nonlocal stuff again
[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
169 ent_gate *rendering_gate;
170
171 /* logic
172 * ----------------------------------------------------
173 */
174
175 /* world geometry */
176 scene *scene_geo,
177 *scene_no_collide,
178 *scene_lines;
179
180 /* spacial mappings */
181 bh_tree *audio_bh,
182 *volume_bh,
183 *geo_bh;
184
185 /* graphics */
186 glmesh mesh_route_lines;
187 glmesh mesh_geo,
188 mesh_no_collide,
189 mesh_water;
190
191 rb_object rb_geo;
192 };
193
194 struct world_global{
195 /*
196 * Allocated as system memory
197 * --------------------------------------------------------------------------
198 */
199 void *heap;
200
201 /* rendering */
202 glmesh skydome;
203 glmesh mesh_gate;
204 mdl_submesh sm_gate_surface,
205 sm_gate_marker[4];
206
207 double sky_time, sky_rate, sky_target_rate;
208
209 u32 current_run_version;
210 double time, rewind_from, rewind_to, last_use;
211
212 /* water rendering */
213 struct{
214 struct framebuffer fbreflect, fbdepth;
215 }
216 water;
217
218 /* split flap display */
219 struct{
220 glmesh mesh_base, mesh_display;
221 mdl_submesh sm_base;
222 u32 active_route_board;
223
224 u32 w, h;
225 float *buffer;
226 }
227 sfd;
228
229 v3f render_gate_pos;
230 int in_volume;
231
232 int switching_to_new_world;
233
234 world_instance worlds[4];
235 u32 world_count;
236 u32 active_world;
237
238 /* text particles */
239 font3d font;
240
241 struct timer_text{
242 char text[8];
243 m4x3f transform;
244 ent_gate *gate;
245 ent_route *route;
246 }
247 timer_texts[4];
248 u32 timer_text_count;
249
250 struct text_particle{
251 rb_object obj;
252 m4x3f mlocal;
253 ent_glyph *glyph;
254 v4f colour;
255
256 m4x3f mdl;
257 }
258 text_particles[6*4];
259 u32 text_particle_count;
260 }
261 static world_global;
262
263 VG_STATIC world_instance *get_active_world( void )
264 {
265 return &world_global.worlds[ world_global.active_world ];
266 }
267
268 /*
269 * API
270 */
271
272 VG_STATIC
273 int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
274
275 VG_STATIC
276 struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit );
277
278 VG_STATIC
279 void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
280
281 VG_STATIC
282 int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
283
284 VG_STATIC
285 ent_spawn *world_find_closest_spawn( world_instance *world, v3f position )
286 {
287 ent_spawn *rp = NULL, *r;
288 float min_dist = INFINITY;
289
290 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
291 r = mdl_arritm( &world->ent_spawn, i );
292 float d = v3_dist2( r->transform.co, position );
293
294 if( d < min_dist ){
295 min_dist = d;
296 rp = r;
297 }
298 }
299
300 if( !rp ){
301 if( mdl_arrcount(&world->ent_spawn) ){
302 vg_warn( "Invalid distances to spawns.. defaulting to first one.\n" );
303 return mdl_arritm( &world->ent_spawn, 0 );
304 }
305 else{
306 vg_error( "There are no spawns in the level!\n" );
307 }
308 }
309
310 return rp;
311 }
312
313 VG_STATIC
314 ent_spawn *world_find_spawn_by_name( world_instance *world, const char *name )
315 {
316 ent_spawn *rp = NULL, *r;
317 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
318 r = mdl_arritm( &world->ent_spawn, i );
319 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name), name ) ){
320 rp = r;
321 break;
322 }
323 }
324
325 if( !rp )
326 vg_warn( "No spawn named '%s'\n", name );
327
328 return rp;
329 }
330
331 /*
332 * Submodules
333 */
334
335 VG_STATIC float
336 k_day_length = 30.0f; /* minutes */
337
338 VG_STATIC int k_debug_light_indices = 0,
339 k_debug_light_complexity = 0,
