _shader_scene_terrain = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -196,7 +197,7 @@ static struct vg_shader _shader_scene_terrain = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -281,13 +282,13 @@ static struct vg_shader _shader_scene_terrain = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -297,20 +298,17 @@ static struct vg_shader _shader_scene_terrain = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/scene_vertex_blend.h b/shaders/scene_vertex_blend.h index d3e4186..b350fda 100644 --- a/shaders/scene_vertex_blend.h +++ b/shaders/scene_vertex_blend.h @@ -98,6 +98,7 @@ static struct vg_shader _shader_scene_vertex_blend = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -194,7 +195,7 @@ static struct vg_shader _shader_scene_vertex_blend = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -279,13 +280,13 @@ static struct vg_shader _shader_scene_vertex_blend = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -295,20 +296,17 @@ static struct vg_shader _shader_scene_vertex_blend = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/scene_water.h b/shaders/scene_water.h index 0fe4e17..5d4a5d2 100644 --- a/shaders/scene_water.h +++ b/shaders/scene_water.h @@ -106,6 +106,7 @@ static struct vg_shader _shader_scene_water = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -202,7 +203,7 @@ static struct vg_shader _shader_scene_water = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -287,13 +288,13 @@ static struct vg_shader _shader_scene_water = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -303,20 +304,17 @@ static struct vg_shader _shader_scene_water = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/shaders/scene_water_fast.h b/shaders/scene_water_fast.h index 6c4e30e..b02f8ca 100644 --- a/shaders/scene_water_fast.h +++ b/shaders/scene_water_fast.h @@ -103,6 +103,7 @@ static struct vg_shader _shader_scene_water_fast = { "\n" " float g_water_fog;\n" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -199,7 +200,7 @@ static struct vg_shader _shader_scene_water_fast = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 42 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -284,13 +285,13 @@ static struct vg_shader _shader_scene_water_fast = { "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -300,20 +301,17 @@ static struct vg_shader _shader_scene_water_fast = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" diff --git a/skaterift.c b/skaterift.c index a6abbee..6343098 100644 --- a/skaterift.c +++ b/skaterift.c @@ -72,17 +72,13 @@ VG_STATIC int __kill( int argc, const char *argv[] ) VG_STATIC int __respawn( int argc, const char *argv[] ) { - struct respawn_point *rp = NULL, *r; - + ent_spawn *rp = NULL, *r; world_instance *world = get_active_world(); - if( argc == 1 ) - { - for( int i=0; ispawn_count; i++ ) - { - r = &world->spawns[i]; - if( !strcmp( r->name, argv[0] ) ) - { + if( argc == 1 ){ + for( u32 i=0; ient_spawn); i++ ){ + r = mdl_arritm( &world->ent_spawn, i ); + if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){ rp = r; break; } @@ -92,32 +88,27 @@ VG_STATIC int __respawn( int argc, const char *argv[] ) vg_warn( "No spawn named '%s'\n", argv[0] ); } - if( !rp ) - { + if( !rp ){ float min_dist = INFINITY; - for( int i=0; ispawn_count; i++ ) - { - r = &world->spawns[i]; - float d = v3_dist2( r->co, localplayer.rb.co ); + for( u32 i=0; ient_spawn); i++ ){ + r = mdl_arritm( &world->ent_spawn, i ); + float d = v3_dist2( r->transform.co, localplayer.rb.co ); - vg_info( "Dist %s : %f\n", r->name, d ); - if( d < min_dist ) - { + if( d < min_dist ){ min_dist = d; rp = r; } } } - if( !rp ) - { + if( !rp ){ vg_error( "No spawn found\n" ); - if( !world->spawn_count ) + if( !mdl_arrcount(&world->ent_spawn) ) return 0; - rp = &world->spawns[0]; + rp = mdl_arritm( &world->ent_spawn, 0 ); } player__spawn( &localplayer, rp ); @@ -197,19 +188,19 @@ VG_STATIC void load_playermodels(void) ctx_outlaw, ctx_jordan; - mdl_open( &ctx_default, "models/ch_new.mdl" ); - mdl_load_metadata( &ctx_default, vg_mem.scratch ); - mdl_load_mesh_data( &ctx_default, vg_mem.scratch ); + mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_default, vg_mem.scratch ); + mdl_load_mesh_block( &ctx_default, vg_mem.scratch ); mdl_close( &ctx_default ); - mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" ); - mdl_load_metadata( &ctx_outlaw, vg_mem.scratch ); - mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch ); + mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch ); + mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch ); mdl_close( &ctx_outlaw ); - mdl_open( &ctx_jordan, "models/ch_jordan.mdl" ); - mdl_load_metadata( &ctx_jordan, vg_mem.scratch ); - mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch ); + mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch ); + mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch ); mdl_close( &ctx_jordan ); vg_acquire_thread_sync(); @@ -258,14 +249,14 @@ VG_STATIC void vg_load(void) /* 'systems' are completely loaded now */ /* load home world */ - world_load( &world_global.worlds[0], "maps/mp_home.mdl" ); + world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" ); #if 0 world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" ); world_link_nonlocal_gates( 0, 1 ); -#endif world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" ); world_link_nonlocal_gates( 0, 2 ); +#endif vg_console_load_autos(); } @@ -500,6 +491,13 @@ VG_STATIC void render_scene(void) glEnable( GL_DEPTH_TEST ); world_instance *view_world = localplayer.viewable_world; + + if( view_world == NULL ){ + glClearColor( 0.25f, 0.25f, 0.0f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT ); + return; + } + render_world( view_world, &main_camera ); int player_transparent = 1, @@ -662,13 +660,6 @@ VG_STATIC void vg_ui(void) } #endif - //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); - if( cl_ui ) - { - render_world_routes_ui( world ); - } - //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); - audio_debug_soundscapes(); render_view_framebuffer_ui(); diff --git a/skeleton.h b/skeleton.h index c5f59da..2fcfb50 100644 --- a/skeleton.h +++ b/skeleton.h @@ -18,9 +18,9 @@ struct skeleton int defer; mdl_keyframe kf; + mdl_bone *orig_bone; - u32 orig_node; - + u32 collider; boxf hitbox; const char *name; } @@ -55,8 +55,7 @@ struct skeleton VG_STATIC u32 skeleton_bone_id( struct skeleton *skele, const char *name ) { - for( u32 i=1; ibone_count; i++ ) - { + for( u32 i=1; ibone_count; i++ ){ if( !strcmp( skele->bones[i].name, name )) return i; } @@ -80,28 +79,26 @@ VG_STATIC void keyframe_copy_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, VG_STATIC void keyframe_lerp_pose( mdl_keyframe *kfa, mdl_keyframe *kfb, float t, mdl_keyframe *kfd, int count ) { - if( t <= 0.01f ) - { + if( t <= 0.0001f ){ keyframe_copy_pose( kfa, kfd, count ); return; } - else if( t >= 0.99f ) - { + else if( t >= 0.9999f ){ keyframe_copy_pose( kfb, kfd, count ); return; } - for( int i=0; ibone_count-1 ); } @@ -156,27 +153,25 @@ typedef enum anim_apply } anim_apply; -VG_STATIC int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type ) +VG_STATIC +int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type ) { struct skeleton_bone *sb = &skele->bones[ id ], *sp = &skele->bones[ sb->parent ]; - if( type == k_anim_apply_defer_ik ) - { + if( type == k_anim_apply_defer_ik ){ if( ((sp->flags & k_bone_flag_ik) && !(sb->flags & k_bone_flag_ik)) || sp->defer ) { sb->defer = 1; return 0; } - else - { + else{ sb->defer = 0; return 1; } } - else if( type == k_anim_apply_deffered_only ) - { + else if( type == k_anim_apply_deffered_only ){ if( sb->defer ) return 1; else @@ -190,16 +185,15 @@ VG_STATIC int should_apply_bone( struct skeleton *skele, u32 id, anim_apply type * Apply block of keyframes to skeletons final pose */ VG_STATIC void skeleton_apply_pose( struct skeleton *skele, mdl_keyframe *pose, - anim_apply passtype ) + anim_apply passtype ) { m4x3_identity( skele->final_mtx[0] ); skele->bones[0].defer = 0; skele->bones[0].flags &= ~k_bone_flag_ik; - for( int i=1; ibone_count; i++ ) - { + for( u32 i=1; ibone_count; i++ ){ struct skeleton_bone *sb = &skele->bones[i], - *sp = &skele->bones[ sb->parent ]; + *sp = &skele->bones[sb->parent]; if( !should_apply_bone( skele, i, passtype ) ) continue; @@ -244,8 +238,7 @@ VG_STATIC void skeleton_inverse_for_ik( struct skeleton *skele, VG_STATIC void skeleton_create_inverses( struct skeleton *skele ) { /* IK: inverse 'plane-bone space' axis '(^axis,^bone,...)[base] */ - for( int i=0; iik_count; i++ ) - { + for( u32 i=0; iik_count; i++ ){ struct skeleton_ik *ik = &skele->ik[i]; m4x3f inverse; @@ -263,10 +256,10 @@ VG_STATIC void skeleton_create_inverses( struct skeleton *skele ) /* * Apply a model matrix to all bones, should be done last */ -VG_STATIC void skeleton_apply_transform( struct skeleton *skele, m4x3f transform ) +VG_STATIC +void skeleton_apply_transform( struct skeleton *skele, m4x3f transform ) { - for( int i=0; ibone_count; i++ ) - { + for( u32 i=0; ibone_count; i++ ){ struct skeleton_bone *sb = &skele->bones[i]; m4x3_mul( transform, skele->final_mtx[i], skele->final_mtx[i] ); } @@ -278,8 +271,7 @@ VG_STATIC void skeleton_apply_transform( struct skeleton *skele, m4x3f transform */ VG_STATIC void skeleton_apply_inverses( struct skeleton *skele ) { - for( int i=0; ibone_count; i++ ) - { + for( u32 i=0; ibone_count; i++ ){ struct skeleton_bone *sb = &skele->bones[i]; m4x3f inverse; m3x3_identity( inverse ); @@ -294,8 +286,7 @@ VG_STATIC void skeleton_apply_inverses( struct skeleton *skele ) */ VG_STATIC void skeleton_apply_ik_pass( struct skeleton *skele ) { - for( int i=0; iik_count; i++ ) - { + for( u32 i=0; iik_count; i++ ){ struct skeleton_ik *ik = &skele->ik[i]; v3f v0, /* base -> target */ @@ -388,8 +379,7 @@ VG_STATIC void skeleton_apply_standard( struct skeleton *skele, mdl_keyframe *po VG_STATIC struct skeleton_anim *skeleton_get_anim( struct skeleton *skele, const char *name ) { - for( int i=0; ianim_count; i++ ) - { + for( u32 i=0; ianim_count; i++ ){ struct skeleton_anim *anim = &skele->anims[i]; if( !strcmp( anim->name, name ) ) @@ -403,13 +393,24 @@ VG_STATIC struct skeleton_anim *skeleton_get_anim( struct skeleton *skele, } VG_STATIC void skeleton_alloc_from( struct skeleton *skele, - void *lin_alloc, - struct classtype_skeleton *inf ) + void *lin_alloc, + mdl_context *mdl, + mdl_armature *armature ) { - skele->bone_count = inf->channels; - skele->ik_count = inf->ik_count; - skele->collider_count = inf->collider_count; - skele->anim_count = inf->anim_count; + skele->bone_count = armature->bone_count+1; + skele->anim_count = armature->anim_count; + skele->ik_count = 0; + skele->collider_count = 0; + + for( u32 i=0; ibone_count; i++ ){ + mdl_bone *bone = mdl_arritm( &mdl->bones, armature->bone_start+i ); + + if( bone->flags & k_bone_flag_ik ) + skele->ik_count ++; + + if( bone->collider ) + skele->collider_count ++; + } u32 bone_size = sizeof(struct skeleton_bone) * skele->bone_count, ik_size = sizeof(struct skeleton_ik) * skele->ik_count, @@ -431,112 +432,58 @@ VG_STATIC void skeleton_fatal_err(void) VG_STATIC void skeleton_setup( struct skeleton *skele, void *lin_alloc, mdl_context *mdl ) { - u32 bone_count = 1, skeleton_root = 0, ik_count = 0, collider_count = 0; + u32 ik_count = 0, collider_count = 0; skele->bone_count = 0; skele->bones = NULL; skele->final_mtx = NULL; skele->anims = NULL; - struct classtype_skeleton *inf = NULL; + if( !mdl->armatures.count ){ + vg_error( "No skeleton in model\n" ); + skeleton_fatal_err(); + } - for( u32 i=0; iinfo.