X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=1b540d0d9d17176197003f04729b4f5ed4595803;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=7272b802c78201b30cfdff58bb460f654046ab3c;hpb=1656d58a7bd17df4a1edcc9677ade4dbafc82229;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 7272b80..1b540d0 100644 --- a/world.h +++ b/world.h @@ -1,245 +1,860 @@ +/* + * 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 "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" -#include "shaders/standard.h" +typedef struct teleport_gate teleport_gate; + +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 }; + +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; +struct world_instance +{ + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing + */ + + /* Fixed items + * ------------------------------------------------------- + */ + + char world_name[ 64 ]; + + struct + { + boxf depthbounds; + int depth_computed; + + float height; + int enabled; + v4f plane; + } + water; + + /* STD140 */ + struct ub_world_lighting + { + /* v3f (padded) */ + v4f g_light_colours[3], + g_light_directions[3], + g_ambient_colour; + + v4f g_water_plane, + g_depth_bounds; + + float g_water_fog; + int g_light_count; + int g_light_preview; + int g_shadow_samples; #if 0 - rigidbody box; + v4f g_point_light_positions[32]; + v4f g_point_light_colours[32]; #endif + } + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; + + GLuint tbo_light_entities, + tex_light_entities; + + 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; + + /* + * Materials / textures + */ + + GLuint *textures; + u32 texture_count; + + struct world_material + { + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; + } + * materials; + u32 material_count; + + /* + * Named safe places to respawn + */ + struct respawn_point + { + v3f co; + v4f q; + const char *name; + } + * spawns; + u32 spawn_count; + + /* + * Audio player entities + */ + struct world_audio_thing + { + v3f pos; + float volume; + u32 flags; + + audio_player player; + audio_clip temp_embedded_clip; + } + * audio_things; + u32 audio_things_count; + + /* + * Relays + */ + struct logic_relay + { + v3f pos; + + struct relay_target + { + u32 sub_id; + enum classtype classtype; + } + targets[4]; + u32 target_count; + } + * logic_relays; + u32 relay_count; + + /* + * Box trigger entities + */ + struct trigger_zone + { + m4x3f transform, inv_transform; + + struct relay_target target; + } + * triggers; + u32 trigger_count; + + /* + * Achievements + */ + struct logic_achievement + { + v3f pos; + const char *achievement_id; + u32 achieved; + } + * logic_achievements; + u32 achievement_count; - teleport_gate gates[16]; + /* + * Lights + */ + struct world_light + { + v3f co; + v4f colour; + } + * lights; + u32 light_count; + + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ + struct route_node + { + v3f co, right, up, h; + u32 next[2]; + + u32 special_type, special_id, current_refs, ref_count; + u32 route_ids[4]; /* Gates can be linked into up to four routes */ + } + *nodes; + u32 node_count; + + struct route + { + u32 track_id; + v4f colour; + + u32 start; + mdl_submesh sm; + + int active; + float factive; + + double best_lap, latest_pass; /* Session */ + + m4x3f scoreboard_transform; + } + *routes; + u32 route_count; + + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; + + m4x3f to_world, transport; + } + gate; + + u32 node_id; + + struct route_timing + { + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; u32 gate_count; - - rigidbody temp_rbs[32]; - u32 rb_count; - bh_tree bhcubes; + 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; + } + *collectors; + u32 collector_count; + + + /* logic + * ---------------------------------------------------- + */ + + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; + + /* spacial mappings */ + bh_tree *audio_bh, + *trigger_bh, + *geo_bh; + + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; + + rigidbody rb_geo; /* todo.. ... */ +}; + +VG_STATIC struct world_global +{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap, + *audio_heap; /* sub buffer of the audio buffer */ + + /* 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_trigger; + + int switching_to_new_world; + + world_instance worlds[4]; + u32 world_count; + u32 active_world; +} +world_global; + +VG_STATIC world_instance *get_active_world( void ) +{ + return &world_global.worlds[ world_global.active_world ]; } -world; +/* + * API + */ + +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 + */ -static void render_world( m4x4f projection, m4x3f camera ) +#include "world_routes.h" +#include "world_sfd.h" +#include "world_render.h" +#include "world_water.h" +#include "world_gen.h" +#include "world_gate.h" + +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ + +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - render_sky( camera ); + world_instance *world = get_active_world(); - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + /* + * 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; iaudio_things_count; i++ ) + { + struct world_audio_thing *at = &world->audio_things[i]; - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); + 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(); - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); + return 0; } -static void ray_world_get_tri( ray_hit *hit, v3f tri[3] ) +VG_STATIC int world_change_world( int argc, const char *argv[] ) { - for( int i=0; i<3; i++ ) - v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] ); +#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; + + 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_load_full( vg_mem.scratch, "models/rs_skydome.mdl" ); + + 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_global.skydome ); + } + vg_release_thread_sync(); + + /* 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.