X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=4352b6e6031bd38f608b24061591e93e81ad72e1;hb=a9e3181f697ab37fc74f072cfcfdf44e2d659468;hp=3b30973099152990e276dbc780869f1f08dc623c;hpb=bceb3a28f8127fa27a17f480bd21fa20a340e848;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 3b30973..4352b6e 100644 --- a/world.h +++ b/world.h @@ -4,11 +4,11 @@ #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" @@ -19,252 +19,458 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ); #include "bvh.h" #include "model.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/model_sky.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" +typedef struct teleport_gate teleport_gate; 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 +{ + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; + +enum geo_type { - struct subworld_gen + 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 +{ + /* 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; } - subworld_gen; + water; - /* gameplay */ + /* 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; + + 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; + } + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; + + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; + + 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; + + /* + * 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; - char name[32]; + const char *name; } - spawns[32]; + * spawns; u32 spawn_count; + /* + * Audio player entities + */ struct world_audio_thing { v3f pos; - float volume; + float volume, range; u32 flags; +#if 0 audio_player player; +#endif + audio_clip temp_embedded_clip; } * audio_things; - - u32 audio_things_count, - audio_things_cap; + u32 audio_things_count; - struct achievement_zone +#if 0 + /* + * Relays [ DEPRECATED ] + */ + struct logic_relay { - m4x3f transform, inv_transform; - char name[32]; - int triggered; + v3f pos; - union + struct relay_target { - mdl_node *ptarget_delegated; - struct world_audio_thing *ptarget; - }; + u32 sub_id; + enum classtype classtype; + } + targets[4]; + u32 target_count; } - * achievement_zones; + * logic_relays; + u32 relay_count; +#endif - u32 achievement_zones_count, - achievement_zones_cap; + struct soundscape + { + /* 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; + } + * soundscapes; + u32 soundscape_count; - struct subworld_routes + struct logic_brick_ref { - struct route_node - { - v3f co, right, up, h; - u32 next[2]; + mdl_node *node; + float usage; + u32 internal_id; /* used for things like soundscapes where another + allocation is made on top */ + } + * logic_bricks; + u32 logic_brick_count; - u32 special_type, special_id, current_refs, ref_count; - u32 route_ids[4]; /* Gates can be linked into up to four routes */ - } - *nodes; + /* + * Box trigger entities + */ + struct trigger_zone + { + m4x3f transform, inv_transform; + + u32 target_logic_brick; + enum classtype classtype; + } + * triggers; + u32 trigger_count; - u32 node_count, - node_cap; + /* + * Achievements + */ + struct logic_achievement + { + v3f pos; + const char *achievement_id; + u32 achieved; + } + * logic_achievements; + u32 achievement_count; - struct route - { - u32 track_id; - v4f colour; + /* + * Lights + */ + struct world_light + { + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; - u32 start; - mdl_submesh sm; - - int active; - float factive; + /* enabled.. etc? + * TODO: we should order entities in the binary by their type */ + } + * lights; + u32 light_count; + + /* + * Routes (world_routes.h) + * -------------------------------------------------------------------------- + */ + struct route_node + { + v3f co, right, up, h; + u32 next[2]; - double best_lap, latest_pass; /* Session */ + 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 - { - GLuint vao, vbo, ebo; + struct route + { + u32 track_id; + v4f colour; - u32 indices_head; - u32 vertex_head; + u32 start; + mdl_submesh sm; + + int active; + float factive; - float last_notch; + double best_lap, latest_pass; /* Session */ - struct route_ui_segment - { - float length; - u32 vertex_start, vertex_count, - index_start, index_count, notches; - } - segments[k_max_ui_segments]; + m4x3f scoreboard_transform; + } + *routes; + u32 route_count; - u32 segment_start, segment_count, fade_start, fade_count; - double fade_timer_start; - float xpos; - } - ui; + struct route_gate + { + struct teleport_gate + { + v3f co[2]; + v4f q[2]; + v2f dims; - m4x3f scoreboard_transform; + m4x3f to_world, transport; } - *routes; - - double time, rewind_from, rewind_to, last_use; + gate; - u32 route_count, - route_cap; - - 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; + u32 node_id; - struct route_collector + struct route_timing { - struct route_timing timing; - } - *collectors; - - u32 gate_count, - gate_cap, - collector_count, - collector_cap; + u32 version; /* Incremented on every teleport */ + double time; + } + timing; + } + *gates; + u32 gate_count; - u32 active_gate, - current_run_version; + struct nonlocal_gate + { + struct teleport_gate gate; + mdl_node *node; - scene scene_lines; + u32 target_map_index, working; } - routes; + *nonlocal_gates; + u32 nonlocalgate_count; - struct subworld_sfd + struct route_collector { - scene mesh; - mdl_submesh *sm_module, *sm_card; - glmesh temp; + struct route_timing timing; + } + *collectors; + u32 collector_count; - struct sfd_instance - { - float *buffer; - u32 w,h; - } - tester; - } - sfd; + /* logic + * ---------------------------------------------------- + */ - /* Paths */ - traffic_node traffic[128]; - u32 traffic_count; + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; -#if 0 - traffic_driver van_man[6]; -#endif + /* spacial mappings */ + bh_tree *audio_bh, + *trigger_bh, + *geo_bh; - double sky_time, sky_rate, sky_target_rate; - - /* Physics */ - - /* Rendering & geometry */ - scene geo, foliage; - rigidbody rb_geo; + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; - /* 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; + rigidbody rb_geo; /* todo.. ... */ +}; - glmesh skybox, skydome; +VG_STATIC struct world_global +{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_heap; + + /* rendering */ + glmesh skydome; mdl_submesh dome_upper, dome_lower; - glmesh cars; - mdl_submesh car_holden; + glmesh mesh_gate_surface; - /* Load time */ + 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; - struct instance_cache + /* split flap display */ + struct { - mdl_header *mdl; - u32 pstr_file; + mdl_submesh *sm_module, *sm_card; + glmesh mesh_base, mesh_display; + + u32 w, h; + float *buffer; } - * instance_cache; - u32 instance_cache_count, - instance_cache_cap; + 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 */ -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 +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 */ + #include "world_routes.h" #include "world_sfd.h" #include "world_render.h" #include "world_water.h" +#include "world_logic_bricks.h" #include "world_gen.h" #include "world_gate.h" @@ -274,117 +480,352 @@ static int ray_world( v3f pos, v3f dir, ray_hit *hit ); * ----------------------------------------------------------------------------- */ -static void world_init(void) +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - world.sky_rate = 1.0; - world.sky_target_rate = 1.0; + world_instance *world = get_active_world(); - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); - shader_alphatest_register(); + /* + * 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 + */ +#if 0 + audio_lock(); + for( int i=0; iaudio_things_count; i++ ) + { + struct world_audio_thing *at = &world->audio_things[i]; - vg_info( "Loading world resources\n" ); + 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(); +#endif + + return 0; +} + +VG_STATIC int world_change_world( int argc, const char *argv[] ) +{ +#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; - VG_REQUIRED_ASSET( mdl_header*, mcars, mdl_load, "models/rs_cars.mdl" ); - VG_REQUIRED_ASSET( mdl_header*, msky, mdl_load, "models/rs_skydome.mdl" ); + 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 *nholden = mdl_node_from_name( mcars, "holden" ); - world.car_holden = *mdl_node_submesh( mcars, nholden, 0 ); + shader_model_sky_register(); - mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ), - *nupper = mdl_node_from_name( msky, "dome_upper" ); + vg_info( "Loading world resources\n" ); - world.dome_lower = *mdl_node_submesh( msky, nlower, 0 ); - world.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); + 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( mcars, &world.cars ); - mdl_unpack_glmesh( msky, &world.skydome ); + mdl_unpack_glmesh( msky, &world_global.skydome ); } vg_release_thread_sync(); - vg_free(mcars); - vg_free(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.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, + max_size, + VG_MEMORY_SYSTEM ); } -static void world_free( void *_ ) +VG_STATIC void world_audio_init(void) { - mesh_free( &world.cars ); - mesh_free( &world.skydome ); - vg_free( world.achievement_zones ); +#if 0 + 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 ); +#endif +} - /* FIXME: This fucks with the audio player. Use-after-free */ #if 0 - vg_free( world.audio_things ); +VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid ) +{ + struct logic_achievement *ach = &world->logic_achievements[ uid ]; + + if( ach->achieved ) + return; + + steam_set_achievement( ach->achievement_id ); + steam_store_achievements(); + + ach->achieved = 1; +} #endif + +#if 0 +VG_STATIC void world_run_relay( world_instance *world, + struct relay_target *rt ); + +VG_STATIC void world_trigger_relay( world_instance *world, u32 uid ) +{ + struct logic_relay *relay = &world->logic_relays[ uid ]; + + for( int i=0; itarget_count; i++ ) + { + world_run_relay( world, &relay->targets[i] ); + } } +#endif -static void world_update( v3f pos ) +#if 0 +VG_STATIC void world_trigger_audio( world_instance *world, u32 uid ) { - 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 ); + struct world_audio_thing *wat = &world->audio_things[ uid ]; + + audio_lock(); + audio_player_playclip( &wat->player, + &wat->temp_embedded_clip ); + audio_unlock(); +} +#endif - world_routes_update(); #if 0 - world_routes_debug(); +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 ); + } + entity_instructions[] = + { + { k_classtype_logic_achievement, world_trigger_achievement }, + { k_classtype_logic_relay, world_trigger_relay }, + { k_classtype_audio, world_trigger_audio }, + { k_classtype_logic_wire, logic_bricks_trigger_brick } + }; + + for( int i=0; iclasstype == rt->classtype ) + { + instr->p_trigger( world, rt->sub_id ); + return; + } + } + + vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); +} #endif - - int closest = 0; - float min_dist = INFINITY; - for( int i=0; iub_lighting; + + 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; + + 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 ); + + 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 ); + + 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 ); + + + + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ + + +#if 0 + if( world.switching_to_new_world ) { - float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos ); + int all_stopped = 1; - if( d < min_dist ) + audio_lock(); + for( int i=0; iplayer ) ) + { + all_stopped = 0; + break; + } + } + audio_unlock(); + + if( all_stopped ) + { + world.switching_to_new_world = 0; + world_unload(); + vg_loader_start( world_load ); + return; } } - if( (world.active_route_board != closest) || network_scores_updated ) +#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 ) { - network_scores_updated = 0; - world.active_route_board = closest; - struct subworld_sfd *sfd = &world.sfd; + int closest = 0; + float min_dist = INFINITY; - struct route *route = &world.routes.routes[closest]; + for( int i=0; iroute_count; i++ ) + { + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); - u32 id = route->track_id; + if( d < min_dist ) + { + min_dist = d; + closest = i; + } + } - if( id != 0xffffffff ) + if( (world_global.active_route_board != closest) + || network_scores_updated ) { - struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; + network_scores_updated = 0; + world_global.active_route_board = closest; + + struct route *route = &world->routes[closest]; - for( int i=0; i<13; i++ ) + u32 id = route->track_id; + + if( id != 0xffffffff ) { - sfd_encode( &sfd->tester, i, &local_board->data[27*i] ); + 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] ); + } } } } + + /* TODO: Bvh */ - static int in_zone = 0; + static float random_accum = 0.0f; + random_accum += vg.time_delta; - int in_zone_this_time = 0; + u32 random_ticks = 0; - for( int i=0; i 0.1f ) { - struct achievement_zone *zone = &world.achievement_zones[i]; + random_accum -= 0.1f; + random_ticks ++; + } + + int in_trigger = 0; + for( int i=0; itrigger_count; i++ ) + { + struct trigger_zone *zone = &world->triggers[i]; + + for( int j=0; jtarget_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 ); + continue; + } v3f local; m4x3_mulv( zone->inv_transform, pos, local ); @@ -393,23 +834,19 @@ static void world_update( v3f pos ) (fabsf(local[1]) <= 1.0f) && (fabsf(local[2]) <= 1.0f) ) { - in_zone_this_time = 1; + in_trigger = 1; - if( !in_zone && zone->ptarget ) + if( !world_global.in_trigger ) { - audio_lock(); - audio_player_playclip( &zone->ptarget->player, - &zone->ptarget->temp_embedded_clip ); - audio_unlock(); - } + logic_packet packet; + packet.location = zone->target_logic_brick; + packet.function = 0; - if( !zone->triggered ) - { - steam_set_achievement( zone->name ); - steam_store_achievements(); - } + packet.type = k_mdl_128bit_datatype_vec3; + v3_copy( pos, packet.data._v4f ); - zone->triggered = 1; + logic_bricks_send_packet( world, &packet ); + } } vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, @@ -417,9 +854,51 @@ static void world_update( v3f pos ) 0xff00ff00 ); } - in_zone = in_zone_this_time; - - sfd_update( &world.sfd.tester ); + 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_global.in_trigger = in_trigger; + sfd_update(); + + if( debug_logic_bricks ) + logic_bricks_debug( world ); + + /* 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(); } /* @@ -428,33 +907,114 @@ static void world_update( v3f pos ) * ----------------------------------------------------------------------------- */ -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] ); } -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.geo, pos, dir, hit ); + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); } -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 ) +{ + 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_material *world_tri_index_material( world_instance *world, + u32 index ) { - u32 valid_start = 0, - valid_end = world.sm_terrain.vertex_count; + for( int i=1; imaterial_count; i++ ) + { + struct world_material *mat = &world->materials[i]; + + if( (index >= mat->sm_geo.vertex_start) && + (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) + { + return mat; + } + } - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); + /* error material */ + return &world->materials[0]; } -static int ray_hit_is_ramp( ray_hit *hit ) +VG_STATIC struct world_material *world_contact_material( world_instance *world, + rb_ct *ct ) { - u32 valid_start = world.sm_geo_std.vertex_start, - valid_end = world.sm_geo_vb.vertex_start; + return world_tri_index_material( world, ct->element_id ); +} - return (hit->tri[0] >= valid_start) && - (hit->tri[0] < valid_end); +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 */