bricks
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index b0324cc7facb93a1fcc64f15f8d40d143ddeba7e..ad01803a6d02ca2d76f2990b1ea5a064aff3b1fa 100644 (file)
@@ -257,17 +257,16 @@ VG_STATIC void vg_load(void)
    world_audio_init();
 
    /* 'systems' are completely loaded now */
-#if 0
-   strcpy( world.world_name, "maps/mp_mtzero.mdl" );
-   strcpy( world.world_name, "maps/mp_gridmap.mdl" );
-#endif
 
    /* load home world */
    world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
+
+#if 0
    world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
    world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
    world_link_nonlocal_gates( 0, 1 );
    world_link_nonlocal_gates( 0, 2 );
+#endif
 
    vg_console_load_autos();
 }
@@ -300,6 +299,8 @@ VG_STATIC void vg_update(void)
 
       player__pre_update( &localplayer );
       world_update( get_active_world(), localplayer.rb.co );
+
+      audio_update();
    }
 }
 
@@ -335,6 +336,88 @@ VG_STATIC void vg_update_post(void)
 
       player__post_update( &localplayer );
 
+      
+      float inr3 = 0.57735027,
+            inr2 = 0.70710678118;
+
+      v3f sample_directions[] = {
+         { -1.0f,  0.0f,  0.0f },
+         {  1.0f,  0.0f,  0.0f },
+         {  0.0f,  0.0f,  1.0f },
+         {  0.0f,  0.0f, -1.0f },
+         {  0.0f,  1.0f,  0.0f },
+         {  0.0f, -1.0f,  0.0f },
+         { -inr3,  inr3,  inr3 },
+         {  inr3,  inr3,  inr3 },
+         { -inr3,  inr3, -inr3 },
+         {  inr3,  inr3, -inr3 },
+         { -inr2,  0.0f,  inr2 },
+         {  inr2,  0.0f,  inr2 },
+         { -inr2,  0.0f, -inr2 },
+         {  inr2,  0.0f, -inr2 },
+      };
+
+      static int si = 0;
+      static float distances[16];
+
+      ray_hit ray;
+      ray.dist = 5.0f;
+
+      v3f rc, rd, ro;
+      v3_copy( sample_directions[ si ], rd );
+      v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
+      v3_copy( ro, rc );
+
+      float dist = 200.0f;
+
+      for( int i=0; i<10; i++ )
+      {
+         if( ray_world( get_active_world(), rc, rd, &ray ) )
+         {
+            dist = (float)i*5.0f + ray.dist;
+            break;
+         }
+         else
+         {
+            v3_muladds( rc, rd, ray.dist, rc );
+         }
+      }
+
+      distances[si] = dist;
+
+
+      for( int i=0; i<14; i++ )
+      {
+         if( distances[i] != 200.0f )
+         {
+            u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
+                              VG__CYAN, VG__YELOW, VG__PINK,
+                              VG__WHITE };
+
+            u32 colour = colours[i%7];
+
+            v3f p1;
+            v3_muladds( ro, sample_directions[i], distances[i], p1 );
+            vg_line( ro, p1, colour );
+            vg_line_pt3( p1, 0.1f, colour );
+         }
+      }
+
+      si ++;
+      if( si >= 14 )
+         si = 0;
+
+
+      /* FIXME: TEMP */
+      audio_lock();
+      vg_dsp.echo_distances[si] = dist;
+
+      v3f ears = { 1.0f,0.0f,0.0f };
+      m3x3_mulv( main_camera.transform, ears, ears );
+      v3_copy( ears, vg_audio.listener_ears );
+      v3_copy( main_camera.transform[3], vg_audio.listener_pos );
+      audio_unlock();
+
 #if 0
       menu_update();
       vehicle_update_post();
@@ -522,11 +605,13 @@ VG_STATIC void vg_render(void)
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    render_main_game();
+
+   m4x4_copy( main_camera.mtx.pv, vg.pv );
    
    /* Other shite */
    glDisable(GL_BLEND);
    glDisable( GL_DEPTH_TEST );
-   vg_lines_drawall( (float *)main_camera.mtx.pv );
+   vg_lines_drawall();
    glViewport( 0,0, vg.window_x, vg.window_y );
 }