340 k_light_preview = 0;
341
342 #include "world_routes.h"
343 #include "world_sfd.h"
344 #include "world_render.h"
345 #include "world_water.h"
346 #include "world_volumes.h"
347 #include "world_gen.h"
348 #include "world_gate.h"
349
350 /*
351 * -----------------------------------------------------------------------------
352 * Events
353 * -----------------------------------------------------------------------------
354 */
355
356 VG_STATIC int world_stop_sound( int argc, const char *argv[] )
357 {
358 world_instance *world = get_active_world();
359 return 0;
360 }
361
362 VG_STATIC void world_init(void)
363 {
364 VG_VAR_F32( k_day_length );
365 VG_VAR_I32( k_debug_light_indices );
366 VG_VAR_I32( k_debug_light_complexity );
367 VG_VAR_I32( k_light_preview );
368
369 world_global.sky_rate = 1.0;
370 world_global.sky_target_rate = 1.0;
371
372 shader_scene_standard_register();
373 shader_scene_standard_alphatest_register();
374 shader_scene_vertex_blend_register();
375 shader_scene_terrain_register();
376 shader_scene_depth_register();
377 shader_scene_position_register();
378
379 shader_model_sky_register();
380
381 vg_info( "Loading world resources\n" );
382
383 vg_linear_clear( vg_mem.scratch );
384
385 mdl_context msky;
386 mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
387 mdl_load_metadata_block( &msky, vg_mem.scratch );
388 mdl_load_mesh_block( &msky, vg_mem.scratch );
389 mdl_close( &msky );
390
391 vg_acquire_thread_sync();
392 {
393 mdl_unpack_glmesh( &msky, &world_global.skydome );
394 }
395 vg_release_thread_sync();
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 typedef struct ent_call ent_call;
413 struct ent_call{
414 ent_index ent;
415 u32 function;
416 void *data;
417 };
418
419 VG_STATIC void entity_call( world_instance *world, ent_call *call );
420
421 VG_STATIC void ent_volume_call( world_instance *world, ent_call *call )
422 {
423 ent_volume *volume = mdl_arritm( &world->ent_volume, call->ent.index );
424 if( !volume->target.type ) return;
425
426 if( call->function == k_ent_function_trigger ){
427 call->ent = volume->target;
428
429 if( volume->type == k_volume_subtype_particle ){
430 float *co = alloca( sizeof(float)*3 );
431 co[0] = vg_randf()*2.0f-1.0f;
432 co[1] = vg_randf()*2.0f-1.0f;
433 co[2] = vg_randf()*2.0f-1.0f;
434 m4x3_mulv( volume->to_world, co, co );
435
436 call->function = k_ent_function_particle_spawn;
437 call->data = co;
438 entity_call( world, call );
439 }
440 else
441 entity_call( world, call );
442 }
443 }
444
445 VG_STATIC void ent_audio_call( world_instance *world, ent_call *call )
446 {
447 ent_audio *audio = mdl_arritm( &world->ent_audio, call->ent.index );
448
449 v3f sound_co;
450
451 if( call->function == k_ent_function_particle_spawn ){
452 v3_copy( call->data, sound_co );
453 }
454 else if( call->function == k_ent_function_trigger ){
455 v3_copy( audio->transform.co, sound_co );
456 }
457 else
458 vg_fatal_exit_loop( "ent_audio_call (invalid function id)" );
459
460 float chance = vg_randf()*100.0f,
461 bar = 0.0f;
462
463 for( u32 i=0; i<audio->clip_count; i++ ){
464 ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
465 audio->clip_start+i );
466
467 float mod = world->probabilities[ audio->probability_curve ],
468 p = clip->probability * mod;
469
470 bar += p;
471
472 if( chance < bar ){
473
474 audio_lock();
475
476 if( audio->behaviour == k_channel_behaviour_unlimited ){
477 audio_oneshot_3d( &clip->clip, sound_co,
478 audio->transform.s[0],
479 audio->volume );
480 }
481 else if( audio->behaviour == k_channel_behaviour_discard_if_full ){
482 audio_channel *ch =
