add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 8b650a5e0c169d336cd0b2a872fe640408c7d29d..8ae85fcf2e4e689d56a11c9be6575bde243e2a12 100644 (file)
--- a/world.h
+++ b/world.h
@@ -46,6 +46,13 @@ enum logic_type
    k_logic_type_achievement   = 3
 };
 
+enum geo_type
+{
+   k_geo_type_solid = 0,
+   k_geo_type_nonsolid = 1,
+   k_geo_type_water = 2
+};
+
 VG_STATIC struct gworld
 {
    /*
@@ -135,6 +142,22 @@ VG_STATIC struct gworld
     */
    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
     */
@@ -283,25 +306,28 @@ VG_STATIC struct gworld
          *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;
+
    glmesh mesh_geo, 
           mesh_no_collide,
-          mesh_route_lines,
           mesh_water;
 
+   mdl_submesh sm_foliage_main;
    rigidbody rb_geo;
-
-   /* TODO Maybe make this less hardcoded...
-    *      im on it, boss*/
-   mdl_submesh sm_geo_std_oob,   sm_geo_std, sm_geo_vb,
-               sm_foliage_main,  sm_foliage_alphatest,
-               sm_graffiti, sm_subworld, sm_terrain;
-
 }
 world;
 
@@ -311,7 +337,7 @@ world;
  */
 
 VG_STATIC int ray_hit_is_ramp( ray_hit *hit );
-VG_STATIC int ray_hit_is_terrain( ray_hit *hit );
+VG_STATIC struct world_material *ray_hit_material( ray_hit *hit );
 VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
 VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
 
@@ -410,10 +436,7 @@ VG_STATIC void world_init(void)
    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();
@@ -425,14 +448,14 @@ VG_STATIC void world_init(void)
    /* 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 = 72*1024*1024;
+   u32 max_size = 76*1024*1024;
    world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
                                                    VG_MEMORY_SYSTEM );
 }
@@ -531,11 +554,11 @@ VG_STATIC void world_update( v3f pos )
       {
          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 );
@@ -545,36 +568,40 @@ VG_STATIC void world_update( v3f pos )
    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] );
+            }
          }
       }
    }
@@ -625,22 +652,31 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit )
    return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
 }
 
-VG_STATIC int ray_hit_is_terrain( ray_hit *hit )
+VG_STATIC struct world_material *world_tri_index_material( u32 index )
 {
-   u32 valid_start = 0,
-       valid_end   = world.sm_terrain.vertex_count;
+   for( int i=1; i<world.material_count; i++ )
+   {
+      struct world_material *mat = &world.materials[i];
 
-   return (hit->tri[0] >= valid_start) &&
-          (hit->tri[0]  < valid_end);
+      if( (index >= mat->sm_geo.vertex_start) &&
+          (index  < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
+      {
+         return mat;
+      }
+   }
+
+   /* error material */
+   return &world.materials[0];
 }
 
-VG_STATIC int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC struct world_material *world_contact_material( rb_ct *ct )
 {
-   u32 valid_start = world.sm_geo_std.vertex_start,
-       valid_end   = world.sm_geo_vb.vertex_start;
+   return world_tri_index_material( ct->element_id );
+}
 
-   return (hit->tri[0] >= valid_start) &&
-          (hit->tri[0]  < valid_end);
+VG_STATIC struct world_material *ray_hit_material( ray_hit *hit )
+{
+   return world_tri_index_material( hit->tri[0] );
 }
 
 #endif /* WORLD_H */