#include "common.h"
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
-
#ifndef WORLD_H
#define WORLD_H
+typedef struct world_instance world_instance;
+
#include "vg/vg_loader.h"
#include "network.h"
#include "rigidbody.h"
#include "bvh.h"
#include "model.h"
+#include "entity.h"
+#include "font.h"
-#include "traffic.h" /*TODO: -> world_traffic.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/terrain.h"
-#include "shaders/sky.h"
-#include "shaders/planeinf.h"
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
-#include "shaders/gpos.h"
-#include "shaders/fscolour.h"
-#include "shaders/alphatest.h"
+#include "shaders/model_sky.h"
enum { k_max_ui_segments = 8 };
-enum { k_max_ui_splits_per_segment = 16 };
-enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment };
+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 };
-static struct gworld
+enum logic_type
{
- struct subworld_gen
- {
-
- }
- subworld_gen;
+ k_logic_type_relay = 1,
+ k_logic_type_chance = 2,
+ k_logic_type_achievement = 3
+};
- /* gameplay */
- struct respawn_point
- {
- v3f co;
- v4f q;
- char name[32];
+enum geo_type
+{
+ k_geo_type_solid = 0,
+ k_geo_type_nonsolid = 1,
+ k_geo_type_water = 2
+};
+
+static const float k_light_cube_size = 8.0f;
+
+struct world_instance {
+ /* Fixed items
+ * -------------------------------------------------------
+ */
+
+ void *heap;
+ char world_name[ 64 ];
+ enum world_status{
+ k_world_status_unloaded = 0,
+ k_world_status_loading = 1,
+ k_world_status_loaded = 2
}
- spawns[32];
- u32 spawn_count;
+ status;
- struct achievement_zone
- {
- m4x3f transform, inv_transform;
- char name[32];
- int triggered;
+ 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;
+ v4f g_board_0;
+ v4f g_board_1;
+
+ float g_water_fog;
+ float g_time;
+ float g_realtime;
+ 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;
+
+ float probabilities[3];
+
+ 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;
+
+ GLuint *textures;
+ u32 texture_count;
+
+ struct world_surface{
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
+ }
+ * surfaces;
+ u32 surface_count;
+
+ mdl_array_ptr ent_spawn,
+ ent_gate,
+ ent_light,
+ ent_route_node,
+ ent_path_index,
+ ent_checkpoint,
+ ent_route,
+ ent_water,
+
+ ent_audio_clip,
+ ent_audio,
+ ent_volume,
+ ent_traffic,
+ ent_skateshop,
+ ent_marker,
+ ent_camera;
+
+ ent_gate *rendering_gate;
+
+ /* logic
+ * ----------------------------------------------------
+ */
+
+ /* world geometry */
+ scene_context scene_geo,
+ scene_no_collide,
+ scene_lines;
+
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *volume_bh,
+ *geo_bh;
+
+ /* graphics */
+ glmesh mesh_route_lines;
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_water;
+
+ rb_object rb_geo;
+};
+
+struct world_global{
+ /*
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
+ */
+ void *heap;
+
+ /* rendering */
+ glmesh skydome;
+ glmesh mesh_gate;
+ mdl_submesh sm_gate_surface,
+ sm_gate_marker[4];
+
+ double sky_time, sky_rate, sky_target_rate;
+
+ u32 current_run_version;
+ double time, rewind_from, rewind_to, last_use;
+
+ /* water rendering */
+ struct{
+ struct framebuffer fbreflect, fbdepth;
}
- * achievement_zones;
+ water;
- u32 achievement_zones_count,
- achievement_zones_cap;
+ /* split flap display */
+ struct{
+ glmesh mesh_base, mesh_display;
