+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#include "common.h"
static int ray_world( v3f pos, v3f dir, ray_hit *hit );
#ifndef WORLD_H
#define WORLD_H
+#include "vg/vg_loader.h"
+
+#include "network.h"
+#include "network_msg.h"
#include "scene.h"
-#include "terrain.h"
#include "render.h"
-#include "water.h"
#include "rigidbody.h"
-#include "gate.h"
#include "bvh.h"
-#include "lighting.h"
#include "model.h"
-#include "traffic.h"
+
+#include "traffic.h" /*TODO: -> world_traffic.h */
#include "shaders/terrain.h"
#include "shaders/sky.h"
#include "shaders/vblend.h"
#include "shaders/gpos.h"
#include "shaders/fscolour.h"
+#include "shaders/alphatest.h"
+
+enum { k_max_ui_segments = 8 };
+enum { k_max_ui_splits_per_segment = 16 };
+
+enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment };
+enum { k_max_element_verts = 10 };
+enum { k_max_element_indices = 20 };
+
+enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts };
+enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices };
static struct gworld
{
+ struct subworld_gen
+ {
+
+ }
+ subworld_gen;
+
/* gameplay */
struct respawn_point
{
spawns[32];
u32 spawn_count;
- teleport_gate gates[64];
- u32 gate_count;
-
- /* Paths */
- traffic_node traffic[128];
- u32 traffic_count;
+ struct world_audio_thing
+ {
+ v3f pos;
+ float volume;
+ u32 flags;
- traffic_driver van_man[6];
-
- /* Physics */
- rigidbody temp_rbs[128];
- u32 rb_count;
- bh_tree bhcubes;
+ audio_player player;
+ audio_clip temp_embedded_clip;
+ }
+ * audio_things;
- /* Rendering & geometry */
- scene geo, foliage, props;
- mdl_submesh sm_surface, sm_other;
-
- glmesh skybox, skydome;
- mdl_submesh dome_upper, dome_lower;
+ u32 audio_things_count,
+ audio_things_cap;
- glmesh cars;
- mdl_submesh car_holden;
-}
-world;
-
-vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
- .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
-
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
-
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
-{
- for( int i=0; i<3; i++ )
- v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
-}
-
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
-{
- return scene_raycast( &world.geo, pos, dir, hit );
-}
-
-static int ray_hit_is_ramp( ray_hit *hit )
-{
- return hit->tri[0] < world.sm_surface.vertex_count;
-}
-
-static void world_register(void)
-{
- shader_terrain_register();
- shader_sky_register();
- shader_planeinf_register();
- shader_gpos_register();
- shader_fscolour_register();
-}
+ struct achievement_zone
+ {
+ m4x3f transform, inv_transform;
+ char name[32];
+ int triggered;
-static void world_free(void)
-{
- /* TODO.. */
-}
+ union
+ {
+ mdl_node *ptarget_delegated;
+ struct world_audio_thing *ptarget;
+ };
+ }
+ * achievement_zones;
-static void render_world_depth( m4x4f projection, m4x3f camera );
+ u32 achievement_zones_count,
+ achievement_zones_cap;
-static void add_all_if_material( scene *pscene, mdl_header *mdl, u32 id )
-{
- for( int i=0; i<mdl->node_count; i++ )
+ struct subworld_routes
{
- mdl_node *pnode = mdl_node_from_id( mdl, i );
-
- for( int j=0; j<pnode->submesh_count; j++ )
+ struct route_node
{
- mdl_submesh *sm = mdl_node_submesh( mdl, pnode, j );
+ v3f co, right, up, h;
+ u32 next[2];
- if( sm->material_id == id )
- {
- m4x3f transform;
- mdl_node_transform( pnode, transform );
- scene_add_submesh( pscene, mdl, sm, transform );
- }
+ u32 special_type, special_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
}
- }
-}
+ *nodes;
-static void world_apply_foliage(void)
-{
- scene_init( &world.foliage );
- mdl_header *mfoliage = mdl_load("models/rs_foliage.mdl");
+ u32 node_count,
+ node_cap;
- v3f volume;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
- volume[1] = 1.0f;
+ struct route
+ {
+ u32 track_id;
+ v4f colour;
- m4x3f transform;
- mdl_node *mblob = mdl_node_from_name( mfoliage, "blob" );
- mdl_submesh *sm_blob = mdl_node_submesh( mfoliage, mblob, 0 );
+ u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
- for( int i=0;i<100000;i++ )