483 audio_get_group_idle_channel( audio->group,
484 audio->max_channels );
485
486 if( ch ){
487 audio_channel_init( ch, &clip->clip, audio->flags );
488 audio_channel_group( ch, audio->group );
489 audio_channel_set_spacial( ch, sound_co, audio->transform.s[0] );
490 audio_channel_edit_volume( ch, audio->volume, 1 );
491 ch = audio_relinquish_channel( ch );
492 }
493 }
494 else if( audio->behaviour == k_channel_behaviour_crossfade_if_full){
495 audio_channel *ch =
496 audio_get_group_idle_channel( audio->group,
497 audio->max_channels );
498
499 /* group is full */
500 if( !ch ){
501 audio_channel *existing =
502 audio_get_group_first_active_channel( audio->group );
503
504 if( existing ){
505 if( existing->source == &clip->clip ){
506 audio_unlock();
507 return;
508 }
509
510 existing->group = 0;
511 existing = audio_channel_fadeout(existing, audio->crossfade);
512 }
513
514 ch = audio_get_first_idle_channel();
515 }
516
517 if( ch ){
518 audio_channel_init( ch, &clip->clip, audio->flags );
519 audio_channel_group( ch, audio->group );
520 audio_channel_fadein( ch, audio->crossfade );
521 ch = audio_relinquish_channel( ch );
522 }
523 }
524
525 audio_unlock();
526 return;
527 }
528 }
529 }
530
531 VG_STATIC void entity_call( world_instance *world, ent_call *call )
532 {
533 if( call->ent.type == k_ent_volume ){
534 ent_volume_call( world, call );
535 } else if( call->ent.type == k_ent_audio ){
536 ent_audio_call( world, call );
537 }
538 }
539
540 VG_STATIC void world_update( world_instance *world, v3f pos )
541 {
542 world_global.sky_time += world_global.sky_rate * vg.time_delta;
543 world_global.sky_rate = vg_lerp( world_global.sky_rate,
544 world_global.sky_target_rate,
545 vg.time_delta * 5.0 );
546
547 world_routes_update_timer_texts( world );
548 world_routes_update( world );
549 //world_routes_debug( world );
550
551 /* ---- SFD ------------ */
552
553 if( mdl_arrcount( &world->ent_route ) ){
554 u32 closest = 0;
555 float min_dist = INFINITY;
556
557 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
558 ent_route *route = mdl_arritm( &world->ent_route, i );
559 float dist = v3_dist2( route->board_transform[3], pos );
560
561 if( dist < min_dist ){
562 min_dist = dist;
563 closest = i;
564 }
565 }
566
567 if( (world_global.sfd.active_route_board != closest)
568 || network_scores_updated )
569 {
570 network_scores_updated = 0;
571 world_global.sfd.active_route_board = closest;
572
573 ent_route *route = mdl_arritm( &world->ent_route, closest );
574 u32 id = route->official_track_id;
575
576 if( id != 0xffffffff ){
577 struct netmsg_board *local_board =
578 &scoreboard_client_data.boards[id];
579
580 for( int i=0; i<13; i++ ){
581 sfd_encode( i, &local_board->data[27*i] );
582 }
583 }else{
584 sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) );
585 sfd_encode( 1, "No data" );
586 }
587 }
588 }
589 sfd_update();
590
591 static float random_accum = 0.0f;
592 random_accum += vg.time_delta;
593
594 u32 random_ticks = 0;
595
596 while( random_accum > 0.1f ){
597 random_accum -= 0.1f;
598 random_ticks ++;
599 }
600
601 float radius = 25.0f;
602 boxf volume_proximity;
603 v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] );
604 v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] );
605
606 bh_iter it;
607 bh_iter_init( 0, &it );
608 int idx;
609
610 int in_volume = 0;
611
612 while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ){
613 ent_volume *volume = mdl_arritm( &world->ent_volume, idx );
614
615 boxf cube = {{-1.0f,-1.0f,-1.0f},{1.0f,1.0f,1.0f}};
616
617 if( volume->type == k_volume_subtype_trigger ){
