my fucking fingers
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #include "common.h"
6
7 #ifndef WORLD_H
8 #define WORLD_H
9
10 typedef struct world_instance world_instance;
11
12 #include "vg/vg_loader.h"
13
14 #include "network.h"
15 #include "network_msg.h"
16 #include "scene.h"
17 #include "render.h"
18 #include "rigidbody.h"
19 #include "bvh.h"
20 #include "model.h"
21 #include "entity.h"
22 #include "font.h"
23
24 #include "shaders/scene_standard.h"
25 #include "shaders/scene_standard_alphatest.h"
26 #include "shaders/scene_vertex_blend.h"
27 #include "shaders/scene_terrain.h"
28 #include "shaders/scene_depth.h"
29 #include "shaders/scene_position.h"
30
31 #include "shaders/model_sky.h"
32
33 enum { k_max_ui_segments = 8 };
34
35 enum { k_max_ui_elements = k_max_ui_segments };
36 enum { k_max_element_verts = 10 };
37 enum { k_max_element_indices = 20 };
38
39 enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts };
40 enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices };
41
42 enum logic_type
43 {
44 k_logic_type_relay = 1,
45 k_logic_type_chance = 2,
46 k_logic_type_achievement = 3
47 };
48
49 enum geo_type
50 {
51 k_geo_type_solid = 0,
52 k_geo_type_nonsolid = 1,
53 k_geo_type_water = 2
54 };
55
56 static const float k_light_cube_size = 8.0f;
57
58 struct world_instance {
59 /* Fixed items
60 * -------------------------------------------------------
61 */
62
63 void *heap;
64 char world_name[ 64 ];
65 enum world_status{
66 k_world_status_unloaded = 0,
67 k_world_status_loading = 1,
68 k_world_status_loaded = 2
69 }
70 status;
71
72 struct{
73 boxf depthbounds;
74 int depth_computed;
75
76 float height;
77 int enabled;
78 v4f plane;
79 }
80 water;
81
82 /* STD140 */
83 struct ub_world_lighting{
84 v4f g_cube_min,
85 g_cube_inv_range;
86
87 v4f g_water_plane,
88 g_depth_bounds;
89
90 v4f g_daysky_colour;
91 v4f g_nightsky_colour;
92 v4f g_sunset_colour;
93 v4f g_ambient_colour;
94 v4f g_sunset_ambient;
95 v4f g_sun_colour;
96 v4f g_sun_dir;
97 v4f g_board_0;
98 v4f g_board_1;
99
100 float g_water_fog;
101 float g_time;
102 float g_realtime;
103 float g_shadow_length;
104 float g_shadow_spread;
105
106 float g_time_of_day;
107 float g_day_phase;
108 float g_sunset_phase;
109
110 int g_light_preview;
111 int g_shadow_samples;
112
113 int g_debug_indices;
114 int g_debug_complexity;
115 }
116 ub_lighting;
117 GLuint ubo_lighting;
118 int ubo_bind_point;
119
120 GLuint tbo_light_entities,
121 tex_light_entities,
122 tex_light_cubes;
123
124 float probabilities[3];
125
126 v3i light_cubes;
127
128 struct framebuffer heightmap;
129
130 /*
131 * Dynamically allocated when world_load is called.
132 *
133 * the following arrays index somewhere into this linear
134 * allocator
135 *
136 * (world_gen.h)
137 * --------------------------------------------------------------------------
138 */
139
140 /*
141 * Main world .mdl
142 */
143 mdl_context meta;
144
145 GLuint *textures;
146 u32 texture_count;
147
148 struct world_surface{
149 mdl_material info;
150 mdl_submesh sm_geo,
151 sm_no_collide;
152 }
153 * surfaces;
154 u32 surface_count;
155
156 mdl_array_ptr ent_spawn,
157 ent_gate,
158 ent_light,
159 ent_route_node,
160 ent_path_index,
161 ent_checkpoint,
162 ent_route,
163 ent_water,
164
165 ent_audio_clip,
166 ent_audio,
167 ent_volume,
168 ent_traffic,
169 ent_skateshop,
170 ent_marker,
171 ent_camera,
172 ent_swspreview;
173
174 ent_gate *rendering_gate;
175
176 /* logic
177 * ----------------------------------------------------
178 */
179
180 /* world geometry */
181 scene_context scene_geo,
182 scene_no_collide,
183 scene_lines;
184
185 /* spacial mappings */
186 bh_tree *audio_bh,
187 *volume_bh,
188 *geo_bh;
189
190 /* graphics */
191 glmesh mesh_route_lines;
192 glmesh mesh_geo,
193 mesh_no_collide,
194 mesh_water;
195
196 rb_object rb_geo;
197 };
198
199 struct world_global{
200 /*
201 * Allocated as system memory
202 * --------------------------------------------------------------------------
203 */
204 void *heap;
205
206 /* rendering */
207 glmesh skydome;
208 glmesh mesh_gate;
209 mdl_submesh sm_gate_surface,
210 sm_gate_marker[4];
211
212 double sky_time, sky_rate, sky_target_rate;
213
214 u32 current_run_version;
215 double time, rewind_from, rewind_to, last_use;
216
217 /* water rendering */
218 struct{
219 struct framebuffer fbreflect, fbdepth;
220 }
221 water;
222
223 /* split flap display */
224 struct{
225 glmesh mesh_base, mesh_display;
226 mdl_submesh sm_base;
227 u32 active_route_board;
228 scene_context scene;
229
230 u32 w, h;
231 float *buffer;
232 }
233 sfd;
234
235 v3f render_gate_pos;
236 int in_volume;
237
238 int switching_to_new_world;
239
240 world_instance worlds[4];
241 u32 world_count;
242 u32 active_world;
243
244 /* text particles */
245 font3d font;
246
247 struct timer_text{
248 char text[8];
249 m4x3f transform;
250 ent_gate *gate;
251 ent_route *route;
252 }
253 timer_texts[4];
254 u32 timer_text_count;
255
256 struct text_particle{
257 rb_object obj;
258 m4x3f mlocal;
259 ent_glyph *glyph;
260 v4f colour;
261
262 m4x3f mdl;
263 }
264 text_particles[6*4];
265 u32 text_particle_count;
266 }
267 static world_global;
268
269 VG_STATIC world_instance *get_active_world( void )
270 {
271 return &world_global.worlds[ world_global.active_world ];
272 }
273
274 /*
275 * API
276 */
277
278 VG_STATIC
279 int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
280
281 VG_STATIC
282 struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit );
283
284 VG_STATIC
285 void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
286
287 VG_STATIC
288 int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
289
290 VG_STATIC
291 ent_spawn *world_find_closest_spawn( world_instance *world, v3f position )
292 {
293 ent_spawn *rp = NULL, *r;
294 float min_dist = INFINITY;
295
296 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
297 r = mdl_arritm( &world->ent_spawn, i );
298 float d = v3_dist2( r->transform.co, position );
299
300 if( d < min_dist ){
301 min_dist = d;
302 rp = r;
303 }
304 }
305
306 if( !rp ){
307 if( mdl_arrcount(&world->ent_spawn) ){
308 vg_warn( "Invalid distances to spawns.. defaulting to first one.\n" );
309 return mdl_arritm( &world->ent_spawn, 0 );
310 }
311 else{
312 vg_error( "There are no spawns in the level!\n" );
313 }
314 }
315
316 return rp;
317 }
318
319 VG_STATIC
320 ent_spawn *world_find_spawn_by_name( world_instance *world, const char *name )
321 {
322 ent_spawn *rp = NULL, *r;
323 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
324 r = mdl_arritm( &world->ent_spawn, i );
325 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name), name ) ){
326 rp = r;
327 break;
328 }
329 }
330
331 if( !rp )
