+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#include "common.h"
+
#ifndef WORLD_H
#define WORLD_H
-#define VG_3D
-#include "vg/vg.h"
+typedef struct world_instance world_instance;
+
+#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 "model.h"
+
+#include "shaders/scene_standard.h"
+#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_vertex_blend.h"
+#include "shaders/scene_terrain.h"
+#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
+
+#include "shaders/model_sky.h"
-#include "shaders/standard.h"
+typedef struct teleport_gate teleport_gate;
-static struct gworld
+enum { k_max_ui_segments = 8 };
+
+enum { k_max_ui_elements = k_max_ui_segments };
+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 };
+
+enum logic_type
{
- scene geo, foliage;
- submodel sm_road, sm_terrain;
- glmesh skybox;
+ k_logic_type_relay = 1,
+ k_logic_type_chance = 2,
+ k_logic_type_achievement = 3
+};
- v3f tutorial;
+enum geo_type
+{
+ k_geo_type_solid = 0,
+ k_geo_type_nonsolid = 1,
+ k_geo_type_water = 2
+};
-#if 0
- rigidbody box;
-#endif
+static const float k_light_cube_size = 8.0f;
+
+struct world_instance
+{
+ /* This is a small flag we use to changelevel.
+ * It will not be cleared until all sounds stop playing
+ */
+
+ /* Fixed items
+ * -------------------------------------------------------
+ */
+
+ char world_name[ 64 ];
+
+ struct
+ {
+ boxf depthbounds;
+ int depth_computed;
+
+ float height;
+ int enabled;
+ v4f plane;
+ }
+ water;
+
+ /* STD140 */
+ struct ub_world_lighting
+ {
+ v4f g_cube_min,
+ g_cube_inv_range;
+
+ v4f g_water_plane,
+ g_depth_bounds;
+
+ v4f g_daysky_colour;
+ v4f g_nightsky_colour;
+ v4f g_sunset_colour;
+ v4f g_ambient_colour;
+ v4f g_sunset_ambient;
+ v4f g_sun_colour;
+ v4f g_sun_dir;
+
+ float g_water_fog;
+ float g_time;
+ float g_shadow_length;
+ float g_shadow_spread;
+
+ float g_time_of_day;
+ float g_day_phase;
+ float g_sunset_phase;
+
+ int g_light_preview;
+ int g_shadow_samples;
+
+ int g_debug_indices;
+ int g_debug_complexity;
+ }
+ ub_lighting;
+ GLuint ubo_lighting;
+ int ubo_bind_point;
+
+ GLuint tbo_light_entities,
+ tex_light_entities,
+ tex_light_cubes;
+
+ v3i light_cubes;
+
+ struct framebuffer heightmap;
+
+ /*
+ * Dynamically allocated when world_load is called.
+ *
+ * the following arrays index somewhere into this linear
+ * allocator
+ *
+ * (world_gen.h)
+ * --------------------------------------------------------------------------
+ */
+ /*
+ * Main world .mdl
+ */
+ mdl_context *meta;
+
+ /*
+ * Materials / textures
+ */
+
+ GLuint *textures;
+ u32 texture_count;
+
+ struct world_material
+ {
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
+ }
+ * materials;
+ u32 material_count;
+
+ /*
+ * Named safe places to respawn
+ */
+ struct respawn_point
+ {
+ v3f co;
+ v4f q;
+ const char *name;
+ }
+ * spawns;
+ u32 spawn_count;
+
+ /*
+ * Audio player entities
+ */
+ struct world_audio_thing
+ {
+ v3f pos;
+ float volume;
+ u32 flags;
+
+ audio_player player;
+ audio_clip temp_embedded_clip;
+ }
+ * audio_things;
+ u32 audio_things_count;
+
+ /*
+ * Relays
+ */
+ struct logic_relay
+ {
+ v3f pos;
+
+ struct relay_target
+ {
+ u32 sub_id;
+ enum classtype classtype;
+ }
+ targets[4];
+ u32 target_count;
+ }
+ * logic_relays;
+ u32 relay_count;
+
+ /*
+ * Box trigger entities
+ */
+ struct trigger_zone
+ {
+ m4x3f transform, inv_transform;
+
+ struct relay_target target;
+ }
+ * triggers;
+ u32 trigger_count;
+
+ /*
+ * Achievements
+ */
+ struct logic_achievement
+ {
+ v3f pos;
+ const char *achievement_id;
+ u32 achieved;
+ }
+ * logic_achievements;
+ u32 achievement_count;
+
+ /*
+ * Lights
+ */
+ struct world_light
+ {
+ mdl_node *node;
+ struct classtype_world_light *inf;
+ m4x3f inverse_world;
+ v2f angle_sin_cos;
+
+ /* enabled.. etc?