+ mdl_submesh sm_base;
+ u32 active_route_board;
+ scene_context scene;
- struct subworld_routes
- {
- struct route_node
- {
- v3f co, right, up, h;
- u32 next[2];
+ u32 w, h;
+ float *buffer;
+ }
+ sfd;
- u32 special_type, special_id, current_refs, ref_count;
- u32 route_ids[4]; /* Gates can be linked into up to four routes */
- }
- *nodes;
+ v3f render_gate_pos;
+ int in_volume;
- u32 node_count,
- node_cap;
+ int switching_to_new_world;
- struct route
- {
- u32 track_id;
- v4f colour;
+ world_instance worlds[4];
+ u32 world_count;
+ u32 active_world;
- u32 start;
- mdl_submesh sm;
-
- int active;
- float factive;
+ /* text particles */
+ font3d font;
- double best_lap, latest_pass; /* Session */
+ struct timer_text{
+ char text[8];
+ m4x3f transform;
+ ent_gate *gate;
+ ent_route *route;
+ }
+ timer_texts[4];
+ u32 timer_text_count;
- struct
- {
- GLuint vao, vbo, ebo;
+ struct text_particle{
+ rb_object obj;
+ m4x3f mlocal;
+ ent_glyph *glyph;
+ v4f colour;
- u32 indices_head;
- u32 vertex_head;
+ m4x3f mdl;
+ }
+ text_particles[6*4];
+ u32 text_particle_count;
+}
+static world_global;
- float last_notch;
+VG_STATIC world_instance *get_active_world( void )
+{
+ return &world_global.worlds[ world_global.active_world ];
+}
- struct route_ui_segment
- {
- float length;
- u32 vertex_start, vertex_count,
- index_start, index_count, notches;
- }
- segments[k_max_ui_segments];
+/*
+ * API
+ */
- u32 segment_start, segment_count, fade_start, fade_count;
- double fade_timer_start;
- float xpos;
- }
- ui;
+VG_STATIC
+int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
- m4x3f scoreboard_transform;
- }
- *routes;
+VG_STATIC
+struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit );
- double last_interaction;
+VG_STATIC
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
- u32 route_count,
- route_cap;
+VG_STATIC
+int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
- struct route_gate
- {
- struct teleport_gate
- {
- v3f co[2];
- v4f q[2];
- v2f dims;
-
- m4x3f to_world, recv_to_world, transport;
- }
- gate;
-
- u32 node_id;
-
- struct route_timing
- {
- u32 version; /* Incremented on every teleport */
- double time;
- }
- timing;
- }
- *gates;
+VG_STATIC
+ent_spawn *world_find_closest_spawn( world_instance *world, v3f position )
+{
+ ent_spawn *rp = NULL, *r;
+ float min_dist = INFINITY;
- struct route_collector
- {
- struct route_timing timing;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ r = mdl_arritm( &world->ent_spawn, i );
+ float d = v3_dist2( r->transform.co, position );
+
+ if( d < min_dist ){
+ min_dist = d;
+ rp = r;
}
- *collectors;
-
- u32 gate_count,
- gate_cap,
- collector_count,
- collector_cap;
-
- u32 active_gate,
- current_run_version;
-
- scene scene_lines;
}
- routes;
-
- struct subworld_sfd
- {
- scene mesh;
- mdl_submesh *sm_module, *sm_card;
- glmesh temp;
- struct sfd_instance
- {
- float *buffer;
-
- u32 w,h;
- }
- tester;
+ if( !rp ){
+ if( mdl_arrcount(&world->ent_spawn) ){
+ vg_warn( "Invalid distances to spawns.. defaulting to first one.\n" );
+ return mdl_arritm( &world->ent_spawn, 0 );
+ }
+ else{
+ vg_error( "There are no spawns in the level!\n" );
+ }
}
- sfd;
-
- /* Paths */
- traffic_node traffic[128];
- u32 traffic_count;
-
-#if 0
- traffic_driver van_man[6];
-#endif
-
- /* Physics */
-
- /* Rendering & geometry */