332 vg_warn( "No spawn named '%s'\n", name );
333
334 return rp;
335 }
336
337 /*
338 * Submodules
339 */
340
341 VG_STATIC float
342 k_day_length = 30.0f; /* minutes */
343
344 VG_STATIC int k_debug_light_indices = 0,
345 k_debug_light_complexity = 0,
346 k_light_preview = 0;
347
348 #include "world_routes.h"
349 #include "world_sfd.h"
350 #include "world_render.h"
351 #include "world_water.h"
352 #include "world_volumes.h"
353 #include "world_gen.h"
354 #include "world_gate.h"
355
356 /*
357 * -----------------------------------------------------------------------------
358 * Events
359 * -----------------------------------------------------------------------------
360 */
361
362 VG_STATIC int world_stop_sound( int argc, const char *argv[] )
363 {
364 world_instance *world = get_active_world();
365 return 0;
366 }
367
368 VG_STATIC void world_init(void)
369 {
370 VG_VAR_F32( k_day_length );
371 VG_VAR_I32( k_debug_light_indices );
372 VG_VAR_I32( k_debug_light_complexity );
373 VG_VAR_I32( k_light_preview );
374
375 world_global.sky_rate = 1.0;
376 world_global.sky_target_rate = 1.0;
377
378 shader_scene_standard_register();
379 shader_scene_standard_alphatest_register();
380 shader_scene_vertex_blend_register();
381 shader_scene_terrain_register();
382 shader_scene_depth_register();
383 shader_scene_position_register();
384
385 shader_model_sky_register();
386
387 vg_info( "Loading world resources\n" );
388
389 vg_linear_clear( vg_mem.scratch );
390
391 mdl_context msky;
392 mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
393 mdl_load_metadata_block( &msky, vg_mem.scratch );
394 mdl_async_load_glmesh( &msky, &world_global.skydome );
395 mdl_close( &msky );
396
397 /* Other systems */
398 vg_info( "Loading other world systems\n" );
399
400 vg_loader_step( world_render_init, NULL );
401 vg_loader_step( world_sfd_init, NULL );
402 vg_loader_step( world_water_init, NULL );
403 vg_loader_step( world_gates_init, NULL );
404 vg_loader_step( world_routes_init, NULL );
405
406 /* Allocate dynamic world memory arena */
407 u32 max_size = 76*1024*1024;
408 world_global.heap = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
409 VG_MEMORY_SYSTEM );
410 }
411
412 VG_STATIC void ent_volume_call( world_instance *world, ent_call *call )
413 {
414 u32 index = mdl_entity_id_id( call->id );
415 ent_volume *volume = mdl_arritm( &world->ent_volume, index );
416 if( !volume->target ) return;
417
418 if( call->function == k_ent_function_trigger ){
419 call->id = volume->target;
420
421 if( volume->type == k_volume_subtype_particle ){
422 float *co = alloca( sizeof(float)*3 );
423 co[0] = vg_randf()*2.0f-1.0f;
424 co[1] = vg_randf()*2.0f-1.0f;
425 co[2] = vg_randf()*2.0f-1.0f;
426 m4x3_mulv( volume->to_world, co, co );
427
428 call->function = k_ent_function_particle_spawn;
429 call->data = co;
430 entity_call( world, call );
431 }
432 else{
433 entity_call( world, call );
434 }
435 }
436 }
437
438 VG_STATIC void ent_audio_call( world_instance *world, ent_call *call )
439 {
440 u32 index = mdl_entity_id_id( call->id );
441 ent_audio *audio = mdl_arritm( &world->ent_audio, index );
442
443 v3f sound_co;
444
445 if( call->function == k_ent_function_particle_spawn ){
446 v3_copy( call->data, sound_co );
447 }
448 else if( call->function == k_ent_function_trigger ){
449 v3_copy( audio->transform.co, sound_co );
450 }
451 else
452 vg_fatal_error( "ent_audio_call (invalid function id)" );
453
454 float chance = vg_randf()*100.0f,
455 bar = 0.0f;
456
457 for( u32 i=0; i<audio->clip_count; i++ ){
458 ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
459 audio->clip_start+i );
460
461 float mod = world->probabilities[ audio->probability_curve ],
462 p = clip->probability * mod;
463
464 bar += p;
465
466 if( chance < bar ){
467
468 audio_lock();
469
470 if( audio->behaviour == k_channel_behaviour_unlimited ){
471 audio_oneshot_3d( &clip->clip, sound_co,
472 audio->transform.s[0],
473 audio->volume );
474 }
475 else if( audio->behaviour == k_channel_behaviour_discard_if_full ){
