+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#include "common.h"
+
#ifndef WORLD_H
#define WORLD_H
-#define VG_3D
-#include "vg/vg.h"
+typedef struct world_instance world_instance;
+#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 "model.h"
+#include "entity.h"
+#include "font.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/model_sky.h"
+
+enum { k_max_ui_segments = 8 };
+
+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 };
-#include "shaders/standard.h"
+enum logic_type
+{
+ k_logic_type_relay = 1,
+ k_logic_type_chance = 2,
+ k_logic_type_achievement = 3
+};
-static struct gworld
+enum geo_type
{
- scene geo, foliage;
- submodel sm_road, sm_terrain;
- glmesh skybox;
+ k_geo_type_solid = 0,
+ k_geo_type_nonsolid = 1,
+ k_geo_type_water = 2
+};
- v3f tutorial;
+static const float k_light_cube_size = 8.0f;
-#if 0
- rigidbody box;
-#endif
+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
+ }
+ status;
+
+ 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;
- teleport_gate gates[16];
- u32 gate_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;
- rigidbody temp_rbs[32];
- u32 rb_count;
+ /* water rendering */
+ struct{
+ struct framebuffer fbreflect, fbdepth;
+ }
+ water;
+
+ /* split flap display */
+ struct{
+ glmesh mesh_base, mesh_display;
+ mdl_submesh sm_base;
+ u32 active_route_board;
+ scene_context scene;
+
+ u32 w, h;
+ float *buffer;
+ }
+ sfd;
+
+ v3f render_gate_pos;
+ int in_volume;
+
+ int switching_to_new_world;
+
+ world_instance worlds[4];
+ u32 world_count;
+ u32 active_world;
+
+ /* text particles */
+ font3d font;
+
+ struct timer_text{
+ char text[8];
+ m4x3f transform;
+ ent_gate *gate;
+ ent_route *route;
+ }
+ timer_texts[4];
+ u32 timer_text_count;
+
+ struct text_particle{
+ rb_object obj;
+ m4x3f mlocal;
+ ent_glyph *glyph;
+ v4f colour;
+
+ m4x3f mdl;
+ }
+ text_particles[6*4];
+ u32 text_particle_count;
}
-world;
+static world_global;
-static void render_world( m4x4f projection, m4x3f camera )
+VG_STATIC world_instance *get_active_world( void )
{
- render_sky( camera );
+ return &world_global.worlds[ world_global.active_world ];
+}
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+/*
+ * API
+ */
- render_terrain( projection, camera[3] );
- scene_bind( &world.geo );
- scene_draw( &world.geo );
+VG_STATIC
+int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
- glDisable(GL_CULL_FACE);
- scene_bind( &world.foliage );
- scene_draw( &world.foliage );
- glEnable(GL_CULL_FACE);
-}
+VG_STATIC
+struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit );
-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] );
+
+VG_STATIC
+int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
+
+VG_STATIC
+ent_spawn *world_find_closest_spawn( world_instance *world, v3f position )
{
- for( int i=0; i<3; i++ )
- v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
+ ent_spawn *rp = NULL, *r;
+ float min_dist = INFINITY;
+
+ 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;
+ }
+ }
+
+ 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" );
+ }
+ }
+
+ return rp;
}
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC
+ent_spawn *world_find_spawn_by_name( world_instance *world, const char *name )
{
- return bvh_raycast( &world.geo, pos, dir, hit );
+ 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;
+ }
+ }
+
+ if( !rp )
+ vg_warn( "No spawn named '%s'\n", name );
+
+ return rp;
}
-static int ray_hit_is_ramp( ray_hit *hit )
+/*
+ * Submodules
+ */
+
+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;
+
+#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"
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
{
- return hit->tri[0] < world.sm_road.vertex_count;
+ world_instance *world = get_active_world();
+ return 0;
}
-static void world_load(void)
+VG_STATIC void world_init(void)
{
- /* Setup scene */
- scene_init( &world.geo );
- model *mworld = vg_asset_read( "models/mp_dev.mdl" );
+ 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 );
- for( int i=0; i<mworld->layer_count; i++ )
- {
- 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 );
+ world_global.sky_rate = 1.0;
+ world_global.sky_target_rate = 1.0;
+ 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();
+
+ shader_model_sky_register();
+
+ vg_info( "Loading world resources\n" );
+
+ vg_linear_clear( vg_mem.scratch );
+
+ 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_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 );
+}
+
+VG_STATIC void ent_volume_call( world_instance *world, ent_call *call )
+{
+ 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 );
+ }
}
- scene_copy_slice( &world.geo, &world.sm_road );
+}
- for( int i=0; i<mworld->layer_count; i++ )
- {
- 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 );
+VG_STATIC void ent_audio_call( world_instance *world, ent_call *call )
+{
+ 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)" );
- scene_copy_slice( &world.geo, &world.sm_terrain );
+ float chance = vg_randf()*100.0f,
+ bar = 0.0f;
- /*
- * TODO: Parametric marker import
- */
- v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial );
-
- /*
- * Initialize gates
- */
