X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=4352b6e6031bd38f608b24061591e93e81ad72e1;hb=a9e3181f697ab37fc74f072cfcfdf44e2d659468;hp=8b1b1dc079ff159e06e6197837f0637e4a6a1e46;hpb=47941822dae18a018c985847b052e70214a3ccc6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 8b1b1dc..4352b6e 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; @@ -46,26 +46,29 @@ enum logic_type k_logic_type_achievement = 3 }; -VG_STATIC struct gworld +enum geo_type { - /* - * Allocated as system memory - * -------------------------------------------------------------------------- - */ + k_geo_type_solid = 0, + k_geo_type_nonsolid = 1, + k_geo_type_water = 2 +}; - /* rendering */ - glmesh skydome; - mdl_submesh dome_upper, dome_lower; +static const float k_light_cube_size = 8.0f; - glmesh mesh_gate_surface; +struct world_instance +{ + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing + */ - double sky_time, sky_rate, sky_target_rate; + /* Fixed items + * ------------------------------------------------------- + */ + + char world_name[ 64 ]; - /* water rendering */ struct { - struct framebuffer fbreflect, fbdepth; - boxf depthbounds; int depth_computed; @@ -75,43 +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; - float last_notch; - - 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; + struct framebuffer heightmap; /* * Dynamically allocated when world_load is called. @@ -122,13 +131,27 @@ VG_STATIC struct gworld * (world_gen.h) * -------------------------------------------------------------------------- */ - void *dynamic_vgl; - /* * 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 */ @@ -147,41 +170,64 @@ VG_STATIC struct gworld 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; +#if 0 /* - * Relays, random, etc + * Relays [ DEPRECATED ] */ - struct logic_entity + struct logic_relay { v3f pos; - enum logic_type logic_type; - int enabled; - /* indexes the action array */ - u32 action_start, action_count; + struct relay_target + { + u32 sub_id; + enum classtype classtype; + } + targets[4]; + u32 target_count; } - * logic_entities; - u32 logic_entity_count; + * logic_relays; + u32 relay_count; +#endif - /* - * Action array - */ - struct logic_action + struct soundscape { - u32 event, /* on trigger, on enable, etc (TODO: Enum) */ - target_id; /* thing to target, 0: self */ + /* 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 logic_brick_ref + { + mdl_node *node; + float usage; + u32 internal_id; /* used for things like soundscapes where another + allocation is made on top */ } - * logic_actions; - u32 logic_action_count; + * logic_bricks; + u32 logic_brick_count; /* * Box trigger entities @@ -189,11 +235,40 @@ VG_STATIC struct gworld struct trigger_zone { m4x3f transform, inv_transform; - u32 trigger_entity; + + u32 target_logic_brick; + enum classtype classtype; } * triggers; u32 trigger_count; + /* + * Achievements + */ + struct logic_achievement + { + v3f pos; + const char *achievement_id; + u32 achieved; + } + * logic_achievements; + u32 achievement_count; + + /* + * Lights + */ + struct world_light + { + 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) @@ -236,7 +311,7 @@ VG_STATIC struct gworld v4f q[2]; v2f dims; - m4x3f to_world, recv_to_world, transport; + m4x3f to_world, transport; } gate; @@ -252,6 +327,16 @@ 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; @@ -264,10 +349,6 @@ 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, @@ -279,42 +360,107 @@ VG_STATIC struct gworld *geo_bh; /* graphics */ + glmesh mesh_route_lines; glmesh mesh_geo, mesh_no_collide, - mesh_route_lines, mesh_water; - rigidbody rb_geo; - - /* TODO Maybe make this less hardcoded */ - mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb, - sm_foliage_main, sm_foliage_alphatest, - sm_graffiti, sm_subworld, sm_terrain; + rigidbody rb_geo; /* todo.. ... */ +}; +VG_STATIC struct world_global +{ /* - * Allocated AFTER all previous buffers are done + * 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; - struct instance_cache + /* timing bars, fixed maximum amount */ + struct route_ui_bar { - mdl_context *mdl; - u32 pstr_file; + 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; } - instance_cache[32]; - u32 instance_cache_count; + 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; +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 @@ -324,6 +470,7 @@ 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_logic_bricks.h" #include "world_gen.h" #include "world_gate.h" @@ -333,110 +480,352 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); * ----------------------------------------------------------------------------- */ +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) +{ + world_instance *world = get_active_world(); + + /* + * 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]; + + 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) { - vg_convar_push( (struct vg_convar){ +#if 0 + vg_var_push( (struct vg_var){ .name = "water_enable", .data = &world.water.enabled, - .data_type = k_convar_dtype_i32, + .data_type = k_var_dtype_i32, .opt_i32 = { .min=0, .max=1, .clamp=1 }, .persistent = 0 }); +#endif - world.sky_rate = 1.0; - world.sky_target_rate = 1.0; + vg_function_push( (struct vg_cmd) + { + .name = "world_stop_sound", + .function = world_stop_sound + }); - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); - shader_alphatest_register(); + 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 *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 ); + 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_update( v3f pos ) +VG_STATIC void world_audio_init(void) { - 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 ); +#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 +} - world_routes_update(); #if 0 - world_routes_debug(); +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 - - int closest = 0; - float min_dist = INFINITY; - for( int i=0; ilogic_relays[ uid ]; + + for( int i=0; itarget_count; i++ ) { - float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos ); + world_run_relay( world, &relay->targets[i] ); + } +} +#endif + +#if 0 +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(); +} +#endif + +#if 0 +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 ) { - min_dist = d; - closest = i; + instr->p_trigger( world, rt->sub_id ); + return; } } - if( (world.active_route_board != closest) || network_scores_updated ) - { - network_scores_updated = 0; - world.active_route_board = closest; + vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); +} +#endif + +VG_STATIC void world_update( world_instance *world, v3f pos ) +{ + /* TEMP!!!!!! */ + static double g_time = 0.0; + g_time += vg.time_delta * (1.0/(k_day_length*60.0)); + + + struct ub_world_lighting *state = &world->ub_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!!!!!! */ - struct route *route = &world.routes[closest]; - u32 id = route->track_id; +#if 0 + if( world.switching_to_new_world ) + { + int all_stopped = 1; - if( id != 0xffffffff ) + audio_lock(); + for( int i=0; iplayer ) ) { - sfd_encode( i, &local_board->data[27*i] ); + all_stopped = 0; + break; } } + audio_unlock(); + + if( all_stopped ) + { + world.switching_to_new_world = 0; + world_unload(); + vg_loader_start( world_load ); + return; + } } +#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 - VG_STATIC int in_zone = 0; + world_routes_debug(); +#endif + + if( world->route_count > 0 ) + { + 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 ) + { + network_scores_updated = 0; + world_global.active_route_board = closest; + + 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] ); + } + } + } + } + + /* TODO: Bvh */ + + static float random_accum = 0.0f; + random_accum += vg.time_delta; + + u32 random_ticks = 0; - int in_zone_this_time = 0; + while( random_accum > 0.1f ) + { + random_accum -= 0.1f; + random_ticks ++; + } - for( int i=0; itrigger_count; i++ ) { - struct achievement_zone *zone = &world.achievement_zones[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 ); @@ -445,23 +834,19 @@ VG_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}, @@ -469,10 +854,51 @@ VG_STATIC void world_update( v3f pos ) 0xff00ff00 ); } - in_zone = in_zone_this_time; -#endif - + 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(); } /* @@ -481,33 +907,114 @@ 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( world_instance *world, + v3f pos, v3f dir, ray_hit *hit ) +{ + return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit ); } -VG_STATIC int ray_world( v3f pos, v3f dir, 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 scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit ); + 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 int ray_hit_is_terrain( ray_hit *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]; } -VG_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 */