- 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_graffiti, sm_subworld, sm_terrain;
-
- glmesh skybox, skydome;
- mdl_submesh dome_upper, dome_lower;
-
- glmesh cars;
- mdl_submesh car_holden;
- /* Load time */
+ return rp;
+}
- struct instance_cache
- {
- mdl_header *mdl;
- u32 pstr_file;
+VG_STATIC
+ent_spawn *world_find_spawn_by_name( world_instance *world, const char *name )
+{
+ ent_spawn *rp = NULL, *r;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ r = mdl_arritm( &world->ent_spawn, i );
+ if( !strcmp( mdl_pstr(&world->meta, r->pstr_name), name ) ){
+ rp = r;
+ break;
+ }
}
- * instance_cache;
- u32 instance_cache_count,
- instance_cache_cap;
- v3f render_gate_pos;
- int active_route_board;
+ if( !rp )
+ vg_warn( "No spawn named '%s'\n", name );
+
+ return rp;
}
-world;
/*
- * API
+ * Submodules
*/
-static int ray_hit_is_ramp( ray_hit *hit );
-static int ray_hit_is_terrain( ray_hit *hit );
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+VG_STATIC float
+ k_day_length = 30.0f; /* minutes */
+
+VG_STATIC int k_debug_light_indices = 0,
+ k_debug_light_complexity = 0,
+ k_light_preview = 0;
-/*
- * Submodules
- */
#include "world_routes.h"
#include "world_sfd.h"
#include "world_render.h"
#include "world_water.h"
+#include "world_volumes.h"
#include "world_gen.h"
#include "world_gate.h"
* -----------------------------------------------------------------------------
*/
-static void world_init(void)
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
{
- shader_terrain_register();
- shader_sky_register();
- shader_planeinf_register();
- shader_gpos_register();
- shader_fscolour_register();
- shader_alphatest_register();
+ world_instance *world = get_active_world();
+ return 0;
+}
- vg_info( "Loading world resources\n" );
+VG_STATIC void world_init(void)
+{
+ VG_VAR_F32( k_day_length );
+ VG_VAR_I32( k_debug_light_indices );
+ VG_VAR_I32( k_debug_light_complexity );
+ VG_VAR_I32( k_light_preview );
- VG_REQUIRED_ASSET( mdl_header*, mcars, mdl_load, "models/rs_cars.mdl" );
- VG_REQUIRED_ASSET( mdl_header*, msky, mdl_load, "models/rs_skydome.mdl" );
+ world_global.sky_rate = 1.0;
+ world_global.sky_target_rate = 1.0;
- mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
- world.car_holden = *mdl_node_submesh( mcars, nholden, 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();
- 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 );
+ shader_model_sky_register();
- vg_acquire_thread_sync();
- {
- mdl_unpack_glmesh( mcars, &world.cars );
- mdl_unpack_glmesh( msky, &world.skydome );
- }
- vg_release_thread_sync();
+ vg_info( "Loading world resources\n" );
+
+ vg_linear_clear( vg_mem.scratch );
- vg_free(mcars);
- vg_free(msky);
+ mdl_context msky;
+ mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &msky, vg_mem.scratch );
+ mdl_async_load_glmesh( &msky, &world_global.skydome );
+ mdl_close( &msky );
/* Other systems */
vg_info( "Loading other world systems\n" );
- vg_loader_highwater( world_render_init, world_render_free, NULL );
- vg_loader_highwater( world_sfd_init, world_sfd_free, NULL );
- vg_loader_highwater( world_water_init, world_water_free, NULL );
- vg_loader_highwater( world_gates_init, world_gates_free, NULL );
- vg_loader_highwater( world_routes_init, world_routes_free, 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 = 76*1024*1024;