+ 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 );
- world.gate_count = 0;
- for( int i=0; i<mworld->marker_count; i++ )
- {
- model_marker *ga = model_get_marker( mworld, i );
+ /* ---- traffic -------- */
+
+ for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
+ ent_traffic *traffic = mdl_arritm( &world->ent_traffic, i );
- if( ga->classtype == k_classtype_gate )
+ u32 i1 = traffic->index,
+ i0,
+ i2 = i1+1;
+
+ 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 );
+ }
+
+ /* ---- SFD ------------ */
+
+ if( mdl_arrcount( &world->ent_route ) ){
+ u32 closest = 0;
+ float min_dist = INFINITY;
+
+ 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 );
+
+ if( dist < min_dist ){
+ min_dist = dist;
+ closest = i;
+ }
+ }
+
+ if( (world_global.sfd.active_route_board != closest)
+ || network_scores_updated )
{
- struct classtype_gate *data = get_entdata_raw( mworld, ga );
-
- if( data->target )
+ network_scores_updated = 0;
+ world_global.sfd.active_route_board = closest;
+
+ 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();
+
+ 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;
+
+ while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ){
+ ent_volume *volume = mdl_arritm( &world->ent_volume, idx );
+
+ boxf cube = {{-1.0f,-1.0f,-1.0f},{1.0f,1.0f,1.0f}};
+
+ 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) )
{
- 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 );
+ 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;
+
+ entity_call( world, &basecall );
}
}
}
+ world_global.in_volume = in_volume;
- /*
- * Load water mesh (1 per world)
- */
- for( int i=0; i<mworld->layer_count; i++ )
+#if 0
+ if( k_debug_light_indices )
{
- 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] );
+ for( int i=0; i<world->light_count; i++ ){
+ struct world_light *light = &world->lights[i];
+ struct classtype_world_light *inf = light->inf;
- break;
+ 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 );
}
}
- scene_upload( &world.geo );
- bvh_create( &world.geo );
-
- water_compute_depth( world.geo.bbx );
+#endif
+}
- scene_init( &world.foliage );
- model *mfoliage = vg_asset_read("models/rs_foliage.mdl");
+/*
+ * -----------------------------------------------------------------------------
+ * API implementation
+ * -----------------------------------------------------------------------------
+ */
- /*
- * TODO: Load any other meshes into the foliage scene, and create rbs for
- * them.
- *
- * then compute bvh
- */
-#if 0
- scene_add_foliage( &world.foliage, mworld, boxtest, world.box.to_world );
-#endif
-
+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->scene_geo.arrvertices[ hit->tri[i] ].co, tri[i] );
+}
-#if 0
- submodel *boxtest = submodel_get( mworld, "cubey" );
+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 );
+}
-#endif
+/*
+ * 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 );
- for( int i=0; i<mworld->layer_count; i++ )
- {
- submodel *sm = model_get_submodel( mworld, i );
- if( !strcmp( sm->material, "surf" ) ||
- !strcmp( sm->material, "terrain" ) ||
- !strcmp( sm->material, "water" ) )
+ 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 );
+ }
+ }
+ }
- m4x3f transform;
- q_m3x3( sm->q, transform );
- v3_copy( sm->pivot, transform[3] );
- scene_add_foliage( &world.foliage, mworld, sm, transform );
+ *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;
+ }
+ }
- rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ];
+ return &world->surfaces[0];
+}
+
+VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
+ rb_ct *ct )
+{
+ return world_tri_index_surface( world, ct->element_id );
+}
+
+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)
+{
+ 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 );
- 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 );
+ 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];
- free( mworld );
+ 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;
+}
- v3f volume;
- v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume );
- volume[1] = 1.0f;
+VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
+{
+ 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 );
+ }
+ }
- m4x3f transform;
+ distances[si] = dist;
- submodel *sm_blob = submodel_get( mfoliage, "blob" ),
- *sm_tree = submodel_get( mfoliage, "tree" );
+ 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 };
- for( int i=0;i<100000;i++ )
- {
- v3f pos;
- v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos );
- v3_add( pos, world.geo.bbx[0], pos );
-
- ray_hit hit;
- hit.dist = INFINITY;
+ u32 colour = colours[i%7];
- 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] > wrender.height )
- {
- 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() < 0.00000006f )
- {
- m3x3_identity( transform );
- scene_add_foliage( &world.foliage, mfoliage, sm_tree, transform);
- }
- else
- scene_add_foliage( &world.foliage, mfoliage, sm_blob, transform);
+ v3f p1;
+ v3_muladds( ro, sample_directions[i], distances[i], p1 );
+ vg_line( ro, p1, colour );
+ vg_line_pt3( p1, 0.1f, colour );
}
}
}
- free( mfoliage );
- scene_upload( &world.foliage );
+ *index = si;
+ *value = dist;
+
+ si ++;
+ if( si >= 14 )
+ si = 0;
}
#endif /* WORLD_H */