+ * TODO: we should order entities in the binary by their type */
+ }
+ * lights;
+ u32 light_count;
+
+ /*
+ * Routes (world_routes.h)
+ * --------------------------------------------------------------------------
+ */
+ struct route_node
+ {
+ v3f co, right, up, h;
+ u32 next[2];
+
+ u32 special_type, special_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
+ }
+ *nodes;
+ u32 node_count;
+
+ struct route
+ {
+ u32 track_id;
+ v4f colour;
+
+ u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
+
+ double best_lap, latest_pass; /* Session */
+
+ m4x3f scoreboard_transform;
+ }
+ *routes;
+ u32 route_count;
+
+ struct route_gate
+ {
+ struct teleport_gate
+ {
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
- teleport_gate gates[16];
+ m4x3f to_world, transport;
+ }
+ gate;
+
+ u32 node_id;
+
+ struct route_timing
+ {
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
+ }
+ *gates;
u32 gate_count;
-
- rigidbody temp_rbs[32];
- u32 rb_count;
- bh_tree bhcubes;
+ struct nonlocal_gate
+ {
+ struct teleport_gate gate;
+ mdl_node *node;
+
+ u32 target_map_index, working;
+ }
+ *nonlocal_gates;
+ u32 nonlocalgate_count;
+
+ struct route_collector
+ {
+ struct route_timing timing;
+ }
+ *collectors;
+ u32 collector_count;
+
+
+ /* logic
+ * ----------------------------------------------------
+ */
+
+ /* world geometry */
+ scene *scene_geo,
+ *scene_no_collide,
+ *scene_lines;
+
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *trigger_bh,
+ *geo_bh;
+
+ /* graphics */
+ glmesh mesh_route_lines;
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_water;
+
+ rigidbody rb_geo; /* todo.. ... */
+};
+
+VG_STATIC struct world_global
+{
+ /*
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
+ */
+ void *generic_heap;
+
+ /* rendering */
+ glmesh skydome;
+ mdl_submesh dome_upper, dome_lower;
+
+ glmesh mesh_gate_surface;
+
+ double sky_time, sky_rate, sky_target_rate;
+
+ /* gates, TODO: active_gate should also know which instance */
+ u32 active_gate,
+ current_run_version;
+ double time, rewind_from, rewind_to, last_use;
+
+ /* water rendering */
+ struct
+ {
+ struct framebuffer fbreflect, fbdepth;
+ }
+ water;
+
+ /* split flap display */
+ struct
+ {
+ mdl_submesh *sm_module, *sm_card;
+ glmesh mesh_base, mesh_display;
+
+ u32 w, h;
+ float *buffer;
+ }
+ sfd;
+
+ /* timing bars, fixed maximum amount */
+ struct route_ui_bar
+ {
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
+
+ struct route_ui_segment
+ {
+ float length;
+ u32 vertex_start, vertex_count,
+ index_start, index_count, notches;
+ }
+ segments[k_max_ui_segments];
+
+ u32 segment_start, segment_count, fade_start, fade_count;
+ double fade_timer_start;
+ float xpos;
+ }
+ ui_bars[16];
+
+ v3f render_gate_pos;
+ int active_route_board;
+ int in_trigger;
+
+ int switching_to_new_world;
+
+ world_instance worlds[4];
+ u32 world_count;
+ u32 active_world;
+}
+world_global;
+
+VG_STATIC world_instance *get_active_world( void )
+{
+ return &world_global.worlds[ world_global.active_world ];
+}
+
+/*
+ * API
+ */
+
+VG_STATIC
+int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+struct world_material *ray_hit_material( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
+
+VG_STATIC
+int ray_world( world_instance *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
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
+{
+ world_instance *world = get_active_world();
+
+ /*
+ * None of our world audio runs as one shots, they always have a player.