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mdl, i ); + mdl_armature *armature = mdl_arritm( &mdl->armatures, 0 ); + skeleton_alloc_from( skele, lin_alloc, mdl, armature ); - if( pnode->classtype == k_classtype_skeleton ) - { - inf = mdl_get_entdata( mdl, pnode ); - skeleton_alloc_from( skele, lin_alloc, inf ); - skeleton_root = i; - } - else if( skele->bone_count ) - { - int is_bone = pnode->classtype == k_classtype_bone; - - if( is_bone ) - { - if( bone_count == skele->bone_count ) - { - vg_error( "too many bones (%u/%u) @%s!\n", - bone_count, skele->bone_count, - mdl_pstr( mdl, pnode->pstr_name )); - - skeleton_fatal_err(); - } - - struct skeleton_bone *sb = &skele->bones[bone_count]; - struct classtype_bone *bone_inf = mdl_get_entdata( mdl, pnode ); - - v3_copy( pnode->co, sb->co ); - v3_copy( pnode->s, sb->end ); - sb->parent = pnode->parent-skeleton_root; - sb->name = mdl_pstr( mdl, pnode->pstr_name ); - sb->flags = bone_inf->flags; - - if( sb->flags & k_bone_flag_ik ) - { - skele->bones[ sb->parent ].flags |= k_bone_flag_ik; - - if( ik_count == skele->ik_count ) - { - vg_error( "Too many ik bones, corrupt model file\n" ); - skeleton_fatal_err(); - } - - struct skeleton_ik *ik = &skele->ik[ ik_count ++ ]; - ik->upper = bone_count; - ik->lower = sb->parent; - ik->target = bone_inf->ik_target; - ik->pole = bone_inf->ik_pole; - } - - sb->orig_node = i; - box_copy( bone_inf->hitbox, sb->hitbox ); - - if( bone_inf->flags & k_bone_flag_collider_any ) - { - if( collider_count == skele->collider_count ) - { - vg_error( "Too many collider bones\n" ); - skeleton_fatal_err(); - } - - collider_count ++; - } - - bone_count ++; - } - else - { - break; + for( u32 i=0; ibone_count; i++ ){ + mdl_bone *bone = mdl_arritm( &mdl->bones, armature->bone_start+i ); + struct skeleton_bone *sb = &skele->bones[i+1]; + + v3_copy( bone->co, sb->co ); + v3_copy( bone->end, sb->end ); + + sb->parent = bone->parent; + sb->name = mdl_pstr( mdl, bone->pstr_name ); + sb->flags = bone->flags; + sb->collider = bone->collider; + sb->orig_bone = bone; + + if( sb->flags & k_bone_flag_ik ){ + skele->bones[ sb->parent ].flags |= k_bone_flag_ik; + + if( ik_count == skele->ik_count ){ + vg_error( "Too many ik bones, corrupt model file\n" ); + skeleton_fatal_err(); } + + struct skeleton_ik *ik = &skele->ik[ ik_count ++ ]; + ik->upper = i+1; + ik->lower = bone->parent; + ik->target = bone->ik_target; + ik->pole = bone->ik_pole; } - } - if( !inf ) - { - vg_error( "No skeleton in model\n" ); - skeleton_fatal_err(); - } + box_copy( bone->hitbox, sb->hitbox ); - if( collider_count != skele->collider_count ) - { - vg_error( "Loaded %u colliders out of %u\n", collider_count, - skele->collider_count ); - skeleton_fatal_err(); - } - - if( bone_count != skele->bone_count ) - { - vg_error( "Loaded %u bones out of %u\n", bone_count, skele->bone_count ); - vg_fatal_exit_loop( "Skeleton setup failed" ); - skeleton_fatal_err(); - } + if( bone->collider ){ + if( collider_count == skele->collider_count ){ + vg_error( "Too many collider bones\n" ); + skeleton_fatal_err(); + } - if( ik_count != skele->ik_count ) - { - vg_error( "Loaded %u ik bones out of %u\n", ik_count, skele->ik_count ); - skeleton_fatal_err(); + collider_count ++; + } } /* fill in implicit root bone */ @@ -547,14 +494,15 @@ VG_STATIC void skeleton_setup( struct skeleton *skele, skele->bones[0].name = "[root]"; /* process animation quick refs */ - for( int i=0; ianim_count; i++ ) - { - mdl_animation *anim = &mdl->anim_buffer[ inf->anim_start + i ]; + for( u32 i=0; ianim_count; i++ ){ + mdl_animation *anim = + mdl_arritm( &mdl->animations, armature->anim_start+i ); skele->anims[i].rate = anim->rate; skele->anims[i].length = anim->length; skele->anims[i].name = mdl_pstr(mdl, anim->pstr_name); - skele->anims[i].anim_data = &mdl->keyframe_buffer[ anim->offset ]; + skele->anims[i].anim_data = + mdl_arritm( &mdl->keyframes, anim->offset ); vg_info( "animation[ %f, %u ] '%s'\n", anim->rate, anim->length, @@ -568,26 +516,21 @@ VG_STATIC void skeleton_setup( struct skeleton *skele, VG_STATIC void skeleton_debug( struct skeleton *skele ) { - for( int i=0; ibone_count; i ++ ) - { + for( u32 i=1; ibone_count; i ++ ){ struct skeleton_bone *sb = &skele->bones[i]; v3f p0, p1; v3_copy( sb->co, p0 ); v3_add( p0, sb->end, p1 ); - //vg_line( p0, p1, 0xffffffff ); m4x3_mulv( skele->final_mtx[i], p0, p0 ); m4x3_mulv( skele->final_mtx[i], p1, p1 ); - if( sb->flags & k_bone_flag_deform ) - { - if( sb->flags & k_bone_flag_ik ) - { + if( sb->flags & k_bone_flag_deform ){ + if( sb->flags & k_bone_flag_ik ){ vg_line( p0, p1, 0xff0000ff ); } - else - { + else{ vg_line( p0, p1, 0xffcccccc ); } } diff --git a/world.h b/world.h index acfd462..37ff044 100644 --- a/world.h +++ b/world.h @@ -97,6 +97,7 @@ struct world_instance float g_water_fog; float g_time; + float g_realtime; float g_shadow_length; float g_shadow_spread; @@ -134,24 +135,29 @@ struct world_instance /* * Main world .mdl */ - mdl_context *meta; - - /* - * Materials / textures - */ + mdl_context meta; GLuint *textures; u32 texture_count; - struct world_material + struct world_surface { mdl_material info; mdl_submesh sm_geo, sm_no_collide; } - * materials; - u32 material_count; + * surfaces; + u32 surface_count; + mdl_array_ptr ent_spawn, + ent_gate, + ent_light, + ent_route_node, + ent_path_index, + ent_checkpoint, + ent_route; + +#if 0 /* * Named safe places to respawn */ @@ -214,9 +220,6 @@ struct world_instance 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; @@ -225,6 +228,7 @@ struct world_instance * Routes (world_routes.h) * -------------------------------------------------------------------------- */ + struct route_node { v3f co, right, up, h; @@ -294,6 +298,7 @@ struct world_instance } *collectors; u32 collector_count; +#endif /* logic @@ -329,15 +334,13 @@ VG_STATIC struct world_global /* rendering */ glmesh skydome; - mdl_submesh dome_upper, dome_lower; - - glmesh mesh_gate_surface; + glmesh mesh_gate; + mdl_submesh sm_gate_surface, + sm_gate_marker[4]; double sky_time, sky_rate, sky_target_rate; - /* gates, TODO: active_gate should also know which instance */ - u32 active_gate, - current_run_version; + u32 current_run_version; double time, rewind_from, rewind_to, last_use; /* water rendering */ @@ -358,28 +361,6 @@ VG_STATIC struct world_global } sfd; - /* timing bars, fixed maximum amount */ - struct route_ui_bar - { - GLuint vao, vbo, ebo; - - u32 indices_head; - u32 vertex_head; - - struct route_ui_segment - { - float length; - u32 vertex_start, vertex_count, - index_start, index_count, notches; - } - segments[k_max_ui_segments]; - - u32 segment_start, segment_count, fade_start, fade_count; - double fade_timer_start; - float xpos; - } - ui_bars[16]; - v3f render_gate_pos; int active_route_board; int in_volume; @@ -405,7 +386,7 @@ VG_STATIC int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); VG_STATIC -struct world_material *ray_hit_material( world_instance *world, ray_hit *hit ); +struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit ); VG_STATIC void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] ); @@ -454,14 +435,16 @@ VG_STATIC void world_init(void) 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 *nupper = mdl_node_from_name( msky, "dome_complete" ); - world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); + mdl_context msky; + mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &msky, vg_mem.scratch ); + mdl_load_mesh_block( &msky, vg_mem.scratch ); + mdl_close( &msky ); vg_acquire_thread_sync(); { - mdl_unpack_glmesh( msky, &world_global.skydome ); + mdl_unpack_glmesh( &msky, &world_global.skydome ); } vg_release_thread_sync(); @@ -469,7 +452,9 @@ VG_STATIC void world_init(void) vg_info( "Loading other world systems\n" ); vg_loader_step( world_render_init, NULL ); +#if 0 vg_loader_step( world_sfd_init, NULL ); +#endif vg_loader_step( world_water_init, NULL ); vg_loader_step( world_gates_init, NULL ); vg_loader_step( world_routes_init, NULL ); @@ -491,6 +476,7 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) struct ub_world_lighting *state = &world->ub_lighting; state->g_time = g_time; + state->g_realtime = vg.time; state->g_debug_indices = k_debug_light_indices; state->g_light_preview = k_light_preview; state->g_debug_complexity = k_debug_light_complexity; @@ -521,12 +507,10 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) vg.time_delta * 5.0 ); world_routes_update( world ); -#if 0 - world_routes_debug(); -#endif + world_routes_debug( world ); - if( world->route_count > 0 ) - { +#if 0 + if( world->route_count > 0 ){ int closest = 0; float min_dist = INFINITY; @@ -563,7 +547,9 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) } } } +#endif +#if 0 /* TODO: Bvh */ static float random_accum = 0.0f; @@ -571,8 +557,7 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) u32 random_ticks = 0; - while( random_accum > 0.1f ) - { + while( random_accum > 0.1f ){ random_accum -= 0.1f; random_ticks ++; } @@ -650,11 +635,12 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) 0xff0000ff ); } } +#endif +#if 0 if( k_debug_light_indices ) { - for( int i=0; ilight_count; i++ ) - { + for( int i=0; ilight_count; i++ ){ struct world_light *light = &world->lights[i]; struct classtype_world_light *inf = light->inf; @@ -672,6 +658,9 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) } world_global.in_volume = in_volume; +#endif + +#if 0 sfd_update(); /* process soundscape transactions */ @@ -693,6 +682,7 @@ VG_STATIC void world_update( world_instance *world, v3f pos ) } } audio_unlock(); +#endif } /* @@ -781,12 +771,12 @@ VG_STATIC int spherecast_world( world_instance *world, } VG_STATIC -struct world_material *world_tri_index_material( world_instance *world, +struct world_surface *world_tri_index_surface( world_instance *world, u32 index ) { - for( int i=1; imaterial_count; i++ ) + for( int i=1; isurface_count; i++ ) { - struct world_material *mat = &world->materials[i]; + struct world_surface *mat = &world->surfaces[i]; if( (index >= mat->sm_geo.vertex_start) && (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) @@ -795,20 +785,20 @@ struct world_material *world_tri_index_material( world_instance *world, } } - /* error material */ - return &world->materials[0]; + /* error surface */ + return &world->surfaces[0]; } -VG_STATIC struct world_material *world_contact_material( world_instance *world, +VG_STATIC struct world_surface *world_contact_surface( world_instance *world, rb_ct *ct ) { - return world_tri_index_material( world, ct->element_id ); + return world_tri_index_surface( world, ct->element_id ); } -VG_STATIC struct world_material *ray_hit_material( world_instance *world, - ray_hit *hit ) +VG_STATIC struct world_surface *ray_hit_surface( world_instance *world, + ray_hit *hit ) { - return world_tri_index_material( world, hit->tri[0] ); + return world_tri_index_surface( world, hit->tri[0] ); } #endif /* WORLD_H */ diff --git a/world_gate.h b/world_gate.h index bd4510b..f2a383c 100644 --- a/world_gate.h +++ b/world_gate.h @@ -7,13 +7,14 @@ #include "common.h" #include "model.h" +#include "entity.h" #include "render.h" #include "camera.h" #include "shaders/model_gate.h" #include "world_water.h" -VG_STATIC void gate_transform_update( teleport_gate *gate ) +VG_STATIC void gate_transform_update( ent_gate *gate ) { m4x3f to_local, recv_to_world; @@ -26,7 +27,8 @@ VG_STATIC void gate_transform_update( teleport_gate *gate ) v3_copy( gate->co[1], recv_to_world[3] ); m4x3_mul( recv_to_world, to_local, gate->transport ); - m4x3_scalev( gate->to_world, (v3f){ gate->dims[0], gate->dims[1], 1.0f } ); + m4x3_scalev( gate->to_world, (v3f){ gate->dimensions[0], + gate->dimensions[1], 1.0f } ); } VG_STATIC void world_gates_init(void) @@ -36,17 +38,36 @@ VG_STATIC void world_gates_init(void) shader_model_gate_register(); vg_linear_clear( vg_mem.scratch ); - mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" ); + + mdl_context mgate; + mdl_open( &mgate, "models/rs_gate.