+ world_global.heap = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
+ VG_MEMORY_SYSTEM );
}
-static void world_free( void *_ )
+VG_STATIC void ent_volume_call( world_instance *world, ent_call *call )
{
- mesh_free( &world.cars );
- mesh_free( &world.skydome );
- vg_free( world.achievement_zones );
+ u32 index = mdl_entity_id_id( call->id );
+ ent_volume *volume = mdl_arritm( &world->ent_volume, index );
+ if( !volume->target ) return;
+
+ if( call->function == k_ent_function_trigger ){
+ call->id = volume->target;
+
+ if( volume->type == k_volume_subtype_particle ){
+ float *co = alloca( sizeof(float)*3 );
+ co[0] = vg_randf()*2.0f-1.0f;
+ co[1] = vg_randf()*2.0f-1.0f;
+ co[2] = vg_randf()*2.0f-1.0f;
+ m4x3_mulv( volume->to_world, co, co );
+
+ call->function = k_ent_function_particle_spawn;
+ call->data = co;
+ entity_call( world, call );
+ }
+ else{
+ entity_call( world, call );
+ }
+ }
}
-static void world_update( v3f pos )
+VG_STATIC void ent_audio_call( world_instance *world, ent_call *call )
{
- world_routes_update();
-#if 0
- world_routes_debug();
-#endif
+ u32 index = mdl_entity_id_id( call->id );
+ ent_audio *audio = mdl_arritm( &world->ent_audio, index );
+
+ v3f sound_co;
+
+ if( call->function == k_ent_function_particle_spawn ){
+ v3_copy( call->data, sound_co );
+ }
+ else if( call->function == k_ent_function_trigger ){
+ v3_copy( audio->transform.co, sound_co );
+ }
+ else
+ vg_fatal_error( "ent_audio_call (invalid function id)" );
+
+ float chance = vg_randf()*100.0f,
+ bar = 0.0f;
+
+ for( u32 i=0; i<audio->clip_count; i++ ){
+ ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
+ audio->clip_start+i );
+
+ float mod = world->probabilities[ audio->probability_curve ],
+ p = clip->probability * mod;
+
+ bar += p;
+
+ if( chance < bar ){
+
+ audio_lock();
+
+ if( audio->behaviour == k_channel_behaviour_unlimited ){
+ audio_oneshot_3d( &clip->clip, sound_co,
+ audio->transform.s[0],
+ audio->volume );
+ }
+ else if( audio->behaviour == k_channel_behaviour_discard_if_full ){
+ audio_channel *ch =
+ audio_get_group_idle_channel( audio->group,
+ audio->max_channels );
+
+ if( ch ){
+ audio_channel_init( ch, &clip->clip, audio->flags );
+ audio_channel_group( ch, audio->group );
+ audio_channel_set_spacial( ch, sound_co, audio->transform.s[0] );
+ audio_channel_edit_volume( ch, audio->volume, 1 );
+ ch = audio_relinquish_channel( ch );
+ }
+ }
+ else if( audio->behaviour == k_channel_behaviour_crossfade_if_full){
+ audio_channel *ch =
+ audio_get_group_idle_channel( audio->group,
+ audio->max_channels );
+
+ /* group is full */
+ if( !ch ){
+ audio_channel *existing =
+ audio_get_group_first_active_channel( audio->group );
+
+ if( existing ){
+ if( existing->source == &clip->clip ){
+ audio_unlock();
+ return;
+ }
+
+ existing->group = 0;
+ existing = audio_channel_fadeout(existing, audio->crossfade);
+ }
+
+ ch = audio_get_first_idle_channel();
+ }
+
+ if( ch ){
+ audio_channel_init( ch, &clip->clip, audio->flags );
+ audio_channel_group( ch, audio->group );
+ audio_channel_fadein( ch, audio->crossfade );
+ ch = audio_relinquish_channel( ch );
+ }
+ }
+
+ audio_unlock();
+ return;
+ }
+ }
+}
+
+VG_STATIC void world_update( world_instance *world, v3f pos )
+{
+ 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 );
+
+ world_routes_update_timer_texts( world );