+ * Therefore it is safe to delete clip data after the players are
+ * disconnected
+ */
+ audio_lock();
+ for( int i=0; i<world->audio_things_count; i++ )
+ {
+ struct world_audio_thing *at = &world->audio_things[i];
+
+ if( audio_player_is_playing( &at->player ) )
+ {
+ u32 cflags = audio_player_get_flags( &at->player );
+ audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL );
+ }
+ }
+ audio_unlock();
+
+ return 0;
}
-world;
+VG_STATIC int world_change_world( int argc, const char *argv[] )
+{
+#if 0
+ world_instance *world = get_active_world();
+
+ if( argc == 0 )
+ {
+ vg_info( "%s\n", world.world_name );
+ return 0;
+ }
+ else
+ {
+ vg_info( "Switching world...\n" );
+ strcpy( world.world_name, argv[0] );
+ world.switching_to_new_world = 1;
+ world_stop_sound( 0, NULL );
+ }
+#endif
+ return 0;
+}
-static void render_world( m4x4f projection, m4x3f camera )
+VG_STATIC void world_init(void)
{
- render_sky( camera );
+#if 0
+ vg_var_push( (struct vg_var){
+ .name = "water_enable",
+ .data = &world.water.enabled,
+ .data_type = k_var_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 0
+ });
+#endif
+
+ vg_function_push( (struct vg_cmd)
+ {
+ .name = "world_stop_sound",
+ .function = world_stop_sound
+ });
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ vg_function_push( (struct vg_cmd)
+ {
+ .name = "world",
+ .function = world_change_world
+ });
+
+ world_global.sky_rate = 1.0;
+ world_global.sky_target_rate = 1.0;
+
+ shader_scene_standard_register();
+ shader_scene_standard_alphatest_register();
+ shader_scene_vertex_blend_register();
+ shader_scene_terrain_register();
+ shader_scene_depth_register();
+ shader_scene_position_register();
- render_terrain( projection, camera[3] );
- scene_bind( &world.geo );
- scene_draw( &world.geo );
+ shader_model_sky_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" );
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
+ mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" );
+ world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
+
+ vg_acquire_thread_sync();
+ {
+ mdl_unpack_glmesh( msky, &world_global.skydome );
+ }
+ vg_release_thread_sync();
+
+ /* Other systems */
+ vg_info( "Loading other world systems\n" );
+
+ 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_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory,
+ max_size,
+ VG_MEMORY_SYSTEM );
}
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+VG_STATIC void world_audio_init(void)
{
- for( int i=0; i<3; i++ )
- v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
+#if 0
+ u32 size = vg_linear_remaining( vg_audio.audio_pool )
+ - sizeof(vg_linear_allocator);
+
+ world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool,
+ size,
+ VG_MEMORY_SYSTEM );
+#endif
+}
+
+VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
+{
+ struct logic_achievement *ach = &world->logic_achievements[ uid ];
+
+ if( ach->achieved )
+ return;
+
+ steam_set_achievement( ach->achievement_id );
+ steam_store_achievements();
+
+ ach->achieved = 1;
}
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC void world_run_relay( world_instance *world,
+ struct relay_target *rt );
+
+VG_STATIC void world_trigger_relay( world_instance *world, u32 uid )
{
- return bvh_raycast( &world.geo, pos, dir, hit );
+ struct logic_relay *relay = &world->logic_relays[ uid ];
+
+ for( int i=0; i<relay->target_count; i++ )
+ {
+ world_run_relay( world, &relay->targets[i] );
+ }
}
-static int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
{
- return hit->tri[0] < world.sm_road.vertex_count;
+ struct world_audio_thing *wat = &world->audio_things[ uid ];
+
+ audio_lock();
+ audio_player_playclip( &wat->player,
+ &wat->temp_embedded_clip );
+ audio_unlock();
}
-static bh_system bh_system_rigidbodies;
-static void world_load(void)
+VG_STATIC void world_run_relay( world_instance *world,
+ struct relay_target *rt )
{
- /* Setup scene */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+ struct entity_instruction
+ {
+ enum classtype classtype;
+ void (*p_trigger)( world_instance *world, u32 uid );
+ }
+ entity_instructions[] =
+ {
+ { k_classtype_logic_achievement, world_trigger_achievement },
+ { k_classtype_logic_relay, world_trigger_relay },
+ { k_classtype_audio, world_trigger_audio }
+ };
- for( int i=0; i<mworld->layer_count; i++ )
+ for( int i=0; i<vg_list_size(entity_instructions); i++ )
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "surf" ) )
- scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+ struct entity_instruction *instr = &entity_instructions[i];
+ if( instr->classtype == rt->classtype )
+ {
+ instr->p_trigger( world, rt->sub_id );
+ return;
+ }
}
- scene_copy_slice( &world.geo, &world.sm_road );
- for( int i=0; i<mworld->layer_count; i++ )
+ vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
+}
+
+VG_STATIC void world_update( world_instance *world, v3f pos )
+{