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &mgate, vg_mem.scratch ); + mdl_load_mesh_block( &mgate, vg_mem.scratch ); + + mdl_mesh *surface = mdl_find_mesh( &mgate, "rs_gate" ); + mdl_submesh *sm = mdl_arritm(&mgate.submeshs,surface->submesh_start); + world_global.sm_gate_surface = *sm; + + const char *names[] = { "rs_gate_marker", "rs_gate_marker.001", + "rs_gate_marker.002", "rs_gate_marker.003" }; + + for( int i=0; i<4; i++ ){ + mdl_mesh *marker = mdl_find_mesh( &mgate, names[i] ); + sm = mdl_arritm( &mgate.submeshs, marker->submesh_start ); + world_global.sm_gate_marker[i] = *sm; + } + + mdl_close( &mgate ); vg_acquire_thread_sync(); { - mdl_unpack_glmesh( mgate, &world_global.mesh_gate_surface ); + mdl_unpack_glmesh( &mgate, &world_global.mesh_gate ); } vg_release_thread_sync(); } VG_STATIC int render_gate( world_instance *world_inside, - teleport_gate *gate, camera *cam ) + ent_gate *gate, camera *cam ) { v3f viewdir, gatedir; m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir ); @@ -109,6 +130,9 @@ VG_STATIC int render_gate( world_instance *world_inside, shader_model_gate_uPv( cam->mtx.pv ); shader_model_gate_uMdl( gate->to_world ); shader_model_gate_uCam( cam->pos ); + + /* TODO(ART IMPROVEMENT): animate alpha of this? */ + shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} ); shader_model_gate_uTime( vg.time*0.25f ); shader_model_gate_uInvRes( (v2f){ 1.0f / (float)vg.window_x, @@ -119,8 +143,8 @@ VG_STATIC int render_gate( world_instance *world_inside, glStencilFunc( GL_ALWAYS, 1, 0xFF ); glStencilMask( 0xFF ); - mesh_bind( &world_global.mesh_gate_surface ); - mesh_draw( &world_global.mesh_gate_surface ); + mesh_bind( &world_global.mesh_gate ); + mdl_draw_submesh( &world_global.sm_gate_surface ); glClear( GL_DEPTH_BUFFER_BIT ); glStencilFunc( GL_EQUAL, 1, 0xFF ); @@ -147,8 +171,8 @@ VG_STATIC int render_gate( world_instance *world_inside, return 1; } -VG_STATIC int gate_intersect_plane( teleport_gate *gate, v3f pos, v3f last, - v2f where ) +VG_STATIC int gate_intersect_plane( ent_gate *gate, + v3f pos, v3f last, v2f where ) { v4f surface; q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, surface ); @@ -168,11 +192,9 @@ VG_STATIC int gate_intersect_plane( teleport_gate *gate, v3f pos, v3f last, float d = v3_dot( surface, v0 ); - if( d > 0.00001f ) - { + if( d > 0.00001f ){ float t = v3_dot(delta, surface) / d; - if( t >= 0.0f && t <= l ) - { + if( t >= 0.0f && t <= l ){ v3f local, rel; v3_muladds( last, v0, t, local ); v3_sub( gate->co[0], local, rel ); @@ -190,14 +212,12 @@ VG_STATIC int gate_intersect_plane( teleport_gate *gate, v3f pos, v3f last, return 0; } -VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) +VG_STATIC int gate_intersect( ent_gate *gate, v3f pos, v3f last ) { v2f xy; - if( gate_intersect_plane( gate, pos, last, xy ) ) - { - if( fabsf(xy[0]) <= 1.0f && fabsf(xy[1]) <= 1.0f ) - { + if( gate_intersect_plane( gate, pos, last, xy ) ){ + if( fabsf(xy[0]) <= 1.0f && fabsf(xy[1]) <= 1.0f ){ return 1; } } @@ -205,48 +225,23 @@ VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) return 0; } -struct gate_hit -{ - struct nonlocal_gate *nonlocal; - struct route_gate *route; - teleport_gate *gate; -}; - /* * Intersect all gates in the world */ -VG_STATIC int world_intersect_gates( world_instance *world, - v3f pos, v3f last, struct gate_hit *hit ) +VG_STATIC ent_gate *world_intersect_gates( world_instance *world, + v3f pos, v3f last ) { - for( int i=0; igate_count; i++ ) - { - struct route_gate *rg = &world->gates[i]; - teleport_gate *gate = &rg->gate; - - if( gate_intersect( gate, pos, last ) ) - { - hit->gate = gate; - hit->nonlocal = NULL; - hit->route = rg; - return 1; - } - } + for( u32 i=0; ient_gate); i++ ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, i ); + if( gate->type == k_gate_type_unlinked ) + continue; - for( int i=0; inonlocalgate_count; i++ ) - { - struct nonlocal_gate *nlg = &world->nonlocal_gates[i]; - teleport_gate *gate = &nlg->gate; - - if( gate_intersect( gate, pos, last ) ) - { - hit->gate = gate; - hit->nonlocal = nlg; - hit->route = NULL; - return 1; - } + if( gate_intersect( gate, pos, last ) ){ + return gate; + } } - return 0; + return NULL; } #endif /* WORLD_GATE_H */ diff --git a/world_gen.h b/world_gen.h index fdbe9e5..9aaa0f3 100644 --- a/world_gen.h +++ b/world_gen.h @@ -12,17 +12,14 @@ VG_STATIC void world_load( world_instance *world, const char *path ); VG_STATIC void world_add_all_if_material( m4x3f transform, scene *pscene, mdl_context *mdl, u32 id ) { - for( int i=0; iinfo.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( mdl, i ); + for( u32 i=0; imeshs); i++ ){ + mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i ); - for( int j=0; jsubmesh_count; j++ ) - { - mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j ); - if( sm->material_id == id ) - { + for( u32 j=0; jsubmesh_count; j++ ){ + mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j ); + if( sm->material_id == id ){ m4x3f transform2; - mdl_node_transform( pnode, transform2 ); + mdl_transform_m4x3( &mesh->transform, transform2 ); m4x3_mul( transform, transform2, transform2 ); scene_add_mdl_submesh( pscene, mdl, sm, transform2 ); @@ -90,25 +87,17 @@ VG_STATIC void world_add_blob( world_instance *world, /* Sprinkle foliage models over the map on terrain material */ VG_STATIC void world_apply_procedural_foliage( world_instance *world, - struct world_material *mat ) + struct world_surface *mat ) { if( vg.quality_profile == k_quality_profile_low ) return; vg_info( "Applying foliage (%u)\n", mat->info.pstr_name ); - vg_linear_clear( vg_mem.scratch ); - - mdl_context *mfoliage = - mdl_load_full( vg_mem.scratch, "models/rs_foliage.mdl"); - v3f volume; v3_sub( world->scene_geo->bbx[1], world->scene_geo->bbx[0], volume ); volume[1] = 1.0f; - mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" ); - mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 ); - int count = 0; float area = volume[0]*volume[2]; @@ -116,8 +105,7 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world, vg_info( "Map area: %f. Max particles: %u\n", area, particles ); - for( int i=0;i 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)) - { + if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &hit )){ + struct world_surface *m1 = ray_hit_surface( world, &hit ); + if((hit.normal[1] > 0.8f) && (m1 == mat) && (hit.pos[1] > 0.0f+10.0f)){ world_add_blob( world, world->scene_no_collide, &hit ); count ++; } @@ -140,14 +126,20 @@ VG_STATIC void world_apply_procedural_foliage( world_instance *world, vg_info( "%d foliage models added\n", count ); } +#if 0 VG_STATIC void world_ents_allocate( world_instance *world ) { vg_info( "Allocating entities\n" ); - /* count entites to allocate buffers for them. - * maybe in the future we just store these numbers in the model file... + /* --count entites to allocate buffers for them.-- + * --maybe in the future we just store these numbers in the model file...-- + * + * ... 16.03.23: I HOPE YOUR FUCKING HAPPY + * ... 22.03.23: incomprehensible pain + * + * -- use this in world_routes too -- * - * TODO: use this in world_routes too */ + */ struct countable { @@ -219,7 +211,9 @@ VG_STATIC void world_ents_allocate( world_instance *world ) world->volume_count, 1 ); } +#endif +#if 0 VG_STATIC void world_pct_spawn( world_instance *world, mdl_node *pnode ) { struct respawn_point *rp = &world->spawns[ world->spawn_count ++ ]; @@ -376,7 +370,9 @@ VG_STATIC void world_link_nonlocal_gates( int index_a, int index_b ) } } } +#endif +#if 0 VG_STATIC float colour_luminance( v3f v ) { return v3_dot( v, (v3f){0.2126f, 0.7152f, 0.0722f} ); @@ -416,6 +412,7 @@ VG_STATIC float calc_light_influence( world_instance *world, v3f position, else return 0.0f; } +#endif VG_STATIC void world_generate( world_instance *world ) { @@ -434,15 +431,14 @@ VG_STATIC void world_generate( world_instance *world ) vg_info( "Generating collidable geometry\n" ); + for( u32 i=0; isurface_count; i++ ){ + struct world_surface *surf = &world->surfaces[ i ]; - for( int i=0; imaterial_count; i++ ) - { - struct world_material *mat = &world->materials[ i ]; + if( surf->info.flags & k_material_flag_collision ) + world_add_all_if_material( midentity, world->scene_geo, + &world->meta, i ); - if( mat->info.flags & k_material_flag_collision ) - world_add_all_if_material( midentity, world->scene_geo, world->meta, i ); - - scene_copy_slice( world->scene_geo, &mat->sm_geo ); + scene_copy_slice( world->scene_geo, &surf->sm_geo ); } /* compress that bad boy */ @@ -475,14 +471,12 @@ VG_STATIC void world_generate( world_instance *world ) world->scene_no_collide = scene_init( world_global.generic_heap, 200000, 500000 ); - for( int i=0; imaterial_count; i++ ) - { - struct world_material *mat = &world->materials[ i ]; + for( u32 i=0; isurface_count; i++ ){ + struct world_surface *mat = &world->surfaces[ i ]; - if( !(mat->info.flags & k_material_flag_collision) ) - { + if( !