+/*
+ * 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 );
+VG_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 "shaders/terrain.h"
#include "shaders/vblend.h"
#include "shaders/gpos.h"
#include "shaders/fscolour.h"
+#include "shaders/alphatest.h"
-static struct gworld
-{
- /* gameplay */
- v3f tutorial;
- teleport_gate gates[64];
- u32 gate_count;
-
- /* Physics */
- rigidbody temp_rbs[128];
- u32 rb_count;
- bh_tree bhcubes;
-
- /* Rendering & geometry */
- scene geo, foliage, props;
- submodel sm_road, sm_terrain;
+typedef struct teleport_gate teleport_gate;
- glmesh skybox, skydome;
- submodel dome_upper,
- dome_lower;
-}
-world;
+enum { k_max_ui_segments = 8 };
-vg_tex2d tex_terrain_colours = { .path = "textures/gradients.qoi",
- .flags = VG_TEXTURE_CLAMP|VG_TEXTURE_NEAREST };
+enum { k_max_ui_elements = k_max_ui_segments };
+enum { k_max_element_verts = 10 };
+enum { k_max_element_indices = 20 };
-vg_tex2d tex_terrain_noise = { .path = "textures/garbage.qoi",
- .flags = VG_TEXTURE_NEAREST };
+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 void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+enum logic_type
{
- for( int i=0; i<3; i++ )
- v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
-}
+ k_logic_type_relay = 1,
+ k_logic_type_chance = 2,
+ k_logic_type_achievement = 3
+};
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC struct gworld
{
- return scene_raycast( &world.geo, pos, dir, hit );
-}
+ /*
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
+ */
-static int ray_hit_is_ramp( ray_hit *hit )
-{
- return hit->tri[0] < world.sm_road.vertex_count;
-}
+ /* rendering */
+ glmesh skydome;
+ mdl_submesh dome_upper, dome_lower;
-static void world_register(void)
-{
- shader_terrain_register();
- shader_sky_register();
- shader_planeinf_register();
- shader_gpos_register();
- shader_fscolour_register();
-}
+ glmesh mesh_gate_surface;
-static void world_free(void)
-{
- /* TODO.. */
-}
+ double sky_time, sky_rate, sky_target_rate;
-static void render_world_depth( m4x4f projection, m4x3f camera );
-static void world_load(void)
-{
- /*
- * Setup scene
- *
- * TODO: Call world_free when its ready here
- *
- */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+ /* water rendering */
+ struct
+ {
+ struct framebuffer fbreflect, fbdepth;
+
+ boxf depthbounds;
+ int depth_computed;
+
+ float height;
+ int enabled;
+ v4f plane;
+ }
+ water;
- for( int i=0; i<mworld->layer_count; i++ )
+ /* split flap display */
+ struct
{
- 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 );
+ mdl_submesh *sm_module, *sm_card;
+ glmesh mesh_base, mesh_display;
+ u32 w, h;
+ float *buffer;
}
- for( int i=0; i<mworld->layer_count; i++ )
+ sfd;
+
+ /* timing bars, fixed maximum amount */
+ struct route_ui_bar
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "vertex_blend" ) )
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
+
+ struct route_ui_segment
{
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.geo, mworld, sm, transform );
+ 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;
}
- scene_copy_slice( &world.geo, &world.sm_road );
+ ui_bars[16];
+
+ v3f render_gate_pos;
+ int active_route_board;
+ int in_trigger;
+
+ /* This is a small flag we use to changelevel.
+ * It will not be cleared until all sounds stop playing
+ */
+ int switching_to_new_world;
+ char world_name[ 64 ];
- for( int i=0; i<mworld->layer_count; i++ )
+ /*
+ * Dynamically allocated when world_load is called.
+ *
+ * the following arrays index somewhere into this linear
+ * allocator
+ *
+ * (world_gen.h)
+ * --------------------------------------------------------------------------
+ */
+ void *dynamic_vgl,
+ *audio_vgl; /* sub buffer of the audio buffer */
+
+ /*
+ * Main world .mdl
+ */
+ mdl_context *meta;
+
+ /*
+ * Named safe places to respawn
+ */
+ struct respawn_point
{
- 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 );
+ v3f co;
+ v4f q;
+ const char *name;
}
+ * spawns;
+ u32 spawn_count;
+ /*
+ * Audio player entities
+ */
+ struct world_audio_thing
+ {
+ v3f pos;
+ float volume;
+ u32 flags;
- scene_copy_slice( &world.geo, &world.sm_terrain );
+ audio_player player;
+ audio_clip temp_embedded_clip;
+ }
+ * audio_things;
+ u32 audio_things_count;
- /*
- * TODO: Parametric marker import
- */
- v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
-
- /*
- * Initialize gates
+ /*
+ * Relays
*/
-
- world.gate_count = 0;
- for( int i=0; i<mworld->marker_count; i++ )
+ struct logic_relay
{
- model_marker *ga = model_get_marker( mworld, i );
-
- if( ga->classtype == k_classtype_gate )
+ v3f pos;
+
+ struct relay_target
{
- struct classtype_gate *data = get_entdata_raw( mworld, ga );
-
- if( data->target )
- {
- 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 );
- }
+ u32 sub_id;
+ enum classtype classtype;
}
+ targets[4];
+ u32 target_count;
}
+ * logic_relays;
+ u32 relay_count;
/*
- * Load water mesh (1 per world)
+ * Box trigger entities
*/
- for( int i=0; i<mworld->layer_count; i++ )
+ struct trigger_zone
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "water" ) )
- {
- glmesh surf;
- model_unpack_submodel( mworld, &surf, sm );
-
- water_init();
- water_set_surface( &surf, sm->pivot[1] );
+ m4x3f transform, inv_transform;
- vg_info( "%.3f\n", sm->pivot[1] );
+ struct relay_target target;
+ }
+ * triggers;
+ u32 trigger_count;
- break;
- }
+ /*
+ * Achievements
+ */
+ struct logic_achievement
+ {
+ v3f pos;
+ const char *achievement_id;
+ u32 achieved;
}
-
- scene_bh_create( &world.geo );
- scene_upload( &world.geo );
+ * logic_achievements;
+ u32 achievement_count;
- scene_init( &world.foliage );
- model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
/*
- * TODO: Load any other meshes into the foliage scene, and create rbs for
- * them.