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, + max_size, + VG_MEMORY_SYSTEM ); } -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) +VG_STATIC void world_audio_init(void) { - return bvh_raycast( &world.geo, pos, dir, hit ); + 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 ); } -static int ray_hit_is_ramp( ray_hit *hit ) +VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid ) { - return hit->tri[0] < world.sm_road.vertex_count; + struct logic_achievement *ach = &world->logic_achievements[ uid ]; + + if( ach->achieved ) + return; + + steam_set_achievement( ach->achievement_id ); + steam_store_achievements(); + + ach->achieved = 1; } -static bh_system bh_system_rigidbodies; -static void world_load(void) +VG_STATIC void world_run_relay( world_instance *world, + struct relay_target *rt ); + +VG_STATIC void world_trigger_relay( world_instance *world, u32 uid ) { - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + struct logic_relay *relay = &world->logic_relays[ uid ]; - for( int i=0; ilayer_count; i++ ) + for( int i=0; itarget_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_run_relay( world, &relay->targets[i] ); + } +} + +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 ); } - scene_copy_slice( &world.geo, &world.sm_road ); + 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; ilayer_count; i++ ) + for( int i=0; imaterial, "terrain" ) ) - scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); + struct entity_instruction *instr = &entity_instructions[i]; + + if( instr->classtype == rt->classtype ) + { + instr->p_trigger( world, rt->sub_id ); + return; + } } - scene_copy_slice( &world.geo, &world.sm_terrain ); + vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); +} - /* - * TODO: Parametric marker import - */ - v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial ); - - /* - * Initialize gates - */ - - world.gate_count = 0; - for( int i=0; imarker_count; i++ ) +VG_STATIC void world_update( world_instance *world, v3f pos ) +{ +#if 0 + if( world.switching_to_new_world ) { - model_marker *ga = model_get_marker( mworld, i ); - - if( ga->classtype == k_classtype_gate ) + int all_stopped = 1; + + audio_lock(); + for( int i=0; itarget ) + struct world_audio_thing *at = &world.audio_things[i]; + + if( audio_player_is_playing( &at->player ) ) { - 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 ); + all_stopped = 0; + break; } } + audio_unlock(); + + if( all_stopped ) + { + world.switching_to_new_world = 0; + world_unload(); + vg_loader_start( world_load ); + return; + } } - /* - * Load water mesh (1 per world) - */ - for( int i=0; ilayer_count; i++ ) +#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, + vg.time_delta * 5.0 ); + + world_routes_update( world ); +#if 0 + world_routes_debug(); +#endif + + if( world->route_count > 0 ) { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "water" ) ) + int closest = 0; + float min_dist = INFINITY; + + for( int i=0; iroute_count; i++ ) + { + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); + + if( d < min_dist ) + { + min_dist = d; + closest = i; + } + } + + if( (world_global.active_route_board != closest) + || network_scores_updated ) { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); + network_scores_updated = 0; + world_global.active_route_board = closest; - break; + struct route *route = &world->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( i, &local_board->data[27*i] ); + } + } } } - scene_upload( &world.geo ); - bvh_create( &world.geo ); - - water_compute_depth( world.geo.bbx ); + int in_trigger = 0; + for( int i=0; itrigger_count; i++ ) + { + struct trigger_zone *zone = &world->triggers[i]; - scene_init( &world.foliage ); - model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); + v3f local; + m4x3_mulv( zone->inv_transform, pos, local ); + + if( (fabsf(local[0]) <= 1.0f) && + (fabsf(local[1]) <= 1.0f) && + (fabsf(local[2]) <= 1.0f) ) + { + in_trigger = 1; - /* - * TODO: Load any other meshes into the foliage scene, and create rbs for - * them. - * - * then compute bvh - */ - - for( int i=0; ilayer_count; i++ ) + if( !world_global.in_trigger ) + { + world_run_relay( world, &zone->target ); + } + } + + vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, + { 1.0f, 1.0f, 1.0f}}, + 0xff00ff00 ); + } + + if( 0 ) { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "surf" ) || - !strcmp( sm->material, "terrain" ) || - !strcmp( sm->material, "water" ) ) - continue; + for( int i=0; ilight_count; i++ ) + { + struct world_light *light = &world->lights[i]; - m4x3f transform; - q_m3x3( sm->q, transform ); - v3_copy( sm->pivot, transform[3] ); - scene_add_foliage( &world.foliage, mworld, sm, transform ); + u32 colour = 0xff000000; + u8 r = light->colour[0] * 255.0f, + g = light->colour[1] * 255.0f, + b = light->colour[2] * 255.0f; - rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ]; + colour |= r; + colour |= g << 8; + colour |= b << 16; - 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 ); + vg_line_pt3( light->co, 0.25f, colour ); + } } - free( mworld ); + world_global.in_trigger = in_trigger; + sfd_update(); +} + +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ + +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] ); +} + +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 volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + v3f dir; + v3_sub( pb, pa, dir ); - m4x3f transform; + v3f dir_inv; + dir_inv[0] = 1.0f/dir[0]; + dir_inv[1] = 1.0f/dir[1]; + dir_inv[2] = 1.0f/dir[2]; - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); + int hit = -1; + float min_t = 1.0f; - for( int i=0;i<100000;i++ ) + int idx; + while( bh_next( world->geo_bh, &it, region, &idx ) ) { - 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 *ptri = &world->scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; - if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) + 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( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) && - hit.pos[1] > wrender.height ) + if( t < min_t ) { - v4f qsurface, qrandom; - v3f axis; + min_t = t; + hit = idx; + v3_copy( n1, n ); + } + } + } - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); + *t = min_t; + return hit; +} - 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 ); +VG_STATIC +struct world_material *world_tri_index_material( world_instance *world, + u32 index ) +{ + for( int i=1; imaterial_count; i++ ) + { + struct world_material *mat = &world->materials[i]; - 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); - } + if( (index >= mat->sm_geo.vertex_start) && + (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) + { + return mat; } } - free( mfoliage ); - scene_upload( &world.foliage ); - - world.bhcubes.user = world.temp_rbs; - bh_create( &world.bhcubes, &bh_system_rigidbodies, world.rb_count ); + /* 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 */