- {
- v3f pos;
- v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
- pos[1] = 1000.0f;
- v3_add( pos, world.geo.bbx[0], pos );
-
- ray_hit hit;
- hit.dist = INFINITY;
+ double best_lap, latest_pass; /* Session */
- 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 )
+ struct
{
- v4f qsurface, qrandom;
- v3f axis;
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+ float last_notch;
- float angle = v3_dot(hit.normal,(v3f){0.0f,1.0f,0.0f});
- q_axis_angle( qsurface, axis, angle );
- q_axis_angle( qrandom, (v3f){0.0f,1.0f,0.0f}, vg_randf()*VG_TAUf );
- q_mul( qsurface, qrandom, qsurface );
- q_m3x3( qsurface, transform );
+ struct route_ui_segment
+ {
+ float length;
+ u32 vertex_start, vertex_count,
+ index_start, index_count, notches;
+ }
+ segments[k_max_ui_segments];
- v3_copy( hit.pos, transform[3] );
- scene_add_submesh( &world.foliage, mfoliage, sm_blob, transform);
+ u32 segment_start, segment_count, fade_start, fade_count;
+ double fade_timer_start;
+ float xpos;
}
+ ui;
+
+ m4x3f scoreboard_transform;
}
- }
+ *routes;
- scene_upload( &world.foliage );
- free( mfoliage );
-}
+ double time, rewind_from, rewind_to, last_use;
-static void world_load(void)
-{
- mdl_header *mworld = mdl_load( "models/mp_dev.mdl" );
+ u32 route_count,
+ route_cap;
- world.spawn_count = 0;
- world.gate_count = 0;
- world.rb_count = 0;
- world.traffic_count = 0;
+ struct route_gate
+ {
+ struct teleport_gate
+ {
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
+
+ m4x3f to_world, recv_to_world, transport;
+ }
+ gate;
+
+ u32 node_id;
- scene_init( &world.geo );
- scene_init( &world.props );
+ struct route_timing
+ {
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
+ }
+ *gates;
- /*
- * Compile meshes into the world scenes
- */
- u32 mat_surf = 0,
- mat_surf_oob = 0,
- mat_vertex_blend = 0;
+ struct route_collector
+ {
+ struct route_timing timing;
+ }
+ *collectors;
- for( int i=1; i<mworld->material_count; i++ )
- {
- mdl_material *mat = mdl_material_from_id( mworld, i );
- const char *mat_name = mdl_pstr( mworld, mat->pstr_name );
+ u32 gate_count,
+ gate_cap,
+ collector_count,
+ collector_cap;
- vg_info( "%d %s\n", mat->pstr_name, mat_name );
+ u32 active_gate,
+ current_run_version;
- if( !strcmp( "surf", mat_name ))
- mat_surf = i;
- else if( !strcmp( "surf_oob", mat_name ))
- mat_surf_oob = i;
- else if( !strcmp( "vertex_blend", mat_name ))
- mat_vertex_blend = i;
+ scene scene_lines;
}
+ routes;
- if( mat_surf )
- add_all_if_material( &world.geo, mworld, mat_surf );
- if( mat_vertex_blend )
- add_all_if_material( &world.geo, mworld, mat_vertex_blend );
-
+ struct subworld_sfd
+ {
+ scene mesh;
+ mdl_submesh *sm_module, *sm_card;
+ glmesh temp;
- scene_copy_slice( &world.geo, &world.sm_surface );
+ struct sfd_instance
+ {
+ float *buffer;
- if( mat_surf_oob )
- add_all_if_material( &world.geo, mworld, mat_surf_oob );
- else
- vg_warn( "No OOB surface\n" );
+ u32 w,h;
+ }
+ tester;
+ }
+ sfd;
- scene_bh_create( &world.geo );
- scene_upload( &world.geo );
+ /* Paths */
+ traffic_node traffic[128];
+ u32 traffic_count;
- if( mat_vertex_blend )
- add_all_if_material( &world.props, mworld, mat_vertex_blend );
+#if 0
+ traffic_driver van_man[6];
+#endif
- /* TODO bvh? */
+ double sky_time, sky_rate, sky_target_rate;
- /*
- * Process entities
- */
- for( int i=0; i<mworld->node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id( mworld, i );
-
- if( pnode->classtype == k_classtype_none )
- {}
- else if( pnode->classtype == k_classtype_gate )
- {
- struct classtype_gate *entgate = mdl_get_entdata( mworld, pnode );
+ /* Physics */
+
+ /* Rendering & geometry */
+ scene geo, foliage;
+ rigidbody rb_geo;
- if( entgate->target )
- {
- mdl_node *pother = mdl_node_from_id( mworld, entgate->target );
-
- teleport_gate *gate = &world.gates[ world.gate_count ++ ];
-
- v3_copy( pnode->co, gate->co[0] );
- v3_copy( pother->co, gate->co[1] );
- v4_copy( pnode->q, gate->q[0] );
- v4_copy( pother->q, gate->q[1] );
- v2_copy( pnode->s, gate->dims );
-
- gate_transform_update( gate );
- }
- }
- else if( pnode->classtype == k_classtype_block )
- {
- struct classtype_block *block = mdl_get_entdata( mworld, pnode );
+ /* 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_subworld, sm_terrain;
- m4x3f transform;
- mdl_node_transform( pnode, transform );
+ glmesh skybox, skydome;
+ mdl_submesh dome_upper, dome_lower;
- rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+ glmesh cars;
+ mdl_submesh car_holden;
- box_copy( block->bbx, rb->bbx ); /* TODO: apply scale */
- v3_copy( pnode->co, rb->co );
- rb_init( rb );
- v4_copy( pnode->q, rb->q );
- rb_update_transform( rb );
- }
- else if( pnode->classtype == k_classtype_spawn )
- {
- struct respawn_point *rp = &world.spawns[ world.spawn_count ++ ];
+ /* Load time */
- v3_copy( pnode->co, rp->co );
- v4_copy( pnode->q, rp->q );
- strcpy( rp->name, mdl_pstr( mworld, pnode->pstr_name ) );
- }
- else if( pnode->classtype == k_classtype_water )
- {
- if( wrender.enabled )
- {
- vg_warn( "Multiple water surfaces in level! ('%s')\n",
- mdl_pstr( mworld, pnode->pstr_name ));
- continue;
- }
+ struct instance_cache
+ {
+ mdl_header *mdl;
+ u32 pstr_file;
+ }
+ * instance_cache;
+ u32 instance_cache_count,
+ instance_cache_cap;
- mdl_submesh *sm = mdl_node_submesh( mworld, pnode, 0 );
-
- if( sm )
- {
- glmesh surf;
- mdl_unpack_submesh( mworld, &surf, sm );
- water_init();
- water_set_surface( &surf, pnode->co[1] );
- }
- }
- else if( pnode->classtype == k_classtype_car_path )
- {
- struct classtype_car_path *p = mdl_get_entdata( mworld, pnode );
- traffic_node *tn = &world.traffic[ world.traffic_count ];
- tn->mn_next = NULL;
- tn->mn_next1 = NULL;
-
- if( p->target ) tn->mn_next = mdl_node_from_id( mworld, p->target );
- if( p->target1 ) tn->mn_next1 = mdl_node_from_id( mworld, p->target1 );
+ v3f render_gate_pos;
+ int active_route_board;
+}
+world ;
- m4x3f transform;
- mdl_node_transform( pnode, transform );
- m3x3_mulv( transform, (v3f){1.0f,0.0f,0.0f}, tn->h );
- v3_copy( transform[3], tn->co );
+/*
+ * API
+ */
- pnode->sub_uid = world.traffic_count ++;
- }
- }
-
- traffic_finalize( world.traffic, world.traffic_count );
- for( int i=0; i<vg_list_size(world.van_man); i++ )
- world.van_man[i].current =&world.traffic[vg_randint(world.traffic_count)];
-
- scene_upload( &world.props );
-
- bh_create( &world.bhcubes,
- &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
-
- world_apply_foliage();
- free( mworld );
-
- /*
- * Rendering the depth map
- */
- m4x4f ortho;
- m4x3f camera;
-
- v3f extent;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], extent );
-
- float fl = world.geo.bbx[0][0],
- fr = world.geo.bbx[1][0],
- fb = world.geo.bbx[0][2],
- ft = world.geo.bbx[1][2],
- rl = 1.0f / (fr-fl),
- tb = 1.0f / (ft-fb);
-
- m4x4_zero( ortho );
- ortho[0][0] = 2.0f * rl;
- ortho[2][1] = 2.0f * tb;
- ortho[3][0] = (fr + fl) * -rl;
- ortho[3][1] = (ft + fb) * -tb;
- ortho[3][3] = 1.0f;
- m4x3_identity( camera );
-
- glViewport( 0, 0, 1024, 1024 );
- glDisable(GL_DEPTH_TEST);
- glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_depthmap );
- shader_fscolour_use();
- shader_fscolour_uColour( (v4f){-9999.0f,-9999.0f,-9999.0f,-9999.0f} );
- render_fsquad();
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_ONE, GL_ONE);
- glBlendEquation(GL_MAX);
- render_world_depth( ortho, camera );
- glDisable(GL_BLEND);
- glEnable(GL_DEPTH_TEST);
-
- /*
- * TODO: World settings entity
- */
- struct ub_world_lighting *winfo = &gpipeline.ub_world_lighting;
- v4_copy( wrender.plane, winfo->g_water_plane );
-
- v4f bounds;
- bounds[0] = world.geo.bbx[0][0];
- bounds[1] = world.geo.bbx[0][2];
- bounds[2] = 1.0f/ (world.geo.bbx[1][0]-world.geo.bbx[0][0]);
- bounds[3] = 1.0f/ (world.geo.bbx[1][2]-world.geo.bbx[0][2]);
- v4_copy( bounds, winfo->g_depth_bounds );
-
- winfo->g_water_fog = 0.04f;
- render_update_lighting_ub();
+static int ray_hit_is_ramp( ray_hit *hit );
+static int ray_hit_is_terrain( ray_hit *hit );