476 audio_channel *ch =
477 audio_get_group_idle_channel( audio->group,
478 audio->max_channels );
479
480 if( ch ){
481 audio_channel_init( ch, &clip->clip, audio->flags );
482 audio_channel_group( ch, audio->group );
483 audio_channel_set_spacial( ch, sound_co, audio->transform.s[0] );
484 audio_channel_edit_volume( ch, audio->volume, 1 );
485 ch = audio_relinquish_channel( ch );
486 }
487 }
488 else if( audio->behaviour == k_channel_behaviour_crossfade_if_full){
489 audio_channel *ch =
490 audio_get_group_idle_channel( audio->group,
491 audio->max_channels );
492
493 /* group is full */
494 if( !ch ){
495 audio_channel *existing =
496 audio_get_group_first_active_channel( audio->group );
497
498 if( existing ){
499 if( existing->source == &clip->clip ){
500 audio_unlock();
501 return;
502 }
503
504 existing->group = 0;
505 existing = audio_channel_fadeout(existing, audio->crossfade);
506 }
507
508 ch = audio_get_first_idle_channel();
509 }
510
511 if( ch ){
512 audio_channel_init( ch, &clip->clip, audio->flags );
513 audio_channel_group( ch, audio->group );
514 audio_channel_fadein( ch, audio->crossfade );
515 ch = audio_relinquish_channel( ch );
516 }
517 }
518
519 audio_unlock();
520 return;
521 }
522 }
523 }
524
525 VG_STATIC void world_update( world_instance *world, v3f pos )
526 {
527 world_global.sky_time += world_global.sky_rate * vg.time_delta;
528 world_global.sky_rate = vg_lerp( world_global.sky_rate,
529 world_global.sky_target_rate,
530 vg.time_delta * 5.0 );
531
532 world_routes_update_timer_texts( world );
533 world_routes_update( world );
534 //world_routes_debug( world );
535
536 /* ---- traffic -------- */
537
538 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
539 ent_traffic *traffic = mdl_arritm( &world->ent_traffic, i );
540
541 u32 i1 = traffic->index,
542 i0,
543 i2 = i1+1;
544
545 if( i1 == 0 ) i0 = traffic->node_count-1;
546 else i0 = i1-1;
547
548 if( i2 >= traffic->node_count ) i2 = 0;
549
550 i0 += traffic->start_node;
551 i1 += traffic->start_node;
552 i2 += traffic->start_node;
553
554 v3f h[3];
555
556 ent_route_node *rn0 = mdl_arritm( &world->ent_route_node, i0 ),
557 *rn1 = mdl_arritm( &world->ent_route_node, i1 ),
558 *rn2 = mdl_arritm( &world->ent_route_node, i2 );
559
560 v3_copy( rn1->co, h[1] );
561 v3_lerp( rn0->co, rn1->co, 0.5f, h[0] );
562 v3_lerp( rn1->co, rn2->co, 0.5f, h[2] );
563
564 float const k_sample_dist = 0.0025f;
565 v3f pc, pd;
566 eval_bezier3( h[0], h[1], h[2], traffic->t, pc );
567 eval_bezier3( h[0], h[1], h[2], traffic->t+k_sample_dist, pd );
568
569 v3f v0;
570 v3_sub( pd, pc, v0 );
571 float length = vg_maxf( 0.0001f, v3_length( v0 ) );
572 v3_muls( v0, 1.0f/length, v0 );
573
574 float mod = k_sample_dist / length;
575
576 traffic->t += traffic->speed * vg.time_delta * mod;
577
578 if( traffic->t > 1.0f ){
579 traffic->t -= 1.0f;
580
581 if( traffic->t > 1.0f ) traffic->t = 0.0f;
582
583 traffic->index ++;
584
585 if( traffic->index >= traffic->node_count )
586 traffic->index = 0;
587 }
588
589 v3_copy( pc, traffic->transform.co );
590
591 float a = atan2f( -v0[0], v0[2] );
592 q_axis_angle( traffic->transform.q, (v3f){0.0f,1.0f,0.0f}, -a );
593
594 vg_line_pt3( traffic->transform.co, 0.3f, VG__BLUE );
595 }
596
597 /* ---- SFD ------------ */
598
599 if( mdl_arrcount( &world->ent_route ) ){
600 u32 closest = 0;
601 float min_dist = INFINITY;
602
603 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
604 ent_route *route = mdl_arritm( &world->ent_route, i );
605 float dist = v3_dist2( route->board_transform[3], pos );
606
607 if( dist < min_dist ){
608 min_dist = dist;
609 closest = i;
610 }
611 }
612
613 if( (world_global.sfd.active_route_board != closest)
614 || network_scores_updated )
615 {
616 network_scores_updated = 0;
617 world_global.sfd.active_route_board = closest;
618
619 ent_route *route = mdl_arritm( &world->ent_route, closest );
620 u32 id = route->official_track_id;
621
622 if( id != 0xffffffff ){
623 struct netmsg_board *local_board =
624 &scoreboard_client_data.boards[id];
625
