#include "shaders/terrain.h"
#include "shaders/sky.h"
-#include "shaders/planeinf.h"
#include "shaders/standard.h"
#include "shaders/vblend.h"
#include "shaders/gpos.h"
-#include "shaders/fscolour.h"
+#include "shaders/blitcolour.h"
#include "shaders/alphatest.h"
typedef struct teleport_gate teleport_gate;
*scene_no_collide,
*scene_lines;
+ struct grind_edge
+ {
+ v3f p0, p1;
+ }
+ *grind_edges;
+ u32 grind_edge_count;
+
/* spacial mappings */
bh_tree *audio_bh,
*trigger_bh,
- *geo_bh;
+ *geo_bh,
+ *grind_bh;
/* graphics */
glmesh mesh_route_lines;
mesh_water;
mdl_submesh sm_foliage_main;
- rigidbody rb_geo;
+ rigidbody rb_geo; /* todo.. ... */
}
world;
VG_STATIC void world_init(void)
{
- vg_convar_push( (struct vg_convar){
+ vg_var_push( (struct vg_var){
.name = "water_enable",
.data = &world.water.enabled,
- .data_type = k_convar_dtype_i32,
+ .data_type = k_var_dtype_i32,
.opt_i32 = { .min=0, .max=1, .clamp=1 },
.persistent = 0
});
shader_terrain_register();
shader_sky_register();
- shader_planeinf_register();
shader_gpos_register();
- shader_fscolour_register();
+ shader_blitcolour_register();
shader_alphatest_register();
vg_info( "Loading world resources\n" );
vg_linear_clear( vg_mem.scratch );
mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" );
- 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 );
+ mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" );
world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
vg_acquire_thread_sync();
/* Other systems */
vg_info( "Loading other world systems\n" );
- vg_loader_highwater( world_render_init, NULL, NULL );
- vg_loader_highwater( world_sfd_init, NULL, NULL );
- vg_loader_highwater( world_water_init, NULL, NULL );
- vg_loader_highwater( world_gates_init, NULL, NULL );
- vg_loader_highwater( world_routes_init, NULL, NULL );
+ vg_loader_step( world_render_init, NULL );
+ vg_loader_step( world_sfd_init, NULL );
+ vg_loader_step( world_water_init, NULL );
+ vg_loader_step( world_gates_init, NULL );
+ vg_loader_step( world_routes_init, NULL );
/* Allocate dynamic world memory arena */
u32 max_size = 76*1024*1024;
{
world.switching_to_new_world = 0;
world_unload();
- world_load();
+ vg_loader_start( world_load );
+ return;
}
}
-
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 );
world_routes_debug();
#endif
- int closest = 0;
- float min_dist = INFINITY;
-
- for( int i=0; i<world.route_count; i++ )
+ if( world.route_count > 0 )
{
- float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
+ int closest = 0;
+ float min_dist = INFINITY;
- if( d < min_dist )
+ for( int i=0; i<world.route_count; i++ )
{
- min_dist = d;
- closest = i;
- }
- }
+ float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
- if( (world.active_route_board != closest) || network_scores_updated )
- {
- network_scores_updated = 0;
- world.active_route_board = closest;
+ if( d < min_dist )
+ {
+ min_dist = d;
+ closest = i;
+ }
+ }
- struct route *route = &world.routes[closest];
+ if( (world.active_route_board != closest) || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world.active_route_board = closest;
- u32 id = route->track_id;
+ struct route *route = &world.routes[closest];
- if( id != 0xffffffff )
- {
- struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+ u32 id = route->track_id;
- for( int i=0; i<13; i++ )
+ if( id != 0xffffffff )
{
- sfd_encode( i, &local_board->data[27*i] );
+ struct netmsg_board *local_board =
+ &scoreboard_client_data.boards[id];
+
+ for( int i=0; i<13; i++ )
+ {
+ sfd_encode( i, &local_board->data[27*i] );
+ }
}
}
}
return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
}
+/*
+ * Cast a sphere from a to b and see what time it hits
+ */
+VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n )
+{
+ bh_iter it;
+ bh_iter_init( 0, &it );
+
+ boxf region;
+ box_init_inf( region );
+ box_addpt( region, pa );
+ box_addpt( region, pb );
+
+ v3_add( (v3f){ r, r, r}, region[1], region[1] );
+ v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
+
+ v3f dir;
+ v3_sub( pb, pa, dir );
+
+ v3f dir_inv;
+ dir_inv[0] = 1.0f/dir[0];
+ dir_inv[1] = 1.0f/dir[1];
+ dir_inv[2] = 1.0f/dir[2];
+
+ int hit = -1;
+ float min_t = 1.0f;
+
+ int idx;
+ while( bh_next( world.geo_bh, &it, region, &idx ) )
+ {
+ u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+ v3f tri[3];
+
+ boxf box;
+ box_init_inf( box );
+
+ for( int j=0; j<3; j++ )
+ {
+ v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ box_addpt( box, tri[j] );
+ }
+
+ v3_add( (v3f){ r, r, r}, box[1], box[1] );
+ v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
+
+ if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
+ continue;
+
+ float t;
+ v3f n1;
+ if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
+ {
+ if( t < min_t )
+ {
+ min_t = t;
+ hit = idx;
+ v3_copy( n1, n );
+ }
+ }
+ }
+
+ *t = min_t;
+ return hit;
+}
+
VG_STATIC struct world_material *world_tri_index_material( u32 index )
{
for( int i=1; i<world.material_count; i++ )