X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=672ceb71ca35fb85bb8a49b92b24649f1aa058ba;hb=0ca7f5ca2560908de1a03db112df67e52b476107;hp=7b265cd96d1513ea47452fbacd91841d64fe91a8;hpb=bdac014448b6ec968fe645f1581f321144f07dba;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index 7b265cd..672ceb7 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; @@ -75,47 +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; - - /* timing bars, fixed maximum amount */ - struct route_ui_bar - { - GLuint vao, vbo, ebo; + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; - 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]; + GLuint tbo_light_entities, + tex_light_entities, + tex_light_cubes; - u32 segment_start, segment_count, fade_start, fade_count; - double fade_timer_start; - float xpos; - } - ui_bars[16]; + v3i light_cubes; - v3f render_gate_pos; - int active_route_board; - - /* 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. @@ -126,13 +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 */ @@ -161,43 +180,62 @@ VG_STATIC struct gworld u32 audio_things_count; /* - * Relays, random, etc + * Relays */ - 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; /* - * Action array + * Box trigger entities */ - struct logic_action + struct trigger_zone { - u32 event, /* on trigger, on enable, etc (TODO: Enum) */ - target_id; /* thing to target, 0: self */ + m4x3f transform, inv_transform; + struct relay_target target; } - * logic_actions; - u32 logic_action_count; + * triggers; + u32 trigger_count; /* - * Box trigger entities + * Achievements */ - struct trigger_zone + struct logic_achievement { - m4x3f transform, inv_transform; - u32 trigger_entity; + v3f pos; + const char *achievement_id; + u32 achieved; } - * triggers; - u32 trigger_count; + * 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) @@ -240,7 +278,7 @@ VG_STATIC struct gworld v4f q[2]; v2f dims; - m4x3f to_world, recv_to_world, transport; + m4x3f to_world, transport; } gate; @@ -256,6 +294,16 @@ 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; @@ -268,10 +316,6 @@ 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, @@ -283,31 +327,108 @@ 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; + rigidbody rb_geo; /* todo.. ... */ +}; - /* TODO Maybe make this less hardcoded... - * im on it, boss*/ - mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb, - sm_foliage_main, sm_foliage_alphatest, - sm_graffiti, sm_subworld, sm_terrