X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=world.h;h=acfd462d4d2cb1e8746ee081d8ae1bec64fedf81;hb=2e4531dfd7bd0d9a0776fda1a62653806d85eb3b;hp=e5c039a495113f8ae528ed8b7e4890d1e3ad7064;hpb=1f0e3292c021e8263716e5f4544a1efcedf3f03d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index e5c039a..acfd462 100644 --- a/world.h +++ b/world.h @@ -4,11 +4,11 @@ #include "common.h" -VG_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" @@ -19,14 +19,14 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); #include "bvh.h" #include "model.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/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" typedef struct teleport_gate teleport_gate; @@ -53,32 +53,22 @@ enum geo_type k_geo_type_water = 2 }; -enum material_flag -{ - k_material_flag_skate_surface = 0x1, - k_material_flag_collision = 0x2 -}; +static const float k_light_cube_size = 8.0f; -VG_STATIC struct gworld +struct world_instance { - /* - * Allocated as system memory - * -------------------------------------------------------------------------- + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing */ - /* rendering */ - glmesh skydome; - mdl_submesh dome_upper, dome_lower; - - glmesh mesh_gate_surface; + /* Fixed items + * ------------------------------------------------------- + */ - double sky_time, sky_rate, sky_target_rate; + char world_name[ 64 ]; - /* water rendering */ struct { - struct framebuffer fbreflect, fbdepth; - boxf depthbounds; int depth_computed; @@ -88,48 +78,49 @@ VG_STATIC struct gworld } water; - /* split flap display */ - struct + /* STD140 */ + struct ub_world_lighting { - mdl_submesh *sm_module, *sm_card; - glmesh mesh_base, mesh_display; - - u32 w, h; - float *buffer; + 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; + + float g_water_fog; + float g_time; + 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; } - sfd; + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; - /* timing bars, fixed maximum amount */ - struct route_ui_bar - { - GLuint vao, vbo, ebo; + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; - u32 indices_head; - u32 vertex_head; + v3i light_cubes; - struct route_ui_segment - { - 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; - } - 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 ]; + struct framebuffer heightmap; /* * Dynamically allocated when world_load is called. @@ -140,9 +131,6 @@ VG_STATIC struct gworld * (world_gen.h) * -------------------------------------------------------------------------- */ - void *dynamic_vgl, - *audio_vgl; /* sub buffer of the audio buffer */ - /* * Main world .mdl */ @@ -182,57 +170,56 @@ VG_STATIC struct gworld 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; + mdl_node *node; } - * triggers; - u32 trigger_count; + * volumes; + u32 volume_count; - /* - * Achievements + /* + * Lights */ - struct logic_achievement + struct world_light { - v3f pos; - const char *achievement_id; - u32 achieved; - } - * logic_achievements; - u32 achievement_count; + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; + /* enabled.. etc? + * TODO: we should order entities in the binary by their type */ + } + * lights; + u32 light_count; /* * Routes (world_routes.h) @@ -275,7 +262,7 @@ VG_STATIC struct gworld v4f q[2]; v2f dims; - m4x3f to_world, recv_to_world, transport; + m4x3f to_world, transport; } gate; @@ -291,6 +278,16 @@ VG_STATIC struct gworld *gates; u32 gate_count; + struct nonlocal_gate + { + struct teleport_gate gate; + mdl_node *node; + + u32 target_map_index, working; + } + *nonlocal_gates; + u32 nonlocalgate_count; + struct route_collector { struct route_timing timing; @@ -303,10 +300,6 @@ VG_STATIC struct gworld * ---------------------------------------------------- */ - u32 active_gate, - current_run_version; - double time, rewind_from, rewind_to, last_use; - /* world geometry */ scene *scene_geo, *scene_no_collide, @@ -314,30 +307,111 @@ VG_STATIC struct gworld /* spacial mappings */ bh_tree *audio_bh, - *trigger_bh, + *volume_bh, *geo_bh; /* graphics */ glmesh mesh_route_lines; - glmesh mesh_geo, mesh_no_collide, mesh_water; - mdl_submesh sm_foliage_main; - rigidbody rb_geo; + rigidbody rb_geo; /* todo.. ... */ +}; + +VG_STATIC struct world_global +{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap; + + /* rendering */ + glmesh skydome; + mdl_submesh dome_upper, dome_lower; + + glmesh mesh_gate_surface; + + double sky_time, sky_rate, sky_target_rate; + + /* gates, TODO: active_gate should also know which instance */ + u32 active_gate, + current_run_version; + double time, rewind_from, rewind_to, last_use; + + /* water rendering */ + struct + { + struct