+ /* TEMP!!!!!! */
+ static double g_time = 0.0;
+ g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+
+ struct ub_world_lighting *state = &world->ub_lighting;
+
+ state->g_time = g_time;
+ state->g_debug_indices = k_debug_light_indices;
+ state->g_light_preview = k_light_preview;
+ state->g_debug_complexity = k_debug_light_complexity;
+
+ state->g_time_of_day = vg_fractf( g_time );
+ state->g_day_phase = cosf( state->g_time_of_day * VG_PIf * 2.0f );
+ state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
+
+ state->g_day_phase = state->g_day_phase * 0.5f + 0.5f;
+ state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
+
+ float a = state->g_time_of_day * VG_PIf * 2.0f;
+ state->g_sun_dir[0] = sinf( a );
+ state->g_sun_dir[1] = cosf( a );
+ state->g_sun_dir[2] = 0.2f;
+ v3_normalize( state->g_sun_dir );
+
+
+
+ glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+ glBufferSubData( GL_UNIFORM_BUFFER, 0,
+ sizeof(struct ub_world_lighting), &world->ub_lighting );
+ /* TEMP!!!!!! */
+
+
+#if 0
+ if( world.switching_to_new_world )
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "terrain" ) )
- scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f );
+ int all_stopped = 1;
+
+ audio_lock();
+ for( int i=0; i<world.audio_things_count; i++ )
+ {
+ struct world_audio_thing *at = &world.audio_things[i];
+
+ if( audio_player_is_playing( &at->player ) )
+ {
+ all_stopped = 0;
+ break;
+ }
+ }
+ audio_unlock();
+
+ if( all_stopped )
+ {
+ world.switching_to_new_world = 0;
+ world_unload();
+ vg_loader_start( world_load );
+ return;
+ }
}
- scene_copy_slice( &world.geo, &world.sm_terrain );
+#endif
+ world_global.sky_time += world_global.sky_rate * vg.time_delta;
+ world_global.sky_rate = vg_lerp( world_global.sky_rate,
+ world_global.sky_target_rate,
+ vg.time_delta * 5.0 );
- /*
- * TODO: Parametric marker import
- */
- v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
-
- /*
- * Initialize gates
- */
+ world_routes_update( world );
+#if 0
+ world_routes_debug();
+#endif
- world.gate_count = 0;
- for( int i=0; i<mworld->marker_count; i++ )
+ if( world->route_count > 0 )
+ {
+ int closest = 0;
+ float min_dist = INFINITY;
+
+ for( int i=0; i<world->route_count; i++ )
+ {
+ float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos );
+
+ if( d < min_dist )
+ {
+ min_dist = d;
+ closest = i;
+ }
+ }
+
+ if( (world_global.active_route_board != closest)
+ || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world_global.active_route_board = closest;
+
+ struct route *route = &world->routes[closest];
+
+ u32 id = route->track_id;
+
+ if( id != 0xffffffff )
+ {
+ 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] );
+ }
+ }
+ }
+ }
+
+ int in_trigger = 0;
+ for( int i=0; i<world->trigger_count; i++ )
{
- model_marker *ga = model_get_marker( mworld, i );
+ struct trigger_zone *zone = &world->triggers[i];
+
+ v3f local;
+ m4x3_mulv( zone->inv_transform, pos, local );
- if( ga->classtype == k_classtype_gate )
+ if( (fabsf(local[0]) <= 1.0f) &&
+ (fabsf(local[1]) <= 1.0f) &&
+ (fabsf(local[2]) <= 1.0f) )
{
- struct classtype_gate *data = get_entdata_raw( mworld, ga );
-
- if( data->target )
+ in_trigger = 1;
+
+ if( !world_global.in_trigger )
{
- model_marker *gb = model_get_marker( mworld, data->target );
-
- teleport_gate *gate = &world.gates[ world.gate_count ++ ];
-
- v3_copy( ga->co, gate->co[0] );
- v3_copy( gb->co, gate->co[1] );
- v4_copy( ga->q, gate->q[0] );
- v4_copy( gb->q, gate->q[1] );
- v2_copy( ga->s, gate->dims );
-
- gate_transform_update( gate );
+ world_run_relay( world, &zone->target );
}
}
+
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00ff00 );
}
- /*
- * Load water mesh (1 per world)
- */
- for( int i=0; i<mworld->layer_count; i++ )
+ if( k_debug_light_indices )
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "water" ) )
+ for( int i=0; i<world->light_count; i++ )
{
- glmesh surf;
- model_unpack_submodel( mworld, &surf, sm );
-
- water_init();
- water_set_surface( &surf, sm->pivot[1] );
+ struct world_light *light = &world->lights[i];
+ struct classtype_world_light *inf = light->inf;
+
+ u32 colour = 0xff000000;
+ u8 r = inf->colour[0] * 255.0f,
+ g = inf->colour[1] * 255.0f,
+ b = inf->colour[2] * 255.0f;
- break;
+ colour |= r;
+ colour |= g << 8;
+ colour |= b << 16;
+
+ vg_line_pt3( light->node->co, 0.25f, colour );
}
}
- scene_upload( &world.geo );
- bvh_create( &world.geo );
-
- water_compute_depth( world.geo.bbx );
+ world_global.in_trigger = in_trigger;
+ sfd_update();
+}
- scene_init( &world.foliage );
- model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+/*
+ * -----------------------------------------------------------------------------
+ * API implementation
+ * -----------------------------------------------------------------------------
+ */
- /*
- * TODO: Load any other meshes into the foliage scene, and create rbs for
- * them.
