v4f g_cube_min,
g_cube_inv_range;
- /* v3f (padded) */
- v4f g_light_colours[3],
- g_light_directions[3],
- g_ambient_colour;
-
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;
- int g_light_count;
+ 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;
-
-#if 0
- v4f g_point_light_positions[32];
- v4f g_point_light_colours[32];
-#endif
}
ub_lighting;
GLuint ubo_lighting;
struct world_audio_thing
{
v3f pos;
- float volume;
+ float volume, range;
u32 flags;
-
- audio_player player;
audio_clip temp_embedded_clip;
}
* audio_things;
u32 audio_things_count;
- /*
- * Relays
- */
- struct logic_relay
+ struct soundscape
{
- v3f pos;
-
- struct relay_target
- {
- u32 sub_id;
- enum classtype classtype;
- }
- targets[4];
- u32 target_count;
+ /* locking */
+ audio_channel *channels[4];
+
+ /* accessable without locking */
+ v3f spawn_position;
+
+ u32 usage_count;
+ u32 max_instances;
+ u32 allow_transitions;
+ float transition_duration;
+ const char *label;
}
- * logic_relays;
- u32 relay_count;
+ * soundscapes;
+ u32 soundscape_count;
/*
- * Box trigger entities
+ * Box volume entities
*/
- struct trigger_zone
+ struct world_volume
{
m4x3f transform, inv_transform;
-
- struct relay_target target;
- }
- * triggers;
- u32 trigger_count;
-
- /*
- * Achievements
- */
- struct logic_achievement
- {
- v3f pos;
- const char *achievement_id;
- u32 achieved;
+ mdl_node *node;
}
- * logic_achievements;
- u32 achievement_count;
+ * volumes;
+ u32 volume_count;
/*
* Lights
/* spacial mappings */
bh_tree *audio_bh,
- *trigger_bh,
+ *volume_bh,
*geo_bh;
/* graphics */
* Allocated as system memory
* --------------------------------------------------------------------------
*/
- void *generic_heap,
- *audio_heap; /* sub buffer of the audio buffer */
+ void *generic_heap;
/* rendering */
glmesh skydome;
v3f render_gate_pos;
int active_route_board;
- int in_trigger;
+ int in_volume;
int switching_to_new_world;
#include "world_sfd.h"
#include "world_render.h"
#include "world_water.h"
+#include "world_volumes.h"
#include "world_gen.h"
#include "world_gate.h"
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;
-}
-
-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;
}
VG_STATIC void world_init(void)
{
-#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
- });
-
- 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;
VG_MEMORY_SYSTEM );
}
-VG_STATIC void world_audio_init(void)
-{
- 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 );
-}
-
-VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
+VG_STATIC void world_update( world_instance *world, v3f pos )
{
- struct logic_achievement *ach = &world->logic_achievements[ uid ];
+ /* TEMP!!!!!! */
+ static double g_time = 0.0;
+ g_time += vg.time_delta * (1.0/(k_day_length*60.0));
- if( ach->achieved )
- return;
- steam_set_achievement( ach->achievement_id );
- steam_store_achievements();
+ struct ub_world_lighting *state = &world->ub_lighting;
- ach->achieved = 1;
-}
+ 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;
-VG_STATIC void world_run_relay( world_instance *world,
- struct relay_target *rt );
+ 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 );
-VG_STATIC void world_trigger_relay( world_instance *world, u32 uid )
-{
- struct logic_relay *relay = &world->logic_relays[ uid ];
+ 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 );
- for( int i=0; i<relay->target_count; i++ )
- {
- world_run_relay( world, &relay->targets[i] );
- }
-}
+ 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 );
-VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
-{
- struct world_audio_thing *wat = &world->audio_things[ uid ];
- audio_lock();
- audio_player_playclip( &wat->player,
- &wat->temp_embedded_clip );
- audio_unlock();
-}
-
-VG_STATIC void world_run_relay( world_instance *world,
- struct relay_target *rt )
-{
- 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<vg_list_size(entity_instructions); i++ )
- {
- struct entity_instruction *instr = &entity_instructions[i];
-
- if( instr->classtype == rt->classtype )
- {
- instr->p_trigger( world, rt->sub_id );
- return;
- }
- }
-
- 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));
-
- world->ub_lighting.g_time = g_time;
- world->ub_lighting.g_debug_indices = k_debug_light_indices;
- world->ub_lighting.g_debug_complexity = k_debug_light_complexity;
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 )
- {
- 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;
- }
- }
-
-#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,
}
}
}
+
+ /* TODO: Bvh */
+
+ static float random_accum = 0.0f;
+ random_accum += vg.time_delta;
+
+ u32 random_ticks = 0;
+
+ while( random_accum > 0.1f )
+ {
+ random_accum -= 0.1f;
+ random_ticks ++;
+ }
+
+ float radius = 25.0f;
+ boxf volume_proximity;
+ v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] );
+ v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] );
+
+ bh_iter it;
+ bh_iter_init( 0, &it );
+ int idx;
+
+ int in_volume = 0;
- int in_trigger = 0;
- for( int i=0; i<world->trigger_count; i++ )
+ while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) )
{
- struct trigger_zone *zone = &world->triggers[i];
+ struct world_volume *zone = &world->volumes[idx];
+
+ if( zone->node->classtype == k_classtype_volume_audio )
+ {
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00c0ff );
+#if 0
+ for( int j=0; j<random_ticks; j++ )
+ {
+ logic_packet packet;
+ packet.location = zone->target_logic_brick;
+ packet.function = 0;
+
+ packet.type = k_mdl_128bit_datatype_vec3;
+ packet.data._v4f[0] = vg_randf()*2.0f-1.0f;
+ packet.data._v4f[1] = vg_randf()*2.0f-1.0f;
+ packet.data._v4f[2] = vg_randf()*2.0f-1.0f;
+ m4x3_mulv( zone->transform, packet.data._v4f, packet.data._v4f );
+
+ logic_bricks_send_packet( world, &packet );
+ }
+#endif
+ continue;
+ }
v3f local;
m4x3_mulv( zone->inv_transform, pos, local );
(fabsf(local[1]) <= 1.0f) &&
(fabsf(local[2]) <= 1.0f) )
{
- in_trigger = 1;
+ in_volume = 1;
- if( !world_global.in_trigger )
+ if( !world_global.in_volume )
{
- world_run_relay( world, &zone->target );
+#if 0
+ logic_packet packet;
+ packet.location = zone->target_logic_brick;
+ packet.function = 0;
+
+ packet.type = k_mdl_128bit_datatype_vec3;
+ v3_copy( pos, packet.data._v4f );
+
+ logic_bricks_send_packet( world, &packet );
+#endif
}
+
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00ff00 );
+ }
+ else
+ {
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff0000ff );
}
-
- vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
- { 1.0f, 1.0f, 1.0f}},
- 0xff00ff00 );
}
if( k_debug_light_indices )
}
}
- world_global.in_trigger = in_trigger;
+ world_global.in_volume = in_volume;
sfd_update();
+
+ /* process soundscape transactions */
+ audio_lock();
+ for( int i=0; i<world->soundscape_count; i++ )
+ {
+ struct soundscape *s = &world->soundscapes[i];
+ s->usage_count = 0;
+
+ for( int j=0; j<s->max_instances; j++ )
+ {
+ if( s->channels[j] )
+ {
+ if( audio_channel_finished(s->channels[j]) )
+ s->channels[j] = audio_relinquish_channel( s->channels[j] );
+ else
+ s->usage_count ++;
+ }
+ }
+ }
+ audio_unlock();
}
/*