+ world_routes_update( world );
+ //world_routes_debug( world );
- int closest = 0;
- float min_dist = INFINITY;
+ /* ---- traffic -------- */
- for( int i=0; i<world.routes.route_count; i++ )
- {
- float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos );
+ for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
+ ent_traffic *traffic = mdl_arritm( &world->ent_traffic, i );
+
+ u32 i1 = traffic->index,
+ i0,
+ i2 = i1+1;
- if( d < min_dist )
- {
- min_dist = d;
- closest = i;
+ if( i1 == 0 ) i0 = traffic->node_count-1;
+ else i0 = i1-1;
+
+ if( i2 >= traffic->node_count ) i2 = 0;
+
+ i0 += traffic->start_node;
+ i1 += traffic->start_node;
+ i2 += traffic->start_node;
+
+ v3f h[3];
+
+ ent_route_node *rn0 = mdl_arritm( &world->ent_route_node, i0 ),
+ *rn1 = mdl_arritm( &world->ent_route_node, i1 ),
+ *rn2 = mdl_arritm( &world->ent_route_node, i2 );
+
+ v3_copy( rn1->co, h[1] );
+ v3_lerp( rn0->co, rn1->co, 0.5f, h[0] );
+ v3_lerp( rn1->co, rn2->co, 0.5f, h[2] );
+
+ float const k_sample_dist = 0.0025f;
+ v3f pc, pd;
+ eval_bezier3( h[0], h[1], h[2], traffic->t, pc );
+ eval_bezier3( h[0], h[1], h[2], traffic->t+k_sample_dist, pd );
+
+ v3f v0;
+ v3_sub( pd, pc, v0 );
+ float length = vg_maxf( 0.0001f, v3_length( v0 ) );
+ v3_muls( v0, 1.0f/length, v0 );
+
+ float mod = k_sample_dist / length;
+
+ traffic->t += traffic->speed * vg.time_delta * mod;
+
+ if( traffic->t > 1.0f ){
+ traffic->t -= 1.0f;
+
+ if( traffic->t > 1.0f ) traffic->t = 0.0f;
+
+ traffic->index ++;
+
+ if( traffic->index >= traffic->node_count )
+ traffic->index = 0;
}
+
+ v3_copy( pc, traffic->transform.co );
+
+ float a = atan2f( -v0[0], v0[2] );
+ q_axis_angle( traffic->transform.q, (v3f){0.0f,1.0f,0.0f}, -a );
+
+ vg_line_pt3( traffic->transform.co, 0.3f, VG__BLUE );
}
- if( (world.active_route_board != closest) || network_scores_updated )
- {
- network_scores_updated = 0;
- world.active_route_board = closest;
- struct subworld_sfd *sfd = &world.sfd;
+ /* ---- SFD ------------ */
+
+ if( mdl_arrcount( &world->ent_route ) ){
+ u32 closest = 0;
+ float min_dist = INFINITY;
- struct route *route = &world.routes.routes[closest];
+ for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ float dist = v3_dist2( route->board_transform[3], pos );
- u32 id = route->track_id;
+ if( dist < min_dist ){
+ min_dist = dist;
+ closest = i;
+ }
+ }
- if( id != 0xffffffff )
+ if( (world_global.sfd.active_route_board != closest)
+ || network_scores_updated )
{
- struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+ network_scores_updated = 0;
+ world_global.sfd.active_route_board = closest;
- for( int i=0; i<13; i++ )
- {
- sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+ ent_route *route = mdl_arritm( &world->ent_route, closest );
+ u32 id = route->official_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] );
+ }
+ }else{
+ sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) );
+ sfd_encode( 1, "No data" );
}
}
}
+ sfd_update();
- for( int i=0; i<world.achievement_zones_count; i++ )
- {
- struct achievement_zone *zone = &world.achievement_zones[i];
+ static float random_accum = 0.0f;
+ random_accum += vg.time_delta;
- if( zone->triggered )
- continue;
+ 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;
+
+ while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ){