(mat->info.flags & k_material_flag_collision) ){ world_add_all_if_material( midentity, world->scene_no_collide, - world->meta, i ); + &world->meta, i ); } if( mat->info.flags & k_material_flag_grow_grass ) @@ -530,8 +524,7 @@ VG_STATIC void world_compute_light_indices( world_instance *world ) v3i icubes_min, icubes_max; - for( int i=0; i<3; i++ ) - { + for( int i=0; i<3; i++ ){ icubes_min[i] = cubes_min[i]; icubes_max[i] = cubes_max[i]; } @@ -539,8 +532,7 @@ VG_STATIC void world_compute_light_indices( world_instance *world ) v3i icubes_count; v3i_sub( icubes_max, icubes_min, icubes_count ); - for( int i=0; i<3; i++ ) - { + for( int i=0; i<3; i++ ){ icubes_count[i] = VG_MIN( 128, icubes_count[i]+1 ); cubes_max[i] = icubes_min[i] + icubes_count[i]; } @@ -548,8 +540,7 @@ VG_STATIC void world_compute_light_indices( world_instance *world ) v3_muls( cubes_min, k_light_cube_size, cubes_min ); v3_muls( cubes_max, k_light_cube_size, cubes_max ); - for( int i=0; i<3; i++ ) - { + for( int i=0; i<3; i++ ){ float range = cubes_max[i]-cubes_min[i]; world->ub_lighting.g_cube_inv_range[i] = 1.0f / range; world->ub_lighting.g_cube_inv_range[i] *= (float)icubes_count[i]; @@ -573,12 +564,9 @@ VG_STATIC void world_compute_light_indices( world_instance *world ) cube_size ); float bound_radius = v3_length( cube_size ); - for( int iz = 0; izub_lighting.g_cube_inv_range, bbx[0] ); @@ -599,21 +587,18 @@ VG_STATIC void world_compute_light_indices( world_instance *world ) float influences[6] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; const int N = vg_list_size( influences ); - for( int j=0; jlight_count; j ++ ) - { - struct world_light *light = &world->lights[j]; + for( u32 j=0; jent_light); j ++ ){ + ent_light *light = mdl_arritm( &world->ent_light, j ); v3f closest; - closest_point_aabb( light->node->co, bbx, closest ); + closest_point_aabb( light->transform.co, bbx, closest ); - float dist = v3_dist( closest, light->node->co ), + float dist = v3_dist( closest, light->transform.co ), influence = 1.0f/(dist+1.0f); - if( dist > light->inf->range ) + if( dist > light->range ) continue; - if( (light->inf->type == k_light_type_spot) || - (light->inf->type == k_light_type_spot_nighttime_only) ) - { + if( light->type == k_light_type_spot){ v3f local; m4x3_mulv( light->inverse_world, center, local ); @@ -628,10 +613,8 @@ VG_STATIC void world_compute_light_indices( world_instance *world ) if( influence > influences[k] ) best_pos = k; - if( best_pos < N ) - { - for( int k=N-1; k>best_pos; k -- ) - { + if( best_pos < N ){ + for( int k=N-1; k>best_pos; k -- ){ influences[k] = influences[k-1]; indices[k] = indices[k-1]; } @@ -686,6 +669,7 @@ VG_STATIC int reset_player( int argc, char const *argv[] ); VG_STATIC void world_post_process( world_instance *world ) { /* initialize audio if need be */ +#if 0 audio_lock(); for( int i=0; iaudio_things_count; i++ ) { @@ -704,6 +688,7 @@ VG_STATIC void world_post_process( world_instance *world ) } } audio_unlock(); +#endif world_compute_light_indices( world ); @@ -711,8 +696,7 @@ VG_STATIC void world_post_process( world_instance *world ) { /* create scene lighting buffer */ - u32 size = VG_MAX(world->light_count,1) * sizeof(float)*12; - + u32 size = VG_MAX(mdl_arrcount(&world->ent_light),1) * sizeof(float)*12; vg_info( "Upload %ubytes (lighting)\n", size ); glGenBuffers( 1, &world->tbo_light_entities ); @@ -728,19 +712,14 @@ VG_STATIC void world_post_process( world_instance *world ) */ v4f *light_dst = glMapBuffer( GL_TEXTURE_BUFFER, GL_WRITE_ONLY ); - - for( int i=0; ilight_count; i++ ) - { - struct world_light *light = &world->lights[i]; - struct classtype_world_light *inf = light->inf; + for( u32 i=0; ient_light); i++ ){ + ent_light *light = mdl_arritm( &world->ent_light, i ); /* colour + night */ - v3_muls( inf->colour, inf->colour[3] * 2.0f, light_dst[i*3+0] ); + v3_muls( light->colour, light->colour[3] * 2.0f, light_dst[i*3+0] ); light_dst[i*3+0][3] = -1.0f; - if( (inf->type == k_light_type_spot_nighttime_only) || - (inf->type == k_light_type_point_nighttime_only ) ) - { + if( !light->daytime ){ u32 hash = (i * 29986577) & 0xff; float switch_on = hash; switch_on *= (1.0f/255.0f); @@ -749,12 +728,12 @@ VG_STATIC void world_post_process( world_instance *world ) } /* position + 1/range^2 */ - v3_copy( light->node->co, light_dst[i*3+1] ); - light_dst[i*3+1][3] = 1.0f/(inf->range*inf->range); + v3_copy( light->transform.co, light_dst[i*3+1] ); + light_dst[i*3+1][3] = 1.0f/(light->range*light->range); /* direction + angle */ - q_mulv( light->node->q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]); - light_dst[i*3+2][3] = cosf( inf->angle ); + q_mulv( light->transform.q, (v3f){0.0f,-1.0f,0.0f}, light_dst[i*3+2]); + light_dst[i*3+2][3] = cosf( light->angle ); } glUnmapBuffer( GL_TEXTURE_BUFFER ); @@ -763,7 +742,6 @@ VG_STATIC void world_post_process( world_instance *world ) glBindTexture( GL_TEXTURE_BUFFER, world->tex_light_entities ); glTexBuffer( GL_TEXTURE_BUFFER, GL_RGBA32F, world->tbo_light_entities ); - /* Upload lighting uniform buffer */ if( world->water.enabled ) v4_copy( world->water.plane, world->ub_lighting.g_water_plane ); @@ -777,7 +755,6 @@ VG_STATIC void world_post_process( world_instance *world ) info_vec[3] = 1.0f/ (bounds[1][2]-bounds[0][2]); v4_copy( info_vec, world->ub_lighting.g_depth_bounds ); - /* * Rendering the depth map */ @@ -839,7 +816,10 @@ VG_STATIC void world_post_process( world_instance *world ) VG_STATIC void world_process_resources( world_instance *world ) { vg_info( "Loading textures\n" ); - world->texture_count = world->meta->info.texture_count; + + world->texture_count = 0; + + world->texture_count = world->meta.textures.count+1; world->textures = vg_linear_alloc( world_global.generic_heap, sizeof(GLuint)*world->texture_count ); @@ -851,21 +831,20 @@ VG_STATIC void world_process_resources( world_instance *world ) vg_tex2d_nearest(); vg_tex2d_repeat(); - for( int i=1; itexture_count; i++ ) - { - mdl_texture *tex = &world->meta->texture_buffer[i]; + for( u32 i=0; imeta.textures); i++ ){ + mdl_texture *tex = mdl_arritm( &world->meta.textures, i ); - if( !tex->pack_offset ) - { + if( !tex->file.pack_size ){ vg_release_thread_sync(); vg_fatal_exit_loop( "World models must have packed textures!" ); } vg_linear_clear( vg_mem.scratch ); - world->textures[i] = vg_tex2d_new(); + world->textures[i+1] = vg_tex2d_new(); vg_tex2d_set_error(); - vg_tex2d_qoi( world->meta->pack + tex->pack_offset, tex->pack_length, - mdl_pstr( world->meta, tex->pstr_name )); + vg_tex2d_qoi( mdl_arritm( &world->meta.pack, tex->file.pack_offset ), + tex->file.pack_size, + mdl_pstr( &world->meta, tex->file.pstr_path )); vg_tex2d_nearest(); vg_tex2d_repeat(); } @@ -874,25 +853,18 @@ VG_STATIC void world_process_resources( world_instance *world ) vg_info( "Loading materials\n" ); - u32 size = sizeof(struct world_material) * world->meta->info.material_count; - world->materials = vg_linear_alloc( world_global.generic_heap, size ); - - world->material_count = world->meta->info.material_count; - memset( world->materials, 0, size ); - - for( int i=1; imaterial_count; i++ ) - world->materials[i].info = world->meta->material_buffer[i]; + world->surface_count = world->meta.materials.count+1; + world->surfaces = vg_linear_alloc( world_global.generic_heap, + sizeof(struct world_surface)*world->surface_count ); /* error material */ - struct world_material *errmat = &world->materials[0]; - v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour ); - v4_copy( (v4f){ 1.0f,0.0f,0.0f,1.0f }, errmat->info.colour1 ); - errmat->info.flags = 0x00; - errmat->info.pstr_name = 0; /* useless? */ - errmat->info.shader = -1; - errmat->info.tex_decal = 0; - errmat->info.tex_diffuse = 0; - errmat->info.tex_normal = 0; + struct world_surface *errmat = &world->surfaces[0]; + memset( errmat, 0, sizeof(struct world_surface) ); + + for( u32 i=0; imeta.materials); i++ ){ + world->surfaces[i+1].info = + *(mdl_material *)mdl_arritm( &world->meta.materials, i ); + } } VG_STATIC void world_unload( world_instance *world ) @@ -913,21 +885,9 @@ VG_STATIC void world_unload( world_instance *world ) world_global.rewind_from = 0.0; world_global.rewind_to = 0.0; world_global.last_use = 0.0; - world_global.active_gate = 0; world_global.current_run_version = 2; world_global.active_route_board = 0; - for( int i=0; isegment_start = 0; - uib->segment_count = 0; - uib->fade_start = 0; - uib->fade_count = 0; - uib->fade_timer_start = 0.0; - uib->xpos = 0.0f; - } - /* delete textures and meshes */ glDeleteTextures( world->texture_count, world->textures ); @@ -944,8 +904,7 @@ VG_STATIC void world_unload( world_instance *world ) VG_STATIC void world_clean( world_instance *world ) { - /* clean dangling pointers */ - world->meta = NULL; + memset( &world->meta, 0, sizeof(mdl_context) ); /* * TODO: Theres probably a better way to do this? @@ -953,8 +912,8 @@ VG_STATIC void world_clean( world_instance *world ) world->textures = NULL; world->texture_count = 0; - world->materials = NULL; - world->material_count = 0; + world->surfaces = NULL; + world->surface_count = 0; world->scene_geo = NULL; world->scene_no_collide = NULL; @@ -964,39 +923,8 @@ VG_STATIC void world_clean( world_instance *world ) world->volume_bh = NULL; world->audio_bh = NULL; - world->spawns = NULL; - world->spawn_count = 0; - - world->audio_things = NULL; - world->audio_things_count = 0; - - world->volumes = NULL; - world->volume_count = 0; - - world->lights = NULL; - world->light_count = 0; - - world->nodes = NULL; - world->node_count = 0; - - world->routes = NULL; - world->route_count = 0; - - world->gates = NULL; - world->gate_count = 0; - - world->collectors = NULL; - world->collector_count = 0; - - world->soundscapes = NULL; - world->soundscape_count = 0; - - world->nonlocal_gates = NULL; - world->nonlocalgate_count = 0; - world->water.enabled = 0; - /* default lighting conditions * -------------------------------------------------------------*/ struct ub_world_lighting *state = &world->ub_lighting; @@ -1019,24 +947,71 @@ VG_STATIC void world_clean( world_instance *world ) v3_copy( (v3f){1.10f, 0.89f, 0.35f}, state->g_sun_colour ); } +VG_STATIC void world_entities_init( world_instance *world ) +{ + /* lights */ + for( u32 j=0; jent_light); j ++ ){ + ent_light *light = mdl_arritm( &world->ent_light, j ); + + m4x3f to_world; + q_m3x3( light->transform.q, to_world ); + v3_copy( light->transform.co, to_world[3] ); + m4x3_invert_affine( to_world, light->inverse_world ); + + light->angle_sin_cos[0] = sinf( light->angle * 0.5f ); + light->angle_sin_cos[1] = cosf( light->angle * 0.5f ); + } + + /* gates */ + for( u32 j=0; jent_gate); j ++ ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, j ); + gate_transform_update( gate ); + } +} + VG_STATIC void world_load( world_instance *world, const char *path ) { world_unload( world ); world_clean( world ); - world->meta = mdl_load_full( world_global.generic_heap, path ); vg_info( "Loading world: %s\n", path ); + mdl_open( &world->meta, path, world_global.generic_heap ); + mdl_load_metadata_block( &world->meta, world_global.generic_heap ); + mdl_load_animation_block( &world->meta, world_global.generic_heap ); + mdl_load_mesh_block( &world->meta, world_global.generic_heap ); + mdl_load_pack_block( &world->meta, world_global.generic_heap ); + + mdl_load_array( &world->meta, &world->ent_gate, + "ent_gate", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_spawn, + "ent_spawn", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_light, + "ent_light", world_global.generic_heap ); + + mdl_load_array( &world->meta, &world->ent_route_node, + "ent_route_node", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_path_index, + "ent_path_index", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_checkpoint, + "ent_checkpoint", world_global.generic_heap ); + mdl_load_array( &world->meta, &world->ent_route, + "ent_route", world_global.generic_heap ); + + mdl_close( &world->meta ); + /* process resources from pack */ world_process_resources( world ); +#if 0 /* dynamic allocations */ world_ents_allocate( world ); world_routes_allocate( world ); /* meta processing */ - world_routes_process( world ); - world_entities_process( world ); +#endif + world_routes_ent_init( world ); + world_entities_init( world ); /* main bulk */ world_generate( world ); diff --git a/world_render.h b/world_render.h index 7eccc6e..31eba64 100644 --- a/world_render.h +++ b/world_render.h @@ -113,7 +113,7 @@ VG_STATIC void bind_terrain_noise(void) } typedef void (*func_bind_point)( world_instance *world, - struct world_material *mat ); + struct world_surface *mat ); VG_STATIC void world_render_if( world_instance *world, enum mdl_shader shader, @@ -121,9 +121,9 @@ VG_STATIC void world_render_if( world_instance *world, func_bind_point bind_point ) { - for( int i=0; imaterial_count; i++ ) + for( int i=0; isurface_count; i++ ) { - struct world_material *mat = &world->materials[i]; + struct world_surface *mat = &world->surfaces[i]; if( mat->info.shader == shader ) { @@ -158,7 +158,7 @@ void world_render_both_stages( world_instance *world, } VG_STATIC void bindpoint_diffuse_texture1( world_instance *world, - struct world_material *mat ) + struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); @@ -259,7 +259,7 @@ VG_STATIC void render_world_alphatest( world_instance *world, camera *cam ) } VG_STATIC void bindpoint_terrain( world_instance *world, - struct world_material *mat ) + struct world_surface *mat ) { glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] ); @@ -340,7 +340,7 @@ VG_STATIC void render_sky( world_instance *world, camera *cam ) glDisable( GL_DEPTH_TEST ); mesh_bind( &world_global.skydome ); - mdl_draw_submesh( &world_global.dome_upper ); + mesh_draw( &world_global.skydome ); glEnable( GL_DEPTH_TEST ); glDepthMask( GL_TRUE ); @@ -350,48 +350,32 @@ VG_STATIC void render_world_gates( world_instance *world, camera *cam ) { float closest = INFINITY; - struct teleport_gate *gate = NULL; - world_instance *dest_world = world; + struct ent_gate *gate = NULL; - for( int i=0; igate_count; i++ ) - { - struct route_gate *rg = &world->gates[i]; - float dist = v3_dist2( rg->gate.co[0], cam->transform[3] ); - - vg_line_pt3( rg->gate.co[0], 0.25f, VG__BLUE ); - - if( dist < closest ) - { - closest = dist; - gate = &rg->gate; - dest_world = world; - } - } - - for( int i=0; inonlocalgate_count; i++ ) - { - struct nonlocal_gate *nlg = &world->nonlocal_gates[i]; + for( u32 i=0; ient_gate); i++ ){ + ent_gate *gi = mdl_arritm( &world->ent_gate, i ); - if( !nlg->working ) - { - vg_line_pt3( nlg->gate.co[0], 0.25f, VG__RED ); + if( gi->type == k_gate_type_unlinked ) continue; - } - else - vg_line_pt3( nlg->gate.co[0], 0.25f, VG__GREEN ); - float dist = v3_dist2( nlg->gate.co[0], cam->transform[3] ); + float dist = v3_dist2( gi->co[0], cam->transform[3] ); - if( dist < closest ) - { + vg_line_pt3( gi->co[0], 0.25f, VG__BLUE ); + + if( dist < closest ){ closest = dist; - gate = &nlg->gate; - dest_world = &world_global.worlds[ nlg->target_map_index ]; + gate = gi; } } - - if( gate ) + + if( gate ){ +#if 0 + world_instance *dest_world = &world_global.worlds[ gate->world_index ]; render_gate( dest_world, gate, cam ); +#else + render_gate( world, gate, cam ); +#endif + } } VG_STATIC void render_world( world_instance *world, camera *cam ) @@ -405,6 +389,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam ) render_terrain( world, cam ); /* Render SFD's */ +#if 0 int closest = 0; float min_dist = INFINITY; @@ -423,6 +408,7 @@ VG_STATIC void render_world( world_instance *world, camera *cam ) } sfd_render( cam, world->routes[closest].scoreboard_transform ); +#endif } VG_STATIC void render_world_depth( world_instance *world, camera *cam ) diff --git a/world_routes.h b/world_routes.h index 501915a..b43ec0e 100644 --- a/world_routes.h +++ b/world_routes.h @@ -1,5 +1,5 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved */ #ifndef ROUTES_H @@ -17,389 +17,12 @@ #include "shaders/routeui.h" -enum route_special_type -{ - k_route_special_type_none = 0, - k_route_special_type_gate = 1, - k_route_special_type_collector = 2 -}; - -VG_STATIC void debug_sbpath( struct route_node *rna, struct route_node *rnb, - u32 colour, float xoffset ) -{ - v3f p0, h0, p1, h1, l, p; - - v3_copy( rna->co, p0 ); - v3_muladds( rna->co, rna->h, 1.0f, h0 ); - v3_copy( rnb->co, p1 ); - v3_muladds( rnb->co, rnb->h, -1.0f, h1 ); - - v3_muladds( p0, rna->right, xoffset, p0 ); - v3_muladds( h0, rna->right, xoffset, h0 ); - v3_muladds( p1, rnb->right, xoffset, p1 ); - v3_muladds( h1, rnb->right, xoffset, h1 ); - - v3_copy( p0, l ); - - for( int i=0; i<5; i++ ) - { - float t = (float)(i+1)/5.0f; - eval_bezier_time( p0, p1, h0, h1, t, p ); - vg_line( p, l, colour ); - v3_copy( p, l ); - } -} - -/* - * Get a list of node ids in stack, and return how many there is - */ -VG_STATIC u32 world_routes_get_path( world_instance *world, - u32 starter, u32 stack[64] ) -{ - u32 stack_i[64]; - - stack[0] = starter; - stack_i[0] = 0; - - u32 si = 1; - int loop_complete = 0; - - while( si ) - { - if( stack_i[si-1] == 2 ) - { - si --; - continue; - } - - struct route_node *rn = &world->nodes[stack[si-1]]; - u32 nextid = rn->next[stack_i[si-1]]; - stack_i[si-1] ++; - - if( nextid != 0xffffffff ) - { - if( nextid == stack[0] ) - { - loop_complete = 1; - break; - } - - int valid = 1; - for( int sj=0; sjsegment_count ) - { - pui->segment_start ++; - - if( pui->segment_start == 32 ) - pui->segment_start = 0; - - pui->segment_count --; - } -} - -/* - * Reset ui bar completely - */ -VG_STATIC void world_routes_ui_clear( struct route_ui_bar *pui ) -{ - pui->segment_start = (pui->segment_start + pui->segment_count) % - k_max_ui_segments; - pui->segment_count = 0; -} - -/* - * Break a index range into two pieces over the edge of the maximum it can - * store. s1 is 0 always, so its a ring buffer. - */ -VG_STATIC void world_routes_ui_split_indices( u32 s0, u32 count, - u32 *c0, u32 *c1 ) -{ - *c0 = (VG_MIN( s0+count, k_route_ui_max_indices )) - s0; - *c1 = count-(*c0); -} - -/* - * Place a set of indices into gpu array automatically splits - * across bounds - */ -VG_STATIC void world_routes_ui_set_indices( struct route_ui_bar *pui, - u16 *indices, u32 count ) -{ - u32 c0, c1; - world_routes_ui_split_indices( pui->indices_head, count, &c0, &c1 ); - - glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pui->ebo ); - - if( c0 ) - { - glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, pui->indices_head*sizeof(u16), - c0*sizeof(u16), indices ); - } - - if( c1 ) - { - glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, 0, c1*sizeof(u16), indices+c0 ); - pui->indices_head = c1; - } - else - pui->indices_head += c0; -} - -/* - * Place a set of vertices into gpu array - */ -VG_STATIC u32 world_routes_ui_set_verts( struct route_ui_bar *pui, - v2f *verts, u32 count ) -{ - if( pui->vertex_head + count >= k_route_ui_max_verts ) - pui->vertex_head = 0; - - u32 vert_start = pui->vertex_head; - pui->vertex_head += count; - - glBindBuffer( GL_ARRAY_BUFFER, pui->vbo ); - glBufferSubData( GL_ARRAY_BUFFER, (GLintptr)(vert_start*sizeof(v2f)), - sizeof(v2f)*count, verts ); - - return vert_start; -} - -/* - * Update the last (count) vertices positions, does not add any. - * Data must already be written to, and not cross either array boundaries. - */ -VG_STATIC u32 world_routes_ui_update_verts( struct route_ui_bar *pui, - v2f *verts, u32 count ) -{ - u32 vert_start = pui->vertex_head-count; - - glBindBuffer( GL_ARRAY_BUFFER, pui->vbo ); - glBufferSubData( GL_ARRAY_BUFFER, (GLintptr)(vert_start*sizeof(v2f)), - sizeof(v2f)*count, verts ); - - return vert_start; -} - -/* - * Current/active segment of this UI bar - */ -VG_STATIC struct route_ui_segment *world_routes_ui_curseg( - struct route_ui_bar *pui ) -{ - u32 index = (pui->segment_start+pui->segment_count-1)%k_max_ui_segments; - return &pui->segments[ index ]; -} - -/* - * Start a new segment in the UI bar, will create a split on the last one if - * there is one active currently. (api) - */ -VG_STATIC void world_routes_ui_newseg( u32 route ) -{ - struct route_ui_bar *pui = &world_global.ui_bars[route]; - - glBindVertexArray( pui->vao ); - if( pui->segment_count ) - { - float const k_gap_width = 1.0f; - - struct route_ui_segment *cseg = world_routes_ui_curseg( pui ); - - v2f verts[2]; - verts[0][0] = cseg->length-k_gap_width; - verts[0][1] = 0.5f; - verts[1][0] = cseg->length-k_gap_width; - verts[1][1] = -0.5f; - - world_routes_ui_update_verts( pui, verts, 2 ); - } - - pui->segment_count ++; - struct route_ui_segment *segment = world_routes_ui_curseg( pui ); - - v2f verts[4]; - verts[0][0] = 0.0f; - verts[0][1] = 0.5f; - verts[1][0] = 0.0f; - verts[1][1] = -0.5f; - verts[2][0] = 0.0f; - verts[2][1] = 0.5f; - verts[3][0] = 0.0f; - verts[3][1] = -0.5f; - - u32 vert_start = world_routes_ui_set_verts( pui, verts, 4 ); - - u16 indices[6]; - indices[0] = vert_start + 0; - indices[1] = vert_start + 1; - indices[2] = vert_start + 3; - indices[3] = vert_start + 0; - indices[4] = vert_start + 3; - indices[5] = vert_start + 2; - - segment->vertex_start = vert_start; - segment->vertex_count = 4; - segment->index_start = pui->indices_head; - segment->index_count = 6; - segment->notches = 0; - - world_routes_ui_set_indices( pui, indices, 6 ); -} - -/* - * Extend the end of the bar - */ -VG_STATIC void world_routes_ui_updatetime( u32 route, float time ) -{ - struct route_ui_bar *pui = &world_global.ui_bars[route]; - - v2f verts[2]; - verts[0][0] = time; - verts[0][1] = 0.5f; - verts[1][0] = time; - verts[1][1] = -0.5f; - - u32 vert_start = pui->vertex_head-2; - - glBindVertexArray( pui->vao ); - world_routes_ui_update_verts( pui, verts, 2 ); - - struct route_ui_segment *cseg = world_routes_ui_curseg( pui ); - cseg->length = time; -} - -VG_STATIC void world_routes_ui_draw_segment( struct route_ui_segment *segment ) -{ - u32 c0, c1; - world_routes_ui_split_indices( segment->index_start, - segment->index_count, &c0, &c1 ); - if( c0 ) - glDrawElements( GL_TRIANGLES, c0, GL_UNSIGNED_SHORT, - (void *)(segment->index_start*sizeof(u16))); - if( c1 ) - glDrawElements( GL_TRIANGLES, c1, GL_UNSIGNED_SHORT, (void *)(0) ); -} - -/* - * Draws full bar at Y offset(offset). - */ -VG_STATIC void world_routes_ui_draw( world_instance *world, - u32 route, v4f colour, float offset ) -{ - float const k_bar_height = 0.05f, - k_bar_scale_x = 0.005f; - - /* FIXME(10) ID mishmatch */ - struct route *pr = &world->routes[route]; - struct route_ui_bar *pui = &world_global.ui_bars[route]; - - float cx = pui->xpos; - - shader_routeui_use(); - glBindVertexArray( pui->vao ); - - float fade_amt = world_global.time - pui->fade_timer_start; - fade_amt = vg_clampf( fade_amt / 1.0f, 0.0f, 1.0f ); - - float fade_block_size = 0.0f, - main_block_size = 0.0f; - - for( u32 i=0; ifade_count; i++ ) - { - u32 j = (pui->fade_start + i) % k_max_ui_segments; - struct route_ui_segment *segment = &pui->segments[j]; - - fade_block_size += segment->length; - } - - cx -= fade_block_size * fade_amt; - - v4f fade_colour; - v4_copy( colour, fade_colour ); - fade_colour[3] *= 1.0f-fade_amt; - - /* 1 minute timer */ - float timer_delta = (world_global.time - world_global.last_use) * (1.0/45.0), - timer_scale = 1.0f - vg_minf( timer_delta, 1.0f ); - - /* - * Draw fadeout bar - */ - - float height = pr->factive*k_bar_height * timer_scale, - base = -1.0f + (offset+0.5f)*k_bar_height * timer_scale; - - shader_routeui_uColour( fade_colour ); - for( u32 i=0; ifade_count; i++ ) - { - u32 j = (pui->fade_start + i) % k_max_ui_segments; - struct route_ui_segment *segment = &pui->segments[j]; - - shader_routeui_uOffset( (v4f){ cx*k_bar_scale_x, base, - k_bar_scale_x, height } ); - - world_routes_ui_draw_segment( segment ); - cx += segment->length; - } - - /* - * Draw main bar - */ - shader_routeui_uColour( colour ); - for( u32 i=0; isegment_count; i++ ) - { - u32 j = (pui->segment_start + i) % k_max_ui_segments; - struct route_ui_segment *segment = &pui->segments[j]; - - shader_routeui_uOffset( (v4f){ cx*k_bar_scale_x, base, - k_bar_scale_x, height } ); - - world_routes_ui_draw_segment( segment ); - cx += segment->length; - - main_block_size += segment->length; - } - - pui->xpos = vg_lerpf( pui->xpos, -main_block_size * 0.5f, 0.03f ); -} - VG_STATIC void world_routes_local_set_record( world_instance *world, u32 route, double lap_time ) { +#if 0 vg_success( " NEW LAP TIME: %f\n", lap_time ); - /* FIXME(10): ID mishmatch */ - struct route *pr = &world->routes[route]; - if( pr->track_id != 0xffffffff ) { double time_centiseconds = lap_time * 100.0; @@ -428,125 +51,18 @@ VG_STATIC void world_routes_local_set_record( world_instance *world, { vg_warn( "There is no associated track for this record...