+static void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
+static int ray_world( v3f pos, v3f dir, ray_hit *hit );
-}
+/*
+ * Submodules
+ */
+#include "world_routes.h"
+#include "world_sfd.h"
+#include "world_render.h"
+#include "world_water.h"
+#include "world_gen.h"
+#include "world_gate.h"
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
static void world_init(void)
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise }, 2 );
+ world.sky_rate = 1.0;
+ world.sky_target_rate = 1.0;
+ shader_terrain_register();
+ shader_sky_register();
+ shader_planeinf_register();
+ shader_gpos_register();
+ shader_fscolour_register();
+ shader_alphatest_register();
+
+ vg_info( "Loading world resources\n" );
- mdl_header *msky = mdl_load("models/rs_skydome.mdl");
- mdl_unpack_glmesh( msky, &world.skydome );
+ VG_REQUIRED_ASSET( mdl_header*, mcars, mdl_load, "models/rs_cars.mdl" );
+ VG_REQUIRED_ASSET( mdl_header*, msky, mdl_load, "models/rs_skydome.mdl" );
+
+ mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
+ world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
*nupper = mdl_node_from_name( msky, "dome_upper" );
world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
- free(msky);
- mdl_header *mcars = mdl_load( "models/rs_cars.mdl" );
- mdl_unpack_glmesh( mcars, &world.cars );
- mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
- world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
- free(mcars);
-}
-
-static void world_update(void)
-{
- for( int i=0; i<vg_list_size(world.van_man); i++ )
+ vg_acquire_thread_sync();
{
- traffic_drive( &world.van_man[i] );
- traffic_visualize_car( &world.van_man[i] );
+ mdl_unpack_glmesh( mcars, &world.cars );
+ mdl_unpack_glmesh( msky, &world.skydome );
}
-}
+ vg_release_thread_sync();
-/*
- * Rendering
- */
+ vg_free(mcars);
+ vg_free(msky);
-static void bind_terrain_textures(void)
-{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_terrain_colours, 1 );
+ /* Other systems */
+ vg_info( "Loading other world systems\n" );
+
+ vg_loader_highwater( world_render_init, world_render_free, NULL );
+ vg_loader_highwater( world_sfd_init, world_sfd_free, NULL );
+ vg_loader_highwater( world_water_init, world_water_free, NULL );
+ vg_loader_highwater( world_gates_init, world_gates_free, NULL );
+ vg_loader_highwater( world_routes_init, world_routes_free, NULL );
}
-static void render_props( m4x4f projection, v3f camera )
+static void world_free( void *_ )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ mesh_free( &world.cars );
+ mesh_free( &world.skydome );
+ vg_free( world.achievement_zones );
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();
-
- shader_vblend_uPv( projection );
- shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( camera );
+ /* FIXME: This fucks with the audio player. Use-after-free */
+#if 0
+ vg_free( world.audio_things );
+#endif
+}
- scene_bind( &world.props );
- scene_draw( &world.props );
+static void world_update( v3f pos )
+{
+ world.sky_time += world.sky_rate * vg.time_delta;
+ world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate,
+ vg.time_delta * 5.0 );
- mesh_bind( &world.cars );
+ world_routes_update();
+#if 0
+ world_routes_debug();
+#endif
+
+ int closest = 0;
+ float min_dist = INFINITY;
- for( int i=0; i<vg_list_size(world.van_man); i++ )
+ for( int i=0; i<world.routes.route_count; i++ )
{
- shader_vblend_uMdl( world.van_man[i].transform );
- mdl_draw_submesh( &world.car_holden );
+ float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos );
+
+ if( d < min_dist )
+ {
+ min_dist = d;
+ closest = i;
+ }
}
-}
-static void render_terrain( m4x4f projection, v3f camera )
-{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_terrain_use();
- shader_terrain_uTexGarbage(0);
- shader_terrain_uTexGradients(1);
- shader_link_standard_ub( _shader_terrain.id, 2 );
- bind_terrain_textures();
-
- shader_terrain_uPv( projection );
- shader_terrain_uMdl( identity_matrix );
- shader_terrain_uCamera( camera );
-
- scene_bind( &world.geo );
- scene_draw( &world.geo );