626 for( int i=0; i<13; i++ ){
627 sfd_encode( i, &local_board->data[27*i] );
628 }
629 }else{
630 sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) );
631 sfd_encode( 1, "No data" );
632 }
633 }
634 }
635 sfd_update();
636
637 static float random_accum = 0.0f;
638 random_accum += vg.time_delta;
639
640 u32 random_ticks = 0;
641
642 while( random_accum > 0.1f ){
643 random_accum -= 0.1f;
644 random_ticks ++;
645 }
646
647 float radius = 25.0f;
648 boxf volume_proximity;
649 v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] );
650 v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] );
651
652 bh_iter it;
653 bh_iter_init( 0, &it );
654 int idx;
655
656 int in_volume = 0;
657
658 while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ){
659 ent_volume *volume = mdl_arritm( &world->ent_volume, idx );
660
661 boxf cube = {{-1.0f,-1.0f,-1.0f},{1.0f,1.0f,1.0f}};
662
663 if( volume->type == k_volume_subtype_trigger ){
664 v3f local;
665 m4x3_mulv( volume->to_local, pos, local );
666
667 if( (fabsf(local[0]) <= 1.0f) &&
668 (fabsf(local[1]) <= 1.0f) &&
669 (fabsf(local[2]) <= 1.0f) )
670 {
671 in_volume = 1;
672 vg_line_boxf_transformed( volume->to_world, cube, 0xff00ff00 );
673
674 if( !world_global.in_volume ){
675 ent_call basecall;
676 basecall.function = k_ent_function_trigger;
677 basecall.id = mdl_entity_id( k_ent_volume, idx );
678 basecall.data = NULL;
679
680 entity_call( world, &basecall );
681 }
682 }
683 else
684 vg_line_boxf_transformed( volume->to_world, cube, 0xff0000ff );
685 }
686 else if( volume->type == k_volume_subtype_particle ){
687 vg_line_boxf_transformed( volume->to_world, cube, 0xff00c0ff );
688
689 for( int j=0; j<random_ticks; j++ ){
690 ent_call basecall;
691 basecall.id = mdl_entity_id( k_ent_volume, idx );
692 basecall.data = NULL;
693
694 entity_call( world, &basecall );
695 }
696 }
697 }
698 world_global.in_volume = in_volume;
699
700 #if 0
701 if( k_debug_light_indices )
702 {
703 for( int i=0; i<world->light_count; i++ ){
704 struct world_light *light = &world->lights[i];
705 struct classtype_world_light *inf = light->inf;
706
707 u32 colour = 0xff000000;
708 u8 r = inf->colour[0] * 255.0f,
709 g = inf->colour[1] * 255.0f,
710 b = inf->colour[2] * 255.0f;
711
712 colour |= r;
713 colour |= g << 8;
714 colour |= b << 16;
715
716 vg_line_pt3( light->node->co, 0.25f, colour );
717 }
718 }
719
720 #endif
721 }
722
723 /*
724 * -----------------------------------------------------------------------------
725 * API implementation
726 * -----------------------------------------------------------------------------
727 */
728
729 VG_STATIC void ray_world_get_tri( world_instance *world,
730 ray_hit *hit, v3f tri[3] )
731 {
732 for( int i=0; i<3; i++ )
733 v3_copy( world->scene_geo.arrvertices[ hit->tri[i] ].co, tri[i] );
734 }
735
736 VG_STATIC int ray_world( world_instance *world,
737 v3f pos, v3f dir, ray_hit *hit )
738 {
739 return scene_raycast( &world->scene_geo, world->geo_bh, pos, dir, hit );
740 }
741
742 /*
743 * Cast a sphere from a to b and see what time it hits
744 */
745 VG_STATIC int spherecast_world( world_instance *world,
746 v3f pa, v3f pb, float r, float *t, v3f n )
747 {
748 bh_iter it;
749 bh_iter_init( 0, &it );
750
751 boxf region;
752 box_init_inf( region );
753 box_addpt( region, pa );
754 box_addpt( region, pb );
755
756 v3_add( (v3f){ r, r, r}, region[1], region[1] );
757 v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
758
759 v3f dir;
760 v3_sub( pb, pa, dir );
761
762 v3f dir_inv;
763 dir_inv[0] = 1.0f/dir[0];
764 dir_inv[1] = 1.0f/dir[1];
765 dir_inv[2] = 1.0f/dir[2];
766
767 int hit = -1;
768 float min_t = 1.0f;
769
770 int idx;
771 while( bh_next( world->geo_bh, &it, region, &idx ) ){
772 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
773 v3f tri[3];
774
775 boxf box;
776 box_init_inf( box );
777
778 for( int j=0; j<3; j++ ){
779 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
780 box_addpt( box, tri[j] );
781 }
782
783 v3_add( (v3f){ r, r, r}, box[1], box[1] );