- *
- * then compute bvh
+ * Routes (world_routes.h)
+ * --------------------------------------------------------------------------
*/
-
- for( int i=0; i<mworld->layer_count; i++ )
+ struct route_node
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "surf" ) ||
- !strcmp( sm->material, "terrain" ) ||
- !strcmp( sm->material, "water" ) ||
- !strcmp( sm->material, "vertex_blend") )
- continue;
-
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.foliage, mworld, sm, transform );
-
- rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
-
- 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 );
+ 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;
- 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;
+ u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
+
+ double best_lap, latest_pass; /* Session */
- submodel *sm_blob = submodel_get( mfoliage, "blob" ),
- *sm_tree = submodel_get( mfoliage, "tree" );
+ m4x3f scoreboard_transform;
+ }
+ *routes;
+ u32 route_count;
- for( int i=0;i<100000;i++ )
+ struct route_gate
{
- 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;
+ struct teleport_gate
+ {
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
- 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 )
- {
- v4f qsurface, qrandom;
- v3f axis;
-
- v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis );
-
- 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 );
-
- v3_copy( hit.pos, transform[3] );
-
- if( vg_randf() < 0.0006f )
- {
- m3x3_identity( transform );
- scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
- }
- else
- scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
- }
+ m4x3f to_world, recv_to_world, transport;
}
+ gate;
+
+ u32 node_id;
+
+ struct route_timing
+ {
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
}
+ *gates;
+ u32 gate_count;
- free( mfoliage );
- scene_upload( &world.foliage );
-
-
- /* Prop layer */
- scene_init( &world.props );
- for( int i=0; i<mworld->layer_count; i++ )
+ struct route_collector
{
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "vertex_blend" ) )
- {
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.props, mworld, sm, transform );
- }
+ struct route_timing timing;
}
+ *collectors;
+ u32 collector_count;
- scene_upload( &world.props );
- free( mworld );
- bh_create( &world.bhcubes,
- &bh_system_rigidbodies, world.temp_rbs, world.rb_count );
-
- /*
- * Rendering the depth map
+
+ /* logic
+ * ----------------------------------------------------
*/
- 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);
+ u32 active_gate,
+ current_run_version;
+ double time, rewind_from, rewind_to, last_use;
+
+ /* world geometry */
+ scene *scene_geo,
+ *scene_no_collide,
+ *scene_lines;
+
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *trigger_bh,
+ *geo_bh;
+
+ /* graphics */
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_route_lines,
+ mesh_water;
+
+ 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;
+
+
+/*
+ * API
+ */
+
+VG_STATIC int ray_hit_is_ramp( ray_hit *hit );
+VG_STATIC int ray_hit_is_terrain( 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 );
+
+/*
+ * 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[] )
+{
/*
- * TODO: World settings entity
+ * 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
*/
- 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();
+ 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;
+}
+
+VG_STATIC int world_change_world( int argc, const char *argv[] )
+{
+ 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 );
+ }
+
+ return 0;
}
-static void world_init(void)
+VG_STATIC void world_init(void)
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
- &tex_terrain_noise }, 2 );
+ vg_convar_push( (struct vg_convar){
+ .name = "water_enable",
+ .data = &world.water.enabled,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 0
+ });
+
+ vg_function_push( (struct vg_cmd)
+ {
+ .name = "world_stop_sound",
+ .function = world_stop_sound
+ });
+ vg_function_push( (struct vg_cmd)
+ {
+ .name = "world",
+ .function = world_change_world
+ });
- model *msky = vg_asset_read("models/rs_skydome.mdl");
- model_unpack( msky, &world.skydome );
+ 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" );
- world.dome_lower = *submodel_get( msky, "dome_lower" );
- world.dome_upper = *submodel_get( msky, "dome_upper" );
+ vg_linear_clear( vg_mem.scratch );
+ mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" );
- free(msky);
-}
+ 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 );
-/*
- * Rendering
- */
+ vg_acquire_thread_sync();
+ {
+ mdl_unpack_glmesh( msky, &world.skydome );
+ }
+ vg_release_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 );
+
+ /* Allocate dynamic world memory arena */
+ u32 max_size = 72*1024*1024;
+ world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
+ VG_MEMORY_SYSTEM );
+}