- *
- * then compute bvh
- */
+VG_STATIC void ray_world_get_tri( world_instance *world,
+ ray_hit *hit, v3f tri[3] )
+{
+ for( int i=0; i<3; i++ )
+ v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
+}
+
+VG_STATIC int ray_world( world_instance *world,
+ v3f pos, v3f dir, ray_hit *hit )
+{
+ 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( world_instance *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 );
- for( int i=0; i<mworld->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "surf" ) ||
- !strcmp( sm->material, "terrain" ) ||
- !strcmp( sm->material, "water" ) )
- continue;
+ v3_add( (v3f){ r, r, r}, region[1], region[1] );
+ v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.foliage, mworld, sm, transform );
+ v3f dir;
+ v3_sub( pb, pa, dir );
- rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+ v3f dir_inv;
+ dir_inv[0] = 1.0f/dir[0];
+ dir_inv[1] = 1.0f/dir[1];
+ dir_inv[2] = 1.0f/dir[2];
- box_copy( sm->bbx, rb->bbx );
- v3_copy( sm->pivot, rb->co );
- rb_init( rb );
- v4_copy( sm->q, rb->q );
- rb_update_transform( rb );
- }
+ int hit = -1;
+ float min_t = 1.0f;
- free( mworld );
+ int idx;
+ while( bh_next( world->geo_bh, &it, region, &idx ) )
+ {
+ u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ v3f tri[3];
- v3f volume;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
- volume[1] = 1.0f;
+ boxf box;
+ box_init_inf( box );
- m4x3f transform;
+ for( int j=0; j<3; j++ )
+ {
+ v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ box_addpt( box, tri[j] );
+ }
- submodel *sm_blob = submodel_get( mfoliage, "blob" ),
- *sm_tree = submodel_get( mfoliage, "tree" );
+ v3_add( (v3f){ r, r, r}, box[1], box[1] );
+ v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
- for( int i=0;i<100000;i++ )
- {
- v3f pos;
- v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
- v3_add( pos, world.geo.bbx[0], pos );
+ if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
+ continue;
- ray_hit hit;
- hit.dist = INFINITY;
-
- if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
+ float t;
+ v3f n1;
+ if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) )
{
- if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) &&
- hit.pos[1] > wrender.height )
+ if( t < min_t )
{
- v4f qsurface, qrandom;
- v3f axis;
+ min_t = t;
+ hit = idx;
+ v3_copy( n1, n );
+ }
+ }
+ }
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
+ *t = min_t;
+ return hit;
+}
- 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 );
+VG_STATIC
+struct world_material *world_tri_index_material( world_instance *world,
+ u32 index )
+{
+ for( int i=1; i<world->material_count; i++ )
+ {
+ struct world_material *mat = &world->materials[i];
- v3_copy( hit.pos, transform[3] );
-
- if( vg_randf() < 0.00000006f )
- {
- m3x3_identity( transform );
- scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
- }
- else
- scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
- }
+ if( (index >= mat->sm_geo.vertex_start) &&
+ (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
+ {
+ return mat;
}
}
- free( mfoliage );
- scene_upload( &world.foliage );
-
- world.bhcubes.user = world.temp_rbs;
- bh_create( &world.bhcubes, &bh_system_rigidbodies, world.rb_count );
+ /* error material */
+ return &world->materials[0];
+}
+
+VG_STATIC struct world_material *world_contact_material( world_instance *world,
+ rb_ct *ct )
+{
+ return world_tri_index_material( world, ct->element_id );
+}
+
+VG_STATIC struct world_material *ray_hit_material( world_instance *world,
+ ray_hit *hit )
+{
+ return world_tri_index_material( world, hit->tri[0] );
}
#endif /* WORLD_H */