framebuffer fbreflect, fbdepth; + } + water; + + /* split flap display */ + struct + { + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; + + u32 w, h; + float *buffer; + } + sfd; + + /* timing bars, fixed maximum amount */ + struct route_ui_bar + { + GLuint vao, vbo, ebo; + + u32 indices_head; + u32 vertex_head; + + struct route_ui_segment + { + 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; + } + ui_bars[16]; + + v3f render_gate_pos; + int active_route_board; + int in_volume; + + int switching_to_new_world; + + world_instance worlds[4]; + u32 world_count; + u32 active_world; } -world; +world_global; +VG_STATIC world_instance *get_active_world( void ) +{ + return &world_global.worlds[ world_global.active_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 ); +VG_STATIC +int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); + +VG_STATIC +struct world_material *ray_hit_material( world_instance *world, ray_hit *hit ); + +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 ); /* * Submodules @@ -347,6 +421,7 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); #include "world_sfd.h" #include "world_render.h" #include "world_water.h" +#include "world_volumes.h" #include "world_gen.h" #include "world_gate.h" @@ -358,255 +433,188 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - /* - * 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; iplayer ) ) - { - 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 ); - } - + world_instance *world = get_active_world(); return 0; } VG_STATIC void world_init(void) { - 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 - }); + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; - vg_function_push( (struct vg_cmd) - { - .name = "world", - .function = world_change_world - }); - - world.sky_rate = 1.0; - world.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_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); - shader_alphatest_register(); + shader_model_sky_register(); vg_info( "Loading world resources\n" ); vg_linear_clear( vg_mem.scratch ); mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" ); - 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 ); + mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" ); + world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); vg_acquire_thread_sync(); { - mdl_unpack_glmesh( msky, &world.skydome ); + mdl_unpack_glmesh( msky, &world_global.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 ); + 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 = 72*1024*1024; - world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size, - VG_MEMORY_SYSTEM ); + u32 max_size = 76*1024*1024; + world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, + max_size, + VG_MEMORY_SYSTEM ); } -VG_STATIC void world_audio_init(void) +VG_STATIC void world_update( world_instance *world, v3f pos ) { - u32 size = vg_linear_remaining( vg_audio.audio_pool ) - - sizeof(vg_linear_allocator); + /* TEMP!!!!!! */ + static double g_time = 0.0; + g_time += vg.time_delta * (1.0/(k_day_length*60.0)); - world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool, - size, VG_MEMORY_SYSTEM ); -} -VG_STATIC void world_trigger_achievement( u32 uid ) -{ - struct logic_achievement *ach = &world.logic_achievements[ uid ]; + struct ub_world_lighting *state = &world->ub_lighting; - if( ach->achieved ) - return; + 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; - steam_set_achievement( ach->achievement_id ); - steam_store_achievements(); + 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 ); - ach->achieved = 1; -} + 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 ); -VG_STATIC void world_run_relay( struct relay_target *rt ); -VG_STATIC void world_trigger_relay( u32 uid ) -{ - struct logic_relay *relay = &world.logic_relays[ uid ]; + 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 ); - for( int i=0; itarget_count; i++ ) - { - world_run_relay( &relay->targets[i] ); - } -} -VG_STATIC void world_trigger_audio( u32 uid ) -{ - struct world_audio_thing *wat = &world.audio_things[ uid ]; - audio_lock(); - audio_player_playclip( &wat->player, - &wat->temp_embedded_clip ); - audio_unlock(); -} + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ -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 } - }; + 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 ); - for( int i=0; iroute_count > 0 ) { - struct entity_instruction *instr = &entity_instructions[i]; + int closest = 0; + float min_dist = INFINITY; - if( instr->classtype == rt->classtype ) + for( int i=0; iroute_count; i++ ) { - instr->p_trigger( rt->sub_id ); - return; + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); + + if( d < min_dist ) + { + min_dist = d; + closest = i; + } } - } - vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); -} + if( (world_global.active_route_board != closest) + || network_scores_updated ) + { + network_scores_updated = 0; + world_global.active_route_board = closest; -VG_STATIC void world_update( v3f pos ) -{ - if( world.switching_to_new_world ) - { - int all_stopped = 1; + struct route *route = &world->routes[closest]; - audio_lock(); - for( int i=0; itrack_id; - if( audio_player_is_playing( &at->player ) ) + if( id != 0xffffffff ) { - all_stopped = 0; - break; - } - } - audio_unlock(); + struct netmsg_board *local_board = + &scoreboard_client_data.boards[id]; - if( all_stopped ) - { - world.switching_to_new_world = 0; - world_unload(); - world_load(); + for( int i=0; i<13; i++ ) + { + sfd_encode( i, &local_board->data[27*i] ); + } + } } } + + /* TODO: Bvh */ + static float random_accum = 0.0f; + random_accum += vg.time_delta; - 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 ); - - world_routes_update(); -#if 0 - world_routes_debug(); -#endif - - int closest = 0; - float min_dist = INFINITY; + u32 random_ticks = 0; - for( int i=0; i 0.1f ) { - float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos ); - - if( d < min_dist ) - { - min_dist = d; - closest = i; - } + random_accum -= 0.1f; + random_ticks ++; } - if( (world.active_route_board != closest) || network_scores_updated ) - { - network_scores_updated = 0; - world.active_route_board = closest; + 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] ); - struct route *route = &world.routes[closest]; + bh_iter it; + bh_iter_init( 0, &it ); + int idx; - u32 id = route->track_id; + int in_volume = 0; - if( id != 0xffffffff ) - { - struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; + while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ) + { + struct world_volume *zone = &world->volumes[idx]; - for( int i=0; i<13; i++ ) + 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; jdata[27*i] ); + 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; } - } - - int in_trigger = 0; - for( int i=0; iinv_transform, pos, local ); @@ -615,21 +623,76 @@ VG_STATIC void world_update( v3f pos ) (fabsf(local[1]) <= 1.0f) && (fabsf(local[2]) <= 1.0f) ) { - in_trigger = 1; + in_volume = 1; - if( !world.in_trigger ) + if( !world_global.in_volume ) { - world_run_relay( &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 ) + { + for( int i=0; ilight_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 ); + } } - world.in_trigger = in_trigger; + world_global.in_volume = in_volume; sfd_update(); + + /* process soundscape transactions */ + audio_lock(); + for( int i=0; isoundscape_count; i++ ) + { + struct soundscape *s = &world->soundscapes[i]; + s->usage_count = 0; + + for( int j=0; jmax_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(); } /* @@ -638,39 +701,114 @@ VG_STATIC void world_update( v3f pos ) * ----------------------------------------------------------------------------- */ -VG_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.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); + v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] ); } -VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ) +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 ); + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); } -VG_STATIC int ray_hit_is_terrain( ray_hit *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 ) { - return 0; -#if 0 - u32 valid_start = 0, - valid_end = world.sm_terrain.vertex_count; + bh_iter it; + bh_iter_init( 0, &it ); - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); -#endif + 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 int ray_hit_is_ramp( ray_hit *hit ) +VG_STATIC +struct world_material *world_tri_index_material( world_instance *world, + u32 index ) { - return 1; -#if 0 - u32 valid_start = world.sm_geo_std.vertex_start, - valid_end = world.sm_geo_vb.vertex_start; + for( int i=1; imaterial_count; i++ ) + { + struct world_material *mat = &world->materials[i]; - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); -#endif + if( (index >= mat->sm_geo.vertex_start) && + (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) + { + return mat; + } + } + + /* error material */ + return &world->materials[0]; +} + +VG_STATIC struct world_material *world_contact_material( world_instance *world, + rb_ct *ct ) +{ + return world_tri_index_material( world, ct->element_id ); +} + +VG_STATIC struct world_material *ray_hit_material( world_instance *world, + ray_hit *hit ) +{ + return world_tri_index_material( world, hit->tri[0] ); } #endif /* WORLD_H */