#include "traffic.h" /*TODO: -> world_traffic.h */
#include "world_routes.h"
#include "world_sfd.h"
+#include "world_audio.h"
+#include "network.h"
+#include "network_msg.h"
#include "shaders/terrain.h"
#include "shaders/sky.h"
struct subworld_routes routes;
struct subworld_sfd sfd;
- /* ...
- struct subworld_spawns system_spawns;
- struct subworld_physics system_physics;
- */
-
/* Paths */
traffic_node traffic[128];
u32 traffic_count;
scene geo, foliage;
rigidbody rb_geo;
+ /* TODO Maybe make this less hardcoded */
mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
- sm_foliage_main, sm_foliage_alphatest;
+ sm_foliage_main, sm_foliage_alphatest,
+ sm_graffiti, sm_subworld, sm_terrain;
glmesh skybox, skydome;
mdl_submesh dome_upper, dome_lower;
* instance_cache;
u32 instance_cache_count,
instance_cache_cap;
+
+ v3f render_gate_pos;
+ int active_route_board;
}
world;
vg_tex2d tex_alphatest = { .path = "textures/alphatest.qoi",
.flags = VG_TEXTURE_NEAREST };
+vg_tex2d tex_graffiti = { .path = "textures/graffitibox.qoi",
+ .flags = VG_TEXTURE_NEAREST };
+
static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
{
for( int i=0; i<3; i++ )
return scene_raycast( &world.geo, pos, dir, hit );
}
+static int ray_hit_is_terrain( ray_hit *hit )
+{
+ u32 valid_start = 0,
+ valid_end = world.sm_terrain.vertex_count;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
+}
+
static int ray_hit_is_ramp( ray_hit *hit )
{
- return hit->tri[0] > world.sm_geo_std_oob.vertex_count;
+ u32 valid_start = world.sm_geo_std.vertex_start,
+ valid_end = world.sm_geo_vb.vertex_start;
+
+ return (hit->tri[0] >= valid_start) &&
+ (hit->tri[0] < valid_end);
}
static void world_register(void)
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 )
+ if( (hit.normal[1] > 0.8f) && ray_hit_is_terrain(&hit) &&
+ (hit.pos[1] > water_height()+10.0f) )
{
v4f qsurface, qrandom;
v3f axis;
u32 mat_surf = 0,
mat_surf_oob = 0,
mat_vertex_blend = 0,
- mat_alphatest = 0;
+ mat_alphatest = 0,
+ mat_graffiti = 0,
+ mat_subworld = 0,
+ mat_terrain = 0;
for( int i=1; i<mworld->material_count; i++ )
{
mat_vertex_blend = i;
else if( !strcmp( "alphatest", mat_name ))
mat_alphatest = i;
+ else if( !strcmp( "graffitibox", mat_name ))
+ mat_graffiti = i;
+ else if( !strcmp( "terrain", mat_name ) )
+ mat_terrain = i;
}
m4x3f midentity;
m4x3_identity( midentity );
+ if( mat_terrain )
+ add_all_if_material( midentity, &world.geo, mworld, mat_terrain );
+ scene_copy_slice( &world.geo, &world.sm_terrain );
+
if( mat_surf_oob )
add_all_if_material( midentity, &world.geo, mworld, mat_surf_oob );
else
add_all_if_material( midentity, &world.foliage, mworld, mat_alphatest );
scene_copy_slice( &world.foliage, &world.sm_foliage_alphatest );
+ add_all_if_material( midentity, &world.foliage, mworld, mat_graffiti );
+ scene_copy_slice( &world.foliage, &world.sm_graffiti );
+
scene_upload( &world.foliage );
world_routes_loadfrom( mworld );
{
vg_tex2d_init( (vg_tex2d *[]){ &tex_terrain_colours,
&tex_terrain_noise,
- &tex_alphatest }, 3 );
+ &tex_alphatest,
+ &tex_graffiti }, 4 );
mdl_header *mcars = mdl_load( "models/rs_cars.mdl" );
mdl_unpack_glmesh( mcars, &world.cars );
/* Other systems */
world_sfd_init();
+ world_audio_init();
}
static void world_update(void)
{
world_routes_update();
world_routes_debug();
+
+ int closest = 0;
+ float min_dist = INFINITY;
+
+ for( int i=0; i<world.routes.route_count; i++ )
+ {
+ float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
+ player_get_pos() );
+
+ if( dist < min_dist )
+ {
+ min_dist = dist;
+ closest = i;
+ }
+ }
+
+ if( (world.active_route_board != closest) || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world.active_route_board = closest;
+ struct subworld_sfd *sfd = subworld_sfd();
+
+ struct route *route = &world.routes.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( &sfd->tester, i, &local_board->data[27*i] );
+ }
+ }
+ }
+
sfd_update( &world.sfd.tester );
#if 0
glDisable(GL_CULL_FACE);
scene_bind( &world.foliage );
mdl_draw_submesh( &world.sm_foliage_alphatest );
+
+ vg_tex2d_bind( &tex_graffiti, 1 );
+ mdl_draw_submesh( &world.sm_graffiti );
+
glEnable(GL_CULL_FACE);
}
shader_terrain_uCamera( camera );
scene_bind( &world.geo );
+ mdl_draw_submesh( &world.sm_terrain );
mdl_draw_submesh( &world.sm_geo_std_oob );
mdl_draw_submesh( &world.sm_geo_std );
+ mdl_draw_submesh( &world.sm_subworld );
/* TODO: Dont draw in reflection */
glDisable(GL_CULL_FACE);
glDepthMask( GL_TRUE );
}
-static void render_world_gates( m4x4f projection, m4x3f camera )
+static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
{
- int count = 0;
+ float closest = INFINITY;
+ int id = 0;
+
for( int i=0; i<world.routes.gate_count; i++ )
{
struct route_gate *rg = &world.routes.gates[i];
- count += render_gate( &rg->gate, camera );
+ float dist = v3_dist2( rg->gate.co[0], camera[3] );
- if( count == 2 )
- return;
+ if( dist < closest )
+ {
+ closest = dist;
+ id = i;
+ }
}
+
+ render_gate( &world.routes.gates[id].gate, playerco, camera );
+ v3_lerp( world.render_gate_pos,
+ world.routes.gates[id].gate.co[0],
+ 1.0f,
+ world.render_gate_pos );
}
static void render_world( m4x4f projection, m4x3f camera )
render_world_alphatest( projection, camera[3] );
render_terrain( projection, camera[3] );
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
- identity_matrix[3][1] = 125.0f;
+ int closest = 0;
+ float min_dist = INFINITY;
- v4f t;
- q_axis_angle( t, (v3f){0.0f,1.0f,0.0f}, 2.3f );
- q_m3x3( t, identity_matrix );
+ for( int i=0; i<world.routes.route_count; i++ )
+ {
+ float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
+ camera[3] );
+
+ if( dist < min_dist )
+ {
+ min_dist = dist;
+ closest = i;
+ }
+ }
- sfd_render( &world.sfd.tester, projection, camera[3], identity_matrix );
+ sfd_render( &world.sfd.tester, projection, camera[3],
+ world.routes.routes[closest].scoreboard_transform );
}
static void render_world_depth( m4x4f projection, m4x3f camera )