784 v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
785
786 if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
787 continue;
788
789 float t;
790 v3f n1;
791 if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ){
792 if( t < min_t ){
793 min_t = t;
794 hit = idx;
795 v3_copy( n1, n );
796 }
797 }
798 }
799
800 *t = min_t;
801 return hit;
802 }
803
804 VG_STATIC
805 struct world_surface *world_tri_index_surface( world_instance *world,
806 u32 index )
807 {
808 for( int i=1; i<world->surface_count; i++ ){
809 struct world_surface *surf = &world->surfaces[i];
810
811 if( (index >= surf->sm_geo.vertex_start) &&
812 (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) )
813 {
814 return surf;
815 }
816 }
817
818 return &world->surfaces[0];
819 }
820
821 VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
822 rb_ct *ct )
823 {
824 return world_tri_index_surface( world, ct->element_id );
825 }
826
827 VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
828 ray_hit *hit )
829 {
830 return world_tri_index_surface( world, hit->tri[0] );
831 }
832
833 /*
834 * -----------------------------------------------------------------------------
835 * Audio sampling
836 * -----------------------------------------------------------------------------
837 */
838
839 VG_STATIC
840 enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output);
841 VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value );
842
843 #include "audio.h"
844
845 /*
846 * Trace out a random point, near the player to try and determine water areas
847 */
848 VG_STATIC
849 enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
850 {
851 v3f chance = { (vg_randf()-0.5f) * 30.0f,
852 8.0f,
853 (vg_randf()-0.5f) * 30.0f };
854
855 v3f pos;
856 v3_add( chance, origin, pos );
857
858 ray_hit contact;
859 contact.dist = vg_minf( 16.0f, pos[1] );
860
861 world_instance *world = get_active_world();
862
863 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
864 struct world_surface *mat = ray_hit_surface( world, &contact );
865
866 if( mat->info.surface_prop == k_surface_prop_grass){
867 v3_copy( contact.pos, output );
868 return k_audio_sprite_type_grass;
869 }
870 else{
871 return k_audio_sprite_type_none;
872 }
873 }
874
875 output[0] = pos[0];
876 output[1] = 0.0f;
877 output[2] = pos[2];
878
879 float dist = fabsf(output[1] - origin[1]);
880
881 if( world->water.enabled && dist<=40.0f )
882 return k_audio_sprite_type_water;
883 else
884 return k_audio_sprite_type_none;
885 }
886
887 VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
888 {
889 float inr3 = 0.57735027,
890 inr2 = 0.70710678118;
891
892 v3f sample_directions[] = {
893 { -1.0f, 0.0f, 0.0f },
894 { 1.0f, 0.0f, 0.0f },
895 { 0.0f, 0.0f, 1.0f },
896 { 0.0f, 0.0f, -1.0f },
897 { 0.0f, 1.0f, 0.0f },
898 { 0.0f, -1.0f, 0.0f },
899 { -inr3, inr3, inr3 },
900 { inr3, inr3, inr3 },
901 { -inr3, inr3, -inr3 },
902 { inr3, inr3, -inr3 },
903 { -inr2, 0.0f, inr2 },
904 { inr2, 0.0f, inr2 },
905 { -inr2, 0.0f, -inr2 },
906 { inr2, 0.0f, -inr2 },
907 };
908
909 static int si = 0;
910 static float distances[16];
911
912 ray_hit ray;
913 ray.dist = 5.0f;
914
915 v3f rc, rd, ro;
916 v3_copy( sample_directions[ si ], rd );
917 v3_add( co, (v3f){0.0f,1.5f,0.0f}, ro );
918 v3_copy( ro, rc );
919
920 float dist = 200.0f;
921
922 for( int i=0; i<10; i++ ){
923 if( ray_world( get_active_world(), rc, rd, &ray ) ){
924 dist = (float)i*5.0f + ray.dist;
925 break;
926 }
927 else{
928 v3_muladds( rc, rd, ray.dist, rc );
929 }
930 }
931
932 distances[si] = dist;
933
934 if( vg_lines.draw ){
935 for( int i=0; i<14; i++ ){
936 if( distances[i] != 200.0f ){
937 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
938 VG__CYAN, VG__YELOW, VG__PINK,
939 VG__WHITE };
940
941 u32 colour = colours[i%7];
942
943 v3f p1;
944 v3_muladds( ro, sample_directions[i], distances[i], p1 );
945 vg_line( ro, p1, colour );
946 vg_line_pt3( p1, 0.1f, colour );
947 }
948 }
949 }
950
951 *index = si;
952 *value = dist;
953
954 si ++;
955 if( si >= 14 )
956 si = 0;
957 }
958
959 #endif /* WORLD_H */