#include "traffic.h" /*TODO: -> world_traffic.h */
#include "world_routes.h"
#include "world_sfd.h"
+#include "world_audio.h"
#include "shaders/terrain.h"
#include "shaders/sky.h"
/* TODO Maybe make this less hardcoded */
mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
sm_foliage_main, sm_foliage_alphatest,
- sm_graffiti;
+ sm_graffiti, sm_subworld, sm_terrain;
glmesh skybox, skydome;
mdl_submesh dome_upper, dome_lower;
return scene_raycast( &world.geo, pos, dir, hit );
}
+static int ray_hit_is_terrain( ray_hit *hit )
+{
+ u32 valid_start = 0,
+ valid_end = world.sm_terrain.vertex_count;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
+}
+
static int ray_hit_is_ramp( ray_hit *hit )
{
- return hit->tri[0] > world.sm_geo_std_oob.vertex_count;
+ u32 valid_start = world.sm_geo_std.vertex_start,
+ valid_end = world.sm_geo_vb.vertex_start;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
}
static void world_register(void)
if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
{
- if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
- hit.pos[1] > water_height()+10.0f )
+ if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
+ (hit.pos[1] > water_height()+10.0f) )
{
v4f qsurface, qrandom;
v3f axis;
mat_surf_oob = 0,
mat_vertex_blend = 0,
mat_alphatest = 0,
- mat_graffiti = 0;
+ mat_graffiti = 0,
+ mat_subworld = 0,
+ mat_terrain = 0;
for( int i=1; i<mworld->material_count; i++ )
{
mat_alphatest = i;
else if( !strcmp( "graffitibox", mat_name ))
mat_graffiti = i;
+ else if( !strcmp( "terrain", mat_name ) )
+ mat_terrain = i;
}
m4x3f midentity;
m4x3_identity( midentity );
+ if( mat_terrain )
+ add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
+ scene_copy_slice( &world.geo, &world.sm_terrain );
+
if( mat_surf_oob )
add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob );
else
/* Other systems */
world_sfd_init();
+ world_audio_init();
}
static void world_update(void)
shader_terrain_uCamera( camera );
scene_bind( &world.geo );
+ mdl_draw_submesh( &world.sm_terrain );
mdl_draw_submesh( &world.sm_geo_std_oob );
mdl_draw_submesh( &world.sm_geo_std );
+ mdl_draw_submesh( &world.sm_subworld );
/* TODO: Dont draw in reflection */
glDisable(GL_CULL_FACE);
q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f );
q_m3x3( t, identity_matrix );
- sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
+ //sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
}
static void render_world_depth( m4x4f projection, m4x3f camera )