618 v3f local;
619 m4x3_mulv( volume->to_local, pos, local );
620
621 if( (fabsf(local[0]) <= 1.0f) &&
622 (fabsf(local[1]) <= 1.0f) &&
623 (fabsf(local[2]) <= 1.0f) )
624 {
625 in_volume = 1;
626 vg_line_boxf_transformed( volume->to_world, cube, 0xff00ff00 );
627
628 if( !world_global.in_volume ){
629 ent_call basecall;
630 basecall.ent.index = idx;
631 basecall.ent.type = k_ent_volume;
632 basecall.function = k_ent_function_trigger;
633 basecall.data = NULL;
634
635 entity_call( world, &basecall );
636 }
637 }
638 else
639 vg_line_boxf_transformed( volume->to_world, cube, 0xff0000ff );
640 }
641 else if( volume->type == k_volume_subtype_particle ){
642 vg_line_boxf_transformed( volume->to_world, cube, 0xff00c0ff );
643
644 for( int j=0; j<random_ticks; j++ ){
645 ent_call basecall;
646 basecall.ent.index = idx;
647 basecall.ent.type = k_ent_volume;
648 basecall.function = k_ent_function_trigger;
649 basecall.data = NULL;
650
651 entity_call( world, &basecall );
652 }
653 }
654 }
655 world_global.in_volume = in_volume;
656
657 #if 0
658 if( k_debug_light_indices )
659 {
660 for( int i=0; i<world->light_count; i++ ){
661 struct world_light *light = &world->lights[i];
662 struct classtype_world_light *inf = light->inf;
663
664 u32 colour = 0xff000000;
665 u8 r = inf->colour[0] * 255.0f,
666 g = inf->colour[1] * 255.0f,
667 b = inf->colour[2] * 255.0f;
668
669 colour |= r;
670 colour |= g << 8;
671 colour |= b << 16;
672
673 vg_line_pt3( light->node->co, 0.25f, colour );
674 }
675 }
676
677 #endif
678 }
679
680 /*
681 * -----------------------------------------------------------------------------
682 * API implementation
683 * -----------------------------------------------------------------------------
684 */
685
686 VG_STATIC void ray_world_get_tri( world_instance *world,
687 ray_hit *hit, v3f tri[3] )
688 {
689 for( int i=0; i<3; i++ )
690 v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
691 }
692
693 VG_STATIC int ray_world( world_instance *world,
694 v3f pos, v3f dir, ray_hit *hit )
695 {
696 return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit );
697 }
698
699 /*
700 * Cast a sphere from a to b and see what time it hits
701 */
702 VG_STATIC int spherecast_world( world_instance *world,
703 v3f pa, v3f pb, float r, float *t, v3f n )
704 {
705 bh_iter it;
706 bh_iter_init( 0, &it );
707
708 boxf region;
709 box_init_inf( region );
710 box_addpt( region, pa );
711 box_addpt( region, pb );
712
713 v3_add( (v3f){ r, r, r}, region[1], region[1] );
714 v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
715
716 v3f dir;
717 v3_sub( pb, pa, dir );
718
719 v3f dir_inv;
720 dir_inv[0] = 1.0f/dir[0];
721 dir_inv[1] = 1.0f/dir[1];
722 dir_inv[2] = 1.0f/dir[2];
723
724 int hit = -1;
725 float min_t = 1.0f;
726
727 int idx;
728 while( bh_next( world->geo_bh, &it, region, &idx ) ){
729 u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
730 v3f tri[3];
731
732 boxf box;
733 box_init_inf( box );
734
735 for( int j=0; j<3; j++ ){
736 v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
737 box_addpt( box, tri[j] );
738 }
739
740 v3_add( (v3f){ r, r, r}, box[1], box[1] );
741 v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
742
743 if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
744 continue;
745
746 float t;
747 v3f n1;
748 if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ){
749 if( t < min_t ){
750 min_t = t;
751 hit = idx;
752 v3_copy( n1, n );
753 }
754 }
755 }
756
757 *t = min_t;
758 return hit;
759 }
760
761 VG_STATIC
762 struct world_surface *world_tri_index_surface( world_instance *world,
763 u32 index )