\n" ); } +#endif + vg_warn( "set_record unimplemented\n" ); } -/* - * Will scan the whole run for two things; - * 1: we set a new record for the total, complete loop around the course - * 2: the time of each segment will be recorded into the data buffer - * (not implemented: TODO) - */ -VG_STATIC void world_routes_verify_run( world_instance *world, u32 route ) -{ - /* FIXME(10): ID mishmatch */ - struct route *pr = &world->routes[route]; - struct route_ui_bar *pui = &world_global.ui_bars[route]; - - u32 stack[64]; - u32 si = world_routes_get_path( world, world->routes[route].start, stack ); - - /* - * we only care about gates that ref gates, so shuffle down the array - */ - struct route_timing *timings[64]; - u32 sj = 0, maxv = 0, begin = 0; - for( u32 i=0; inodes[stack[i]]; - - if( inode->special_type == k_route_special_type_collector ) - { - timings[sj ++] = &world->collectors[ inode->special_id ].timing; - } - else if( inode->special_type == k_route_special_type_gate ) - { - timings[sj ++] = &world->gates[inode->special_id].timing; - } - } - - for( u32 i=0; iversion > maxv ) - { - maxv = timings[i]->version; - begin = i; - } - } - - vg_info( "== begin verification (%u) ==\n", route ); - vg_info( " current version: %u\n", world_global.current_run_version ); - - int verified = 0; - if( timings[begin]->version == world_global.current_run_version ) - verified = 1; - - int valid_segment_count = 0; - - double lap_time = 0.0; - - for( u32 i=0; iversion == timings[j]->version+1 ) - { - diff = timings[j1]->time - timings[j]->time; - lap_time += diff; - - if( verified && diff > 0.0 ) valid_segment_count ++; - } - else - verified = 0; - } - - if( verified ) - vg_success( " [ %u %f ] %f\n", timings[j1]->time, - timings[j1]->version, diff ); - else - vg_warn( " [ %u %f ]\n", timings[j1]->time, timings[j1]->version ); - } - - pui->fade_start = pui->segment_start; - pui->fade_count = 0; - pui->fade_timer_start = world_global.time; - - int orig_seg_count = pui->segment_count; - - world_routes_ui_newseg( route ); - - if( verified ) - { - world_routes_local_set_record( world, route, lap_time ); - world_routes_ui_popfirst( pui ); - pui->fade_count ++; - } - else - vg_info( " ctime: %f\n", lap_time ); - - /* remove any excess we had from previous runs */ - int to_remove = orig_seg_count-valid_segment_count; - for( int i=0; ifade_count ++; - } - - world->routes[route].latest_pass = world_global.time; -} VG_STATIC void world_routes_clear( world_instance *world ) { - for( u32 i=0; iroute_count; i++ ) - { - struct route *route = &world->routes[i]; - route->active = 0; + for( u32 i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + route->active_checkpoint = 0xffffffff; } + world_global.current_run_version += 4; world_global.last_use = 0.0; } @@ -554,522 +70,415 @@ VG_STATIC void world_routes_clear( world_instance *world ) /* * When going through a gate this is called for bookkeeping purposes */ -VG_STATIC void world_routes_activate_gate( world_instance *world, u32 id ) +VG_STATIC void world_routes_activate_entry_gate( world_instance *world, + ent_gate *rg ) { - struct route_gate *rg = &world->gates[id]; - struct route_node *pnode = &world->nodes[rg->node_id], - *pdest = &world->nodes[pnode->next[0]]; + ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target ); world_global.last_use = world_global.time; - - struct route_collector *rc = &world->collectors[ pdest->special_id ]; - - world_global.active_gate = id; - rg->timing.version = world_global.current_run_version; - rg->timing.time = world_global.time; - - for( u32 i=0; iroute_count; i++ ) - { - struct route *route = &world->routes[i]; - - int was_active = route->active; - - route->active = 0; - for( u32 j=0; jref_count; j++ ) - { - if( pdest->route_ids[j] == i ) - { - world_routes_verify_run( world, i ); - route->active = 1; + rg->timing_version = world_global.current_run_version; + rg->timing_time = world_global.time; + + for( u32 i=0; ient_route); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + + u32 active_prev = route->active_checkpoint; + route->active_checkpoint = 0xffffffff; + + for( u32 j=0; j<4; j++ ){ + if( dest->routes[j] == i ){ + for( u32 k=0; kcheckpoints_count; k++ ){ + ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, + route->checkpoints_start+k ); + + ent_gate *gk = mdl_arritm( &world->ent_gate, cp->gate_index ); + if( gk == rg ){ + route->active_checkpoint = k; + break; + } + } break; } } - - if( was_active && !route->active ) - { - struct route_ui_bar *pui = &world_global.ui_bars[i]; - pui->fade_start = pui->segment_start; - pui->fade_count = pui->segment_count; - pui->fade_timer_start = world_global.time; - - world_routes_ui_clear( pui ); - vg_success( "CLEARING -> %u %u \n", pui->fade_start, - pui->fade_count ); - } } world_global.current_run_version ++; - rc->timing.version = world_global.current_run_version; - rc->timing.time = world_global.time; + dest->timing_version = world_global.current_run_version; + dest->timing_time = world_global.time; world_global.current_run_version ++; } -/* - * Notify the UI system that we've reset the player - */ -VG_STATIC void world_routes_notify_reset(void) -{ - world_global.rewind_from = world_global.time; - world_global.rewind_to = world_global.last_use; -} - -/* Rewind between the saved points in time */ -VG_STATIC void world_routes_rollback_time( double t ) -{ - world_global.time = vg_lerp( world_global.rewind_to, - world_global.rewind_from, t ); -} - /* draw lines along the paths */ VG_STATIC void world_routes_debug( world_instance *world ) { - for( int i=0; inode_count; i++ ) - { - struct route_node *rn = &world->nodes[i]; - vg_line_pt3( rn->co, 1.0f, rn->special_type? 0xffffff00: 0xff00b2ff ); + for( u32 i=0; ient_route_node); i++ ){ + ent_route_node *rn = mdl_arritm(&world->ent_route_node,i); + vg_line_pt3( rn->co, 0.25f, VG__WHITE ); } - for( int i=0; iroute_count; i++ ) - { - struct route *route = &world->routes[i]; - - u32 stack[64]; - u32 si = world_routes_get_path( world, route->start, stack ); + for( u32 i=0; ient_route); i++ ){ + ent_route *route = mdl_arritm(&world->ent_route, i); u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3, 0xff5442f5 }; - u32 cc = colours[i%vg_list_size(colours)]; + u32 cc = 0xffcccccc; + if( route->active_checkpoint != 0xffffffff ){ + cc = colours[i%vg_list_size(colours)]; + } - for( int sj=0; sjcheckpoints_count; i++ ){ + int i0 = route->checkpoints_start+i, + i1 = route->checkpoints_start+((i+1)%route->checkpoints_count); - struct route_node *pj = &world->nodes[stack[sj]], - *pk = &world->nodes[stack[sk]]; - debug_sbpath( pj, pk, cc, (float)i ); - } - } + ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0), + *c1 = mdl_arritm(&world->ent_checkpoint, i1); - for( int i=0; inode_count; i++ ) - { - struct route_node *ri = &world->nodes[i], - *rj = NULL; - - for( int j=0; j<2; j++ ) - { - if( ri->next[j] != 0xffffffff ) - { - rj = &world->nodes[ri->next[j]]; - vg_line( ri->co, rj->co, 0x20ffffff ); + ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index ); + ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ); + + v3f p0, p1; + v3_copy( start_gate->co[1], p0 ); + + for( int j=0; jpath_count; j ++ ){ + ent_path_index *index = mdl_arritm( &world->ent_path_index, + c0->path_start+j ); + + ent_route_node *rn = mdl_arritm( &world->ent_route_node, + index->index ); + + v3_copy( rn->co, p1 ); + vg_line( p0, p1, cc ); + v3_copy( p1, p0 ); } + + v3_copy( end_gate->co[0], p1 ); + vg_line( p0, p1, cc ); } } } -VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id ) +VG_STATIC void world_routes_place_curve( world_instance *world, + v4f h[4], v3f n0, v3f n2 ) { - struct route *route = &world->routes[ route_id ]; + float t; + v3f p, pd; + int last_valid; - u32 stack[64]; - u32 si = world_routes_get_path( world, route->start, stack ); + float total_length = 0.0f, + travel_length = 0.0; - u32 last_valid = 0; - - for( int sj=0; sjnodes[ stack[sj] ], - *rnk = &world->nodes[ stack[sk] ], - *rnl; - - if( rnj->special_type && rnk->special_type ) - { - last_valid = 0; - continue; - } + v3f last; + v3_copy( h[0], last ); + for( int it=0; it<128; it ++ ){ + t = (float)(it+1) * (1.0f/128.0f); + eval_bezier3( h[0], h[1], h[2], t, p ); + total_length += v3_dist( p, last ); + v3_copy( p, last ); + } - float base_x0 = (float)rnj->ref_count*-0.5f + (float)rnj->current_refs, - base_x1 = (float)rnk->ref_count*-0.5f + (float)rnk->current_refs; + float patch_size = 4.0f, + patch_count = ceilf( total_length / patch_size ); - if( rnk->special_type ) - { - rnl = &world->nodes[ rnk->next[0] ]; - base_x1 = (float)rnl->ref_count*-0.5f + (float)rnl->current_refs; - } + t = 0.0f; + v3_copy( h[0], last ); - if( sk == 0 ) - { - base_x1 -= 1.0f; - } + for( int it=0; it<128; it ++ ){ + float const k_sample_dist = 0.0025f, + k_line_width = 1.5f; - v3f p0, h0, p1, h1, p, pd; - - v3_copy( rnj->co, p0 ); - v3_muladds( rnj->co, rnj->h, 1.0f, h0 ); - v3_copy( rnk->co, p1 ); - v3_muladds( rnk->co, rnk->h, -1.0f, h1 ); + eval_bezier3( h[0], h[1], h[2], t, p ); + eval_bezier3( h[0], h[1], h[2], t+k_sample_dist, pd ); - float t=0.0f; - int it = 0; + travel_length += v3_dist( p, last ); - for( int it=0; it<256; it ++ ) - { - float const k_sample_dist = 0.02f; - eval_bezier_time( p0,p1,h0,h1, t,p ); - eval_bezier_time( p0,p1,h0,h1, t+k_sample_dist,pd ); + float mod = k_sample_dist / v3_dist( p, pd ); - float mod = k_sample_dist / v3_dist( p, pd ); + v3f v0,up, right; - v3f v0,up, right; - v3_muls( rnj->up, 1.0f-t, up ); - v3_muladds( up, rnk->up, t, up ); + v3_muls( n0, -(1.0f-t), up ); + v3_muladds( up, n2, -t, up ); + v3_normalize( up ); - v3_sub( pd,p,v0 ); - v3_cross( up, v0, right ); - v3_normalize( right ); + v3_sub( pd,p,v0 ); + v3_cross( up, v0, right ); + v3_normalize( right ); - float cur_x = (1.0f-t)*base_x0 + t*base_x1; - - v3f sc, sa, sb, down; - v3_muladds( p, right, cur_x, sc ); - v3_muladds( sc, up, 1.5f, sc ); - v3_muladds( sc, right, 0.45f, sa ); - v3_muladds( sc, right, -0.45f, sb ); - v3_muls( up, -1.0f, down ); + float cur_x = (1.0f-t)*h[0][3] + t*h[2][3]; + + v3f sc, sa, sb, down; + v3_muladds( p, right, cur_x * k_line_width, sc ); + v3_muladds( sc, up, 1.5f, sc ); + v3_muladds( sc, right, k_line_width*0.95f, sa ); + v3_muladds( sc, right, 0.0f, sb ); + v3_muls( up, -1.0f, down ); + + ray_hit ha, hb; + ha.dist = 8.0f; + hb.dist = 8.0f; + if( ray_world( world, sa, down, &ha ) && + ray_world( world, sb, down, &hb )) + { + scene_vert va, vb; - ray_hit ha, hb; - ha.dist = 8.0f; - hb.dist = 8.0f; - if( ray_world( world, sa, down, &ha ) && - ray_world( world, sb, down, &hb )) - { - scene_vert va, vb; - - v3_muladds( ha.pos, up, 0.06f, va.co ); - v3_muladds( hb.pos, up, 0.06f, vb.co ); - - scene_vert_pack_norm( &va, up ); - scene_vert_pack_norm( &vb, up ); - v2_zero( va.uv ); - v2_zero( vb.uv ); - - scene_push_vert( world->scene_lines, &va ); - scene_push_vert( world->scene_lines, &vb ); - - if( last_valid ) - { - /* Connect them with triangles */ - scene_push_tri( world->scene_lines, (u32[3]){ - last_valid+0-2, last_valid+1-2, last_valid+2-2} ); - scene_push_tri( world->scene_lines, (u32[3]){ - last_valid+1-2, last_valid+3-2, last_valid+2-2} ); - } - - last_valid = world->scene_lines->vertex_count; + v3_muladds( ha.pos, up, 0.06f, va.co ); + v3_muladds( hb.pos, up, 0.06f, vb.co ); + + scene_vert_pack_norm( &va, up ); + scene_vert_pack_norm( &vb, up ); + + float t1 = (travel_length / total_length) * patch_count; + va.uv[0] = t1; + va.uv[1] = 0.0f; + vb.uv[0] = t1; + vb.uv[1] = 1.0f; + + scene_push_vert( world->scene_lines, &va ); + scene_push_vert( world->scene_lines, &vb ); + + if( last_valid ){ + /* Connect them with triangles */ + scene_push_tri( world->scene_lines, (u32[3]){ + last_valid+0-2, last_valid+1-2, last_valid+2-2} ); + scene_push_tri( world->scene_lines, (u32[3]){ + last_valid+1-2, last_valid+3-2, last_valid+2-2} ); } - else - last_valid = 0; + + last_valid = world->scene_lines->vertex_count; + } + else + last_valid = 0; - t += 1.0f*mod; + if( t == 1.0f ) + return; - if( t >= 1.0f ) - { - /* TODO special case for end of loop, need to add triangles - * between first and last rungs */ - break; - } - } + t += 1.0f*mod; + if( t > 1.0f ) + t = 1.0f; - rnj->current_refs ++; + v3_copy( p, last ); } - - scene_copy_slice( world->scene_lines, &route->sm ); } -/* - * Create the strips of colour that run through the world along course paths - */ -VG_STATIC void world_routes_generate( world_instance *world ) +VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id ) { - vg_info( "Generating route meshes\n" ); - world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 ); + ent_route *route = mdl_arritm( &world->ent_route, route_id ); + u32 last_valid = 0; - for( u32 i=0; iroute_count; i++ ) - world_routes_create_mesh( world, i ); + for( int i=0; icheckpoints_count; i++ ){ + int i0 = route->checkpoints_start+i, + i1 = route->checkpoints_start+((i+1)%route->checkpoints_count); - vg_acquire_thread_sync(); - { - scene_upload( world->scene_lines, &world->mesh_route_lines ); - } - vg_release_thread_sync(); - vg_linear_del( world_global.generic_heap, world->scene_lines ); -} - -/* determine if special type is required for this gate */ -VG_STATIC enum route_special_type world_route_node_type( world_instance *world, - mdl_node *pnode ) -{ - if( pnode->classtype == k_classtype_gate ) - { - struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode ); + ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0), + *c1 = mdl_arritm(&world->ent_checkpoint, i1); - if( inf->target ) - { - mdl_node *pother = mdl_node_from_id( world->meta, inf->target ); - - if( pother->classtype == k_classtype_gate ) - { - return k_route_special_type_gate; - } - } + ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index ); + start_gate = mdl_arritm( &world->ent_gate, start_gate->target ); - return k_route_special_type_collector; - } + ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ); - return k_route_special_type_none; -} + v4f p[3]; -/* count entities and allocate correct amount of memory in advance */ -VG_STATIC void world_routes_allocate( world_instance *world ) -{ - vg_info( "Allocating routes\n" ); + v3_add( (v3f){0.0f,0.1f,0.0f}, start_gate->co[0], p[0] ); + p[0][3] = start_gate->ref_count; + p[0][3] -= (float)start_gate->ref_total * 0.5f; + start_gate->ref_count ++; - /* count */ - u32 node_count = 0, - route_count = 0, - gate_count = 0, - collector_count = 0; - - for( int i=0; imeta->info.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id( world->meta, i ); + if( !c0->path_count ) + continue; - if( pnode->classtype == k_classtype_route_node || - pnode->classtype == k_classtype_gate ) - { - pnode->sub_uid = node_count; + /* this is so that we get nice flow through the gates */ + v3f temp_alignments[2]; + ent_gate *both[] = { start_gate, end_gate }; - enum route_special_type type = world_route_node_type( world, pnode ); + for( int j=0; j<2; j++ ){ + int pi = c0->path_start + ((j==1)? c0->path_count-1: 0); - if( type == k_route_special_type_gate ) - gate_count ++; - else if( type == k_route_special_type_collector ) - collector_count ++; + ent_path_index *index = mdl_arritm( &world->ent_path_index, pi ); + ent_route_node *rn = mdl_arritm( &world->ent_route_node, + index->index ); + v3f v0; + v3_sub( rn->co, both[j]->co[0], v0 ); + float d = v3_dot( v0, both[j]->to_world[2] ); - node_count ++; + v3_muladds( both[j]->co[0], both[j]->to_world[2], d, + temp_alignments[j] ); + v3_add( (v3f){0.0f,0.1f,0.0f}, temp_alignments[j], temp_alignments[j]); } - else if( pnode->classtype == k_classtype_route ) - { - route_count ++; - } - } - /* allocate */ - u32 node_size = node_count * sizeof(struct route_node), - route_size = route_count * sizeof(struct route), - gate_size = gate_count * sizeof(struct route_gate), - collector_size = collector_count * sizeof(struct route_collector); - - world->nodes = vg_linear_alloc( world_global.generic_heap, node_size ); - world->routes = vg_linear_alloc( world_global.generic_heap, route_size ); - world->gates = vg_linear_alloc( world_global.generic_heap, gate_size ); - world->collectors = vg_linear_alloc( world_global.generic_heap, - collector_size ); -} - -/* create node from mdl node */ -VG_STATIC struct route_node *world_routes_create_node( world_instance *world, - mdl_node *pnode ) -{ - struct route_node *rn = &world->nodes[ world->node_count ++ ]; - m4x3f transform; - mdl_node_transform( pnode, transform ); + for( int j=0; jpath_count; j ++ ){ + ent_path_index *index = mdl_arritm( &world->ent_path_index, + c0->path_start+j ); + ent_route_node *rn = mdl_arritm( &world->ent_route_node, + index->index ); + if( j==0 || j==c0->path_count-1 ) + if( j == 0 ) + v3_copy( temp_alignments[0], p[1] ); + else + v3_copy( temp_alignments[1], p[1] ); + else + v3_copy( rn->co, p[1] ); - v3_copy( transform[3], rn->co ); - v3_copy( transform[0], rn->right ); - v3_copy( transform[1], rn->up ); - v3_muls( transform[2], -1.0f, rn->h ); - v3_normalize( rn->right ); - v3_normalize( rn->up ); + p[1][3] = rn->ref_count; + p[1][3] -= (float)rn->ref_total * 0.5f; + rn->ref_count ++; - rn->next[0] = 0xffffffff; - rn->next[1] = 0xffffffff; + if( j+1 < c0->path_count ){ + index = mdl_arritm( &world->ent_path_index, + c0->path_start+j+1 ); + rn = mdl_arritm( &world->ent_route_node, index->index ); - rn->special_type = 0; - rn->special_id = 0; - rn->current_refs = 0; - rn->ref_count = 0; + if( j+1 == c0->path_count-1 ) + v3_lerp( p[1], temp_alignments[1], 0.5f, p[2] ); + else + v3_lerp( p[1], rn->co, 0.5f, p[2] ); - return rn; -} + p[2][3] = rn->ref_count; + p[2][3] -= (float)rn->ref_total * 0.5f; + } + else{ + v3_copy( end_gate->co[0], p[2] ); + v3_add( (v3f){0.0f,0.1f,0.0f}, p[2], p[2] ); + p[2][3] = end_gate->ref_count; + p[2][3] -= (float)end_gate->ref_total * 0.5f; + end_gate->ref_count ++; + } -/* retrieve the correct node id from mdl subuid */ -VG_STATIC u32 world_routes_get_subuid( world_instance *world, u32 target ) -{ - if( target == 0 ) - return 0xffffffff; - else - return mdl_node_from_id( world->meta, target )->sub_uid; -} + /* p0,p1,p2 bezier patch is complete + * --------------------------------------*/ + v3f surf0, surf2, n0, n2; -#if 0 -VG_STATIC void world_id_fixup( u32 *uid, mdl_context *mdl ) -{ - if( *uid ) - *uid = mdl_node_from_id( mdl, *uid )->sub_uid; - else - *uid = 0xffffffff; -} -#endif + if( bh_closest_point( world->geo_bh, p[0], surf0, 5.0f ) == -1 ) + v3_add( (v3f){0.0f,-0.1f,0.0f}, p[0], surf0 ); -/* process gate attachement onto node */ -VG_STATIC void world_routes_process_gate( world_instance *world, - struct route_node *rn, - mdl_node *pnode ) -{ - struct classtype_gate *inf = mdl_get_entdata( world->meta, pnode ); + if( bh_closest_point( world->geo_bh, p[2], surf2, 5.0f ) == -1 ) + v3_add( (v3f){0.0f,-0.1f,0.0f}, p[2], surf2 ); - /* H is later scaled based on link distance */ - v3_normalize( rn->h ); + v3_sub( surf0, p[0], n0 ); + v3_sub( surf2, p[2], n2 ); + v3_normalize( n0 ); + v3_normalize( n2 ); - rn->next[0] = world_routes_get_subuid( world, inf->target ); - rn->next[1] = 0xffffffff; - rn->special_type = world_route_node_type( world, pnode ); + world_routes_place_curve( world, p, n0, n2 ); - /* process gate type */ - if( rn->special_type == k_route_special_type_gate ) - { - mdl_node *pother = mdl_node_from_id( world->meta, inf->target ); - - struct route_gate *rg = &world->gates[ world->gate_count ]; + /* --- */ + v4_copy( p[2], p[0] ); + } + } - rg->node_id = world->node_count-1; - rg->timing.time = 0.0; - rg->timing.version = 0; + scene_copy_slice( world->scene_lines, &route->sm ); +} - v3_copy( pnode->co, rg->gate.co[0] ); - v3_copy( pother->co, rg->gate.co[1] ); - v4_copy( pnode->q, rg->gate.q[0] ); - v4_copy( pother->q, rg->gate.q[1] ); - v2_copy( inf->dims, rg->gate.dims ); +/* + * Create the strips of colour that run through the world along course paths + */ +VG_STATIC void world_routes_generate( world_instance *world ) +{ + vg_info( "Generating route meshes\n" ); + world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 ); - gate_transform_update( &rg->gate ); - rn->special_id = world->gate_count; + for( u32 i=0; ient_gate); i++ ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, i ); + gate->ref_count = 0; + gate->ref_total = 0; + } - world->gate_count ++; + for( u32 i=0; ient_route_node); i++ ){ + ent_route_node *rn = mdl_arritm( &world->ent_route, i ); + rn->ref_count = 0; + rn->ref_total = 0; } - /* process collector type */ - else if( rn->special_type == k_route_special_type_collector ) - { - struct route_collector *rc = - &world->collectors[ world->collector_count ]; + for( u32 k=0; kent_route); k++ ){ + ent_route *route = mdl_arritm( &world->ent_route, k ); - rc->timing.time = 0.0; - rc->timing.version = 0; + for( int i=0; icheckpoints_count; i++ ){ + int i0 = route->checkpoints_start+i, + i1 = route->checkpoints_start+((i+1)%route->checkpoints_count); - rn->special_id = world->collector_count; - world->collector_count ++; - } - else - vg_fatal_exit_loop( "Invalid state" ); -} + ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0), + *c1 = mdl_arritm(&world->ent_checkpoint, i1); -/* create route from node description */ -VG_STATIC void world_routes_create_route( world_instance *world, - mdl_node *pnode ) -{ - mdl_context *mdl = world->meta; + ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index ); + start_gate = mdl_arritm( &world->ent_gate, start_gate->target ); - struct classtype_route *inf = mdl_get_entdata( mdl, pnode ); - struct route *route = &world->routes[ world->route_count ]; - memset( route, 0, sizeof(struct route) ); + ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ); + start_gate->ref_total ++; - v3_copy( inf->colour, route->colour ); - route->colour[3] = 1.0f; - route->track_id = 0xffffffff; + if( !c0->path_count ) + continue; - for( u32 j=0; jpstr_name), track_infos[j].name )) - { - route->track_id = j; - break; + for( int j=0; jpath_count; j ++ ){ + ent_path_index *index = mdl_arritm( &world->ent_path_index, + c0->path_start+j ); + ent_route_node *rn = mdl_arritm( &world->ent_route_node, + index->index ); + rn->ref_total ++; + + if( j+1 < c0->path_count ){ + } + else{ + end_gate->ref_total ++; + } + } } } - route->start = world_routes_get_subuid( world, inf->id_start ); - route->active = 0; - route->factive = 0.0f; - mdl_node_transform( pnode, route->scoreboard_transform ); - - struct route_ui_bar *pui = &world_global.ui_bars[ world->route_count ]; - pui->indices_head = k_route_ui_max_indices - 9; - pui->vertex_head = k_route_ui_max_verts - 200; - pui->segment_start = 0; - pui->segment_count = 0; - pui->fade_start = 0; - pui->fade_count = 0; - pui->fade_timer_start = 0.0; - - world->route_count ++; + for( u32 i=0; ient_route); i++ ) + world_routes_create_mesh( world, i ); + + vg_acquire_thread_sync(); + { + scene_upload( world->scene_lines, &world->mesh_route_lines ); + } + vg_release_thread_sync(); + vg_linear_del( world_global.generic_heap, world->scene_lines ); } /* load all routes from model header */ -VG_STATIC void world_routes_process( world_instance *world ) +VG_STATIC void world_routes_ent_init( world_instance *world ) { vg_info( "Initializing routes\n" ); - mdl_context *mdl = world->meta; - for( int i=0; iinfo.node_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id(mdl,i); - - if( pnode->classtype == k_classtype_route_node || - pnode->classtype == k_classtype_gate ) - { - struct route_node *rn = world_routes_create_node( world, pnode ); - - if( pnode->classtype == k_classtype_gate ) - { - world_routes_process_gate( world, rn, pnode ); - } - else - { - struct classtype_route_node *inf = mdl_get_entdata( mdl, pnode ); - rn->next[0] = world_routes_get_subuid( world, inf->target ); - rn->next[1] = world_routes_get_subuid( world, inf->target1 ); - } - } - else if( pnode->classtype == k_classtype_route ) - { - world_routes_create_route( world, pnode ); + for( u32 i=0; ient_gate); i++ ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, i ); + for( u32 j=0; j<4; j++ ){ + gate->routes[j] = 0xffff; } } - /* - * Gather references - */ - for( int i=0; iroute_count; i++ ) - { - struct route *route = &world->routes[i]; + for( u32 i=0; ient_route); i++ ){ + ent_route *route = mdl_arritm(&world->ent_route,i); - u32 stack[64]; - u32 si = world_routes_get_path( world, route->start, stack ); + for( u32 j=0; jcheckpoints_count; j++ ){ + u32 id = route->checkpoints_start + j; + ent_checkpoint *cp = mdl_arritm(&world->ent_checkpoint,id); + + ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index ); - for( int sj=0; sjnodes[ stack[sj] ]; - rn->route_ids[ rn->ref_count ++ ] = i; + for( u32 k=0; k<4; k++ ){ + if( gate->routes[k] == 0xffff ){ + gate->routes[k] = i; + break; + } + } + + if( gate->type == k_gate_type_teleport ){ + gate = mdl_arritm(&world->ent_gate, gate->target ); - if( rn->ref_count > 4 ) - vg_warn( "Too many references on route node %i\n", i ); + for( u32 k=0; k<4; k++ ){ + if( gate->routes[k] == 0xffff ){ + gate->routes[k] = i; + break; + } + } + } } } + + world_routes_clear( world ); } /* @@ -1080,60 +489,23 @@ VG_STATIC void world_routes_process( world_instance *world ) VG_STATIC void world_routes_init(void) { - world_global.current_run_version = 2; + world_global.current_run_version = 200; world_global.time = RESET_MAX_TIME*2.0; world_global.last_use = 0.0; shader_scene_route_register(); shader_routeui_register(); - - vg_acquire_thread_sync(); - { - /* UI buffers */ - for( int i=0; ivao ); - glGenBuffers( 1, &pui->vbo ); - glGenBuffers( 1, &pui->ebo ); - glBindVertexArray( pui->vao ); - - size_t stride = sizeof(v2f); - - glBindBuffer( GL_ARRAY_BUFFER, pui->vbo ); - glBufferData( GL_ARRAY_BUFFER, k_route_ui_max_verts*stride, - NULL, GL_DYNAMIC_DRAW ); - - glBindVertexArray( pui->vao ); - glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pui->ebo ); - glBufferData( GL_ELEMENT_ARRAY_BUFFER, - k_route_ui_max_indices*sizeof(u16), NULL, - GL_DYNAMIC_DRAW ); - - glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, stride, (void *)0 ); - glEnableVertexAttribArray( 0 ); - VG_CHECK_GL_ERR(); - } - } - vg_release_thread_sync(); } VG_STATIC void world_routes_update( world_instance *world ) { world_global.time += vg.time_delta; - for( int i=0; iroute_count; i++ ) - { - struct route *route = &world->routes[i]; - route->factive = vg_lerpf( route->factive, route->active, - 0.6f*vg.time_delta ); - - if( route->active ) - { - world_routes_ui_updatetime(i, world_global.time - route->latest_pass ); - } + for( u32 i=0; ient_route); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + + int target = route->active_checkpoint == 0xffffffff? 0: 1; + route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta ); } } @@ -1170,34 +542,57 @@ VG_STATIC void render_world_routes( world_instance *world, camera *cam ) mesh_bind( &world->mesh_route_lines ); - for( int i=0; iroute_count; i++ ) - { - struct route *route = &world->routes[i]; + for( u32 i=0; ient_route); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); v4f colour; v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour ); - colour[3] = 1.0f; + colour[3] = route->factive*0.2f; shader_scene_route_uColour( colour ); mdl_draw_submesh( &route->sm ); } -} -VG_STATIC void render_world_routes_ui( world_instance *world ) -{ - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_ADD); + shader_model_gate_use(); + shader_model_gate_uPv( cam->mtx.pv ); + shader_model_gate_uCam( cam->pos ); + shader_model_gate_uTime( vg.time*0.25f ); + shader_model_gate_uInvRes( (v2f){ + 1.0f / (float)vg.window_x, + 1.0f / (float)vg.window_y }); - float active_offset = 0.0f; - for( int i=0; iroute_count; i++ ) - { - struct route *route = &world->routes[i]; - world_routes_ui_draw( world, i, route->colour, active_offset ); - active_offset += route->factive; - } + mesh_bind( &world_global.mesh_gate ); + + /* skip writing into the motion vectors for this */ + glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); + + for( u32 i=0; ient_route); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + + if( route->active_checkpoint != 0xffffffff ){ + v4f colour; + float brightness = 0.3f + world->ub_lighting.g_day_phase; + v3_muls( route->colour, brightness, colour ); + colour[3] = 1.0f-route->factive; + + shader_model_gate_uColour( colour ); + + u32 next = route->checkpoints_start + + (route->active_checkpoint+1) % route->checkpoints_count; - glDisable(GL_BLEND); + ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next ); + ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index ); + shader_model_gate_uMdl( gate->to_world ); + + for( u32 j=0; j<4; j++ ){ + if( gate->routes[j] == i ){ + mdl_draw_submesh( &world_global.sm_gate_marker[j] ); + break; + } + } + } + } + glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } ); } #endif /* ROUTES_H */ diff --git a/world_sfd.h b/world_sfd.h index 1b59e5a..88a8639 100644 --- a/world_sfd.h +++ b/world_sfd.h @@ -7,6 +7,7 @@ #include "world.h" +#if 0 #if 0 #include "shaders/scoretext.h" #include "shaders/vblend.h" @@ -229,5 +230,6 @@ VG_STATIC void world_sfd_init(void) for( int i=0; ivolumes[ item_index ]; + + ent_volume *volume_array = world_ent_array( world, k_ent_volume ), + *volume = volume_array + item_index; m4x3_expand_aabb_point( volume->transform, bound, (v3f){ 1.0f, 1.0f, 1.0f} ); m4x3_expand_aabb_point( volume->transform, bound, (v3f){ 1.0f, 1.0f,-1.0f} ); @@ -26,7 +29,9 @@ VG_STATIC void volume_vg_expand_bound( void *user, boxf bound, u32 item_index ) VG_STATIC float volume_vg_centroid( void *user, u32 item_index, int axis ) { world_instance *world = user; - struct world_volume *volume = &world->volumes[ item_index ]; + + ent_volume *volume_array = world_ent_array( world, k_ent_volume ), + *volume = volume_array + item_index; return volume->transform[3][axis]; } @@ -34,9 +39,10 @@ VG_STATIC float volume_vg_centroid( void *user, u32 item_index, int axis ) VG_STATIC void volume_vg_swap( void *user, u32 ia, u32 ib ) { world_instance *world = user; - struct world_volume *a = &world->volumes[ ia ], - *b = &world->volumes[ ib ], - temp; + ent_volume *volume_array = world_ent_array( world, k_ent_volume ), + *a = volume_array + ia, + *b = volume_array + ib, + temp; temp = *a; *a = *b; @@ -46,11 +52,12 @@ VG_STATIC void volume_vg_swap( void *user, u32 ia, u32 ib ) VG_STATIC void volume_vg_debug( void *user, u32 item_index ) { world_instance *world = user; - struct world_volume *zone = &world->volumes[ item_index ]; + ent_volume *volume_array = world_ent_array( world, k_ent_volume ), + *volume = volume_array + item_index; - vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, - { 1.0f, 1.0f, 1.0f}}, - 0xff00ff00 ); + vg_line_boxf_transformed( volume->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); } VG_STATIC bh_system bh_system_volumes = @@ -62,5 +69,6 @@ VG_STATIC bh_system bh_system_volumes = .item_debug = volume_vg_debug, .cast_ray = NULL }; +#endif #endif /* WORLD_VOLUMES_H */ diff --git a/world_water.h b/world_water.h index 9e282be..22de2c9 100644 --- a/world_water.h +++ b/world_water.h @@ -124,8 +124,7 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) if( !world->water.enabled ) return; - if( vg.quality_profile == k_quality_profile_high ) - { + if( vg.quality_profile == k_quality_profile_high ){ /* Draw surface */ shader_scene_water_use(); @@ -165,12 +164,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) mesh_bind( &world->mesh_no_collide ); - for( int i=0; imaterial_count; i++ ) - { - struct world_material *mat = &world->materials[i]; + for( int i=0; isurface_count; i++ ){ + struct world_surface *mat = &world->surfaces[i]; - if( mat->info.shader == k_shader_water ) - { + if( mat->info.shader == k_shader_water ){ shader_scene_water_uShoreColour( mat->info.colour ); shader_scene_water_uOceanColour( mat->info.colour1 ); @@ -180,8 +177,7 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) glDisable(GL_BLEND); } - else if( vg.quality_profile == k_quality_profile_low ) - { + else if( vg.quality_profile == k_quality_profile_low ){ shader_scene_water_fast_use(); vg_tex2d_bind( &tex_water_surf, 1 ); @@ -207,12 +203,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) mesh_bind( &world->mesh_no_collide ); - for( int i=0; imaterial_count; i++ ) - { - struct world_material *mat = &world->materials[i]; + for( int i=0; isurface_count; i++ ){ + struct world_surface *mat = &world->surfaces[i]; - if( mat->info.shader == k_shader_water ) - { + if( mat->info.shader == k_shader_water ){ shader_scene_water_fast_uShoreColour( mat->info.colour ); shader_scene_water_fast_uOceanColour( mat->info.colour1 );