+ ent_volume *volume = mdl_arritm( &world->ent_volume, idx );
- v3f local;
- m4x3_mulv( zone->inv_transform, pos, local );
+ boxf cube = {{-1.0f,-1.0f,-1.0f},{1.0f,1.0f,1.0f}};
- if( (fabsf(local[0]) <= 1.0f) &&
- (fabsf(local[1]) <= 1.0f) &&
- (fabsf(local[2]) <= 1.0f) )
- {
- zone->triggered = 1;
- steam_set_achievement( zone->name );
- steam_store_achievements();
+ if( volume->type == k_volume_subtype_trigger ){
+ v3f local;
+ m4x3_mulv( volume->to_local, pos, local );
+
+ if( (fabsf(local[0]) <= 1.0f) &&
+ (fabsf(local[1]) <= 1.0f) &&
+ (fabsf(local[2]) <= 1.0f) )
+ {
+ in_volume = 1;
+ vg_line_boxf_transformed( volume->to_world, cube, 0xff00ff00 );
+
+ if( !world_global.in_volume ){
+ ent_call basecall;
+ basecall.function = k_ent_function_trigger;
+ basecall.id = mdl_entity_id( k_ent_volume, idx );
+ basecall.data = NULL;
+
+ entity_call( world, &basecall );
+ }
+ }
+ else
+ vg_line_boxf_transformed( volume->to_world, cube, 0xff0000ff );
}
+ else if( volume->type == k_volume_subtype_particle ){
+ vg_line_boxf_transformed( volume->to_world, cube, 0xff00c0ff );
+
+ for( int j=0; j<random_ticks; j++ ){
+ ent_call basecall;
+ basecall.id = mdl_entity_id( k_ent_volume, idx );
+ basecall.data = NULL;
- vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
- { 1.0f, 1.0f, 1.0f}},
- 0xff00ff00 );
+ entity_call( world, &basecall );
+ }
+ }
}
-
- sfd_update( &world.sfd.tester );
+ world_global.in_volume = in_volume;
+
+#if 0
+ if( k_debug_light_indices )
+ {
+ for( int i=0; i<world->light_count; i++ ){
+ 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;
+
+ colour |= r;
+ colour |= g << 8;
+ colour |= b << 16;
+
+ vg_line_pt3( light->node->co, 0.25f, colour );
+ }
+ }
+
+#endif
}
/*
* -----------------------------------------------------------------------------
*/
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+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.geo.verts[ hit->tri[i] ].co, tri[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 );
+
+ v3_add( (v3f){ r, r, r}, region[1], region[1] );
+ v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
+
+ v3f dir;
+ v3_sub( pb, pa, dir );
+
+ v3f dir_inv;
+ dir_inv[0] = 1.0f/dir[0];
+ dir_inv[1] = 1.0f/dir[1];
+ dir_inv[2] = 1.0f/dir[2];
+
+ int hit = -1;
+ float min_t = 1.0f;
+
+ int idx;
+ while( bh_next( world->geo_bh, &it, region, &idx ) ){
+ u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
+ v3f tri[3];
+
+ boxf box;
+ box_init_inf( box );
+
+ for( int j=0; j<3; j++ ){
+ v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
+ box_addpt( box, tri[j] );
+ }
+
+ v3_add( (v3f){ r, r, r}, box[1], box[1] );
+ v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
+
+ if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
+ continue;
+
+ float t;
+ v3f n1;
+ if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ){
+ if( t < min_t ){
+ min_t = t;
+ hit = idx;
+ v3_copy( n1, n );
+ }
+ }
+ }
+
+ *t = min_t;
+ return hit;
+}
+
+VG_STATIC
+struct world_surface *world_tri_index_surface( world_instance *world,
+ u32 index )
+{
+ for( int i=1; i<world->surface_count; i++ ){
+ struct world_surface *surf = &world->surfaces[i];
+
+ if( (index >= surf->sm_geo.vertex_start) &&
+ (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) )
+ {
+ return surf;
+ }
+ }
+
+ return &world->surfaces[0];
}
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