764 {
765 for( int i=1; i<world->surface_count; i++ ){
766 struct world_surface *surf = &world->surfaces[i];
767
768 if( (index >= surf->sm_geo.vertex_start) &&
769 (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) )
770 {
771 return surf;
772 }
773 }
774
775 return &world->surfaces[0];
776 }
777
778 VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
779 rb_ct *ct )
780 {
781 return world_tri_index_surface( world, ct->element_id );
782 }
783
784 VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
785 ray_hit *hit )
786 {
787 return world_tri_index_surface( world, hit->tri[0] );
788 }
789
790 /*
791 * -----------------------------------------------------------------------------
792 * Audio sampling
793 * -----------------------------------------------------------------------------
794 */
795
796 VG_STATIC
797 enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output);
798 VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value );
799
800 #include "audio.h"
801
802 /*
803 * Trace out a random point, near the player to try and determine water areas
804 */
805 VG_STATIC
806 enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
807 {
808 v3f chance = { (vg_randf()-0.5f) * 30.0f,
809 8.0f,
810 (vg_randf()-0.5f) * 30.0f };
811
812 v3f pos;
813 v3_add( chance, origin, pos );
814
815 ray_hit contact;
816 contact.dist = vg_minf( 16.0f, pos[1] );
817
818 world_instance *world = get_active_world();
819
820 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
821 struct world_surface *mat = ray_hit_surface( world, &contact );
822
823 if( mat->info.surface_prop == k_surface_prop_grass){
824 v3_copy( contact.pos, output );
825 return k_audio_sprite_type_grass;
826 }
827 else{
828 return k_audio_sprite_type_none;
829 }
830 }
831
832 output[0] = pos[0];
833 output[1] = 0.0f;
834 output[2] = pos[2];
835
836 float dist = fabsf(output[1] - origin[1]);
837
838 if( world->water.enabled && dist<=40.0f )
839 return k_audio_sprite_type_water;
840 else
841 return k_audio_sprite_type_none;
842 }
843
844 VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
845 {
846 float inr3 = 0.57735027,
847 inr2 = 0.70710678118;
848
849 v3f sample_directions[] = {
850 { -1.0f, 0.0f, 0.0f },
851 { 1.0f, 0.0f, 0.0f },
852 { 0.0f, 0.0f, 1.0f },
853 { 0.0f, 0.0f, -1.0f },
854 { 0.0f, 1.0f, 0.0f },
855 { 0.0f, -1.0f, 0.0f },
856 { -inr3, inr3, inr3 },
857 { inr3, inr3, inr3 },
858 { -inr3, inr3, -inr3 },
859 { inr3, inr3, -inr3 },
860 { -inr2, 0.0f, inr2 },
861 { inr2, 0.0f, inr2 },
862 { -inr2, 0.0f, -inr2 },
863 { inr2, 0.0f, -inr2 },
864 };
865
866 static int si = 0;
867 static float distances[16];
868
869 ray_hit ray;
870 ray.dist = 5.0f;
871
872 v3f rc, rd, ro;
873 v3_copy( sample_directions[ si ], rd );
874 v3_add( co, (v3f){0.0f,1.5f,0.0f}, ro );
875 v3_copy( ro, rc );
876
877 float dist = 200.0f;
878
879 for( int i=0; i<10; i++ ){
880 if( ray_world( get_active_world(), rc, rd, &ray ) ){
881 dist = (float)i*5.0f + ray.dist;
882 break;
883 }
884 else{
885 v3_muladds( rc, rd, ray.dist, rc );
886 }
887 }
888
889 distances[si] = dist;
890
891 if( vg_lines.draw ){
892 for( int i=0; i<14; i++ ){
893 if( distances[i] != 200.0f ){
894 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
895 VG__CYAN, VG__YELOW, VG__PINK,
896 VG__WHITE };
897
898 u32 colour = colours[i%7];
899
900 v3f p1;
901 v3_muladds( ro, sample_directions[i], distances[i], p1 );
902 vg_line( ro, p1, colour );
903 vg_line_pt3( p1, 0.1f, colour );
904 }
905 }
906 }
907
908 *index = si;
909 *value = dist;
910
911 si ++;
912 if( si >= 14 )
913 si = 0;
914 }
915
916 #endif /* WORLD_H */