-static void bind_terrain_textures(void)
+VG_STATIC void world_audio_init(void)
{
- vg_tex2d_bind( &tex_terrain_noise, 0 );
- vg_tex2d_bind( &tex_terrain_colours, 1 );
+ u32 size = vg_linear_remaining( vg_audio.audio_pool )
+ - sizeof(vg_linear_allocator);
+
+ world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool,
+ size, VG_MEMORY_SYSTEM );
}
-static void render_props( m4x4f projection, v3f camera )
+VG_STATIC void world_trigger_achievement( u32 uid )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ struct logic_achievement *ach = &world.logic_achievements[ uid ];
- shader_vblend_use();
- shader_vblend_uTexGarbage(0);
- shader_vblend_uTexGradients(1);
- shader_link_standard_ub( _shader_vblend.id, 2 );
- bind_terrain_textures();
+ if( ach->achieved )
+ return;
- shader_vblend_uPv( projection );
- shader_vblend_uMdl( identity_matrix );
- shader_vblend_uCamera( camera );
+ steam_set_achievement( ach->achievement_id );
+ steam_store_achievements();
- scene_bind( &world.props );
- scene_draw( &world.props );
+ ach->achieved = 1;
}
-static void render_terrain( m4x4f projection, v3f camera )
+VG_STATIC void world_run_relay( struct relay_target *rt );
+VG_STATIC void world_trigger_relay( u32 uid )
{
- 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);
+ struct logic_relay *relay = &world.logic_relays[ uid ];
+
+ for( int i=0; i<relay->target_count; i++ )
+ {
+ world_run_relay( &relay->targets[i] );
+ }
}
-static void render_lowerdome( m4x3f camera )
+VG_STATIC void world_trigger_audio( u32 uid )
{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
+ struct world_audio_thing *wat = &world.audio_things[ uid ];
- 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 );
+ audio_lock();
+ audio_player_playclip( &wat->player,
+ &wat->temp_embedded_clip );
+ audio_unlock();
+}
- 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()} );
+VG_STATIC void world_run_relay( struct relay_target *rt )
+{
+ struct entity_instruction
+ {
+ enum classtype classtype;
+ void (*p_trigger)( 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<vg_list_size(entity_instructions); i++ )
+ {
+ struct entity_instruction *instr = &entity_instructions[i];
+
+ if( instr->classtype == rt->classtype )
+ {
+ instr->p_trigger( rt->sub_id );
+ return;
+ }
+ }
- submodel_draw( &world.dome_lower );
+ vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
}
-static void render_sky(m4x3f camera)
+VG_STATIC void world_update( v3f pos )
{
- m4x4f projection, full;
- pipeline_projection( projection, 0.4f, 1000.0f );
+ if( world.switching_to_new_world )
+ {
+ int all_stopped = 1;
- 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 );
+ audio_lock();
+ for( int i=0; i<world.audio_things_count; i++ )
+ {
+ struct world_audio_thing *at = &world.audio_things[i];
- 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 );
+ if( audio_player_is_playing( &at->player ) )
+ {
+ all_stopped = 0;
+ break;
+ }
+ }
+ audio_unlock();
+
+ if( all_stopped )
+ {
+ world.switching_to_new_world = 0;
+ world_unload();
+ world_load();
+ }
+ }
- vg_tex2d_bind( &tex_terrain_noise, 0 );
- glDepthMask( GL_FALSE );
- glDisable( GL_DEPTH_TEST );
+ 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.skydome );
- submodel_draw( &world.dome_upper );
+ world_routes_update();
+#if 0
+ world_routes_debug();
+#endif
- glEnable( GL_DEPTH_TEST );
- glDepthMask( GL_TRUE );
+ 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.active_route_board != closest) || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world.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++ )
+ {
+ struct trigger_zone *zone = &world.triggers[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_trigger = 1;
+
+ if( !world.in_trigger )
+ {
+ world_run_relay( &zone->target );
+ }
+ }
+
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00ff00 );
+ }
+
+ world.in_trigger = in_trigger;
+ sfd_update();
}
-static void render_world( m4x4f projection, m4x3f camera )
+/*
+ * -----------------------------------------------------------------------------
+ * API implementation
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
{
- render_sky( camera );
- render_props( projection, camera[3] );
- render_terrain( projection, camera[3] );
+ for( int i=0; i<3; i++ )
+ v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
}
-static void render_world_depth( m4x4f projection, m4x3f camera )
+VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit )
{
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
+}
- 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 );
+VG_STATIC int ray_hit_is_terrain( ray_hit *hit )
+{
+ u32 valid_start = 0,
+ valid_end = world.sm_terrain.vertex_count;
-#if 0
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-#endif
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
+}
+
+VG_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 */