+ rb_ct *ct )
{
- return scene_raycast( &world.geo, pos, dir, hit );
+ return world_tri_index_surface( world, ct->element_id );
}
-static int ray_hit_is_terrain( ray_hit *hit )
+VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
+ ray_hit *hit )
+{
+ return world_tri_index_surface( world, hit->tri[0] );
+}
+
+/*
+ * -----------------------------------------------------------------------------
+ * Audio sampling
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC
+enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output);
+VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value );
+
+#include "audio.h"
+
+/*
+ * Trace out a random point, near the player to try and determine water areas
+ */
+VG_STATIC
+enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
{
- u32 valid_start = 0,
- valid_end = world.sm_terrain.vertex_count;
+ v3f chance = { (vg_randf()-0.5f) * 30.0f,
+ 8.0f,
+ (vg_randf()-0.5f) * 30.0f };
+
+ v3f pos;
+ v3_add( chance, origin, pos );
+
+ ray_hit contact;
+ contact.dist = vg_minf( 16.0f, pos[1] );
+
+ world_instance *world = get_active_world();
+
+ if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
+ struct world_surface *mat = ray_hit_surface( world, &contact );
- return (hit->tri[0] >= valid_start) &&
- (hit->tri[0] < valid_end);
+ if( mat->info.surface_prop == k_surface_prop_grass){
+ v3_copy( contact.pos, output );
+ return k_audio_sprite_type_grass;
+ }
+ else{
+ return k_audio_sprite_type_none;
+ }
+ }
+
+ output[0] = pos[0];
+ output[1] = 0.0f;
+ output[2] = pos[2];
+
+ float dist = fabsf(output[1] - origin[1]);
+
+ if( world->water.enabled && dist<=40.0f )
+ return k_audio_sprite_type_water;
+ else
+ return k_audio_sprite_type_none;
}
-static int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
{
- u32 valid_start = world.sm_geo_std.vertex_start,
- valid_end = world.sm_geo_vb.vertex_start;
+ float inr3 = 0.57735027,
+ inr2 = 0.70710678118;
+
+ v3f sample_directions[] = {
+ { -1.0f, 0.0f, 0.0f },
+ { 1.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 1.0f },
+ { 0.0f, 0.0f, -1.0f },
+ { 0.0f, 1.0f, 0.0f },
+ { 0.0f, -1.0f, 0.0f },
+ { -inr3, inr3, inr3 },
+ { inr3, inr3, inr3 },
+ { -inr3, inr3, -inr3 },
+ { inr3, inr3, -inr3 },
+ { -inr2, 0.0f, inr2 },
+ { inr2, 0.0f, inr2 },
+ { -inr2, 0.0f, -inr2 },
+ { inr2, 0.0f, -inr2 },
+ };
+
+ static int si = 0;
+ static float distances[16];
+
+ ray_hit ray;
+ ray.dist = 5.0f;
+
+ v3f rc, rd, ro;
+ v3_copy( sample_directions[ si ], rd );
+ v3_add( co, (v3f){0.0f,1.5f,0.0f}, ro );
+ v3_copy( ro, rc );
+
+ float dist = 200.0f;
+
+ for( int i=0; i<10; i++ ){
+ if( ray_world( get_active_world(), rc, rd, &ray ) ){
+ dist = (float)i*5.0f + ray.dist;
+ break;
+ }
+ else{
+ v3_muladds( rc, rd, ray.dist, rc );
+ }
+ }
+
+ distances[si] = dist;
+
+ if( vg_lines.draw ){
+ for( int i=0; i<14; i++ ){
+ if( distances[i] != 200.0f ){
+ u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
+ VG__CYAN, VG__YELOW, VG__PINK,
+ VG__WHITE };
+
+ u32 colour = colours[i%7];
+
+ v3f p1;
+ v3_muladds( ro, sample_directions[i], distances[i], p1 );
+ vg_line( ro, p1, colour );
+ vg_line_pt3( p1, 0.1f, colour );
+ }
+ }
+ }
+
+ *index = si;
+ *value = dist;
- return (hit->tri[0] >= valid_start) &&
- (hit->tri[0] < valid_end);
+ si ++;
+ if( si >= 14 )
+ si = 0;
}
#endif /* WORLD_H */