-
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-}
+ if( (world.active_route_board != closest) || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world.active_route_board = closest;
+ struct subworld_sfd *sfd = &world.sfd;
-static void render_lowerdome( m4x3f camera )
-{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
+ struct route *route = &world.routes.routes[closest];
- m4x3f inverse;
- m3x3_transpose( camera, inverse );
- v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
- m4x3_expand( inverse, full );
- m4x4_mul( projection, full, full );
+ u32 id = route->track_id;
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_planeinf_use();
- shader_planeinf_uMdl(identity_matrix);
- shader_planeinf_uPv(full);
- shader_planeinf_uCamera(camera[3]);
- shader_planeinf_uPlane( (v4f){0.0f,1.0f,0.0f, water_height()} );
-
- mdl_draw_submesh( &world.dome_lower );
-}
+ if( id != 0xffffffff )
+ {
+ struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
-static void render_sky(m4x3f camera)
-{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
+ for( int i=0; i<13; i++ )
+ {
+ sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+ }
+ }
+ }
- m4x3f inverse;
- m3x3_transpose( camera, inverse );
- v3_copy((v3f){0.0f,0.0f,0.0f}, inverse[3]);
- m4x3_expand( inverse, full );
- m4x4_mul( projection, full, full );
+ static int in_zone = 0;
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
-
- shader_sky_use();
- shader_sky_uMdl(identity_matrix);
- shader_sky_uPv(full);
- shader_sky_uTexGarbage(0);
- shader_sky_uTime( vg_time );
+ int in_zone_this_time = 0;
+
+ for( int i=0; i<world.achievement_zones_count; i++ )
+ {
+ struct achievement_zone *zone = &world.achievement_zones[i];
+
+ v3f local;
+ m4x3_mulv( zone->inv_transform, pos, local );
+
+ if( (fabsf(local[0]) <= 1.0f) &&
+ (fabsf(local[1]) <= 1.0f) &&
+ (fabsf(local[2]) <= 1.0f) )
+ {
+ in_zone_this_time = 1;
- vg_tex2d_bind( &tex_terrain_noise, 0 );
+ if( !in_zone && zone->ptarget )
+ {
+ audio_lock();
+ audio_player_playclip( &zone->ptarget->player,
+ &zone->ptarget->temp_embedded_clip );
+ audio_unlock();
+ }
- glDepthMask( GL_FALSE );
- glDisable( GL_DEPTH_TEST );
+ if( !zone->triggered )
+ {
+ steam_set_achievement( zone->name );
+ steam_store_achievements();
+ }
- mesh_bind( &world.skydome );
- mdl_draw_submesh( &world.dome_upper );
+ zone->triggered = 1;
+ }
+
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00ff00 );
+ }
+
+ in_zone = in_zone_this_time;
- glEnable( GL_DEPTH_TEST );
- glDepthMask( GL_TRUE );
+ sfd_update( &world.sfd.tester );
+}
+
+/*
+ * -----------------------------------------------------------------------------
+ * API implementation
+ * -----------------------------------------------------------------------------
+ */
+
+static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+{
+ for( int i=0; i<3; i++ )
+ v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
}
-static void render_world( m4x4f projection, m4x3f camera )
+static int ray_world( v3f pos, v3f dir, ray_hit *hit )
{
- render_sky( camera );
- render_props( projection, camera[3] );
- render_terrain( projection, camera[3] );
+ return scene_raycast( &world.geo, pos, dir, hit );
}
-static void render_world_depth( m4x4f projection, m4x3f camera )
+static int ray_hit_is_terrain( ray_hit *hit )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ u32 valid_start = 0,
+ valid_end = world.sm_terrain.vertex_count;
- shader_gpos_use();
- shader_gpos_uCamera( camera[3] );
- shader_gpos_uPv( projection );
- shader_gpos_uMdl( identity_matrix );
-
- scene_bind( &world.geo );
- scene_draw( &world.geo );
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
+}
-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
+static int ray_hit_is_ramp( ray_hit *hit )
+{
+ u32 valid_start = world.sm_geo_std.vertex_start,
+ valid_end = world.sm_geo_vb.vertex_start;
- scene_bind( &world.props );
- scene_draw( &world.props );
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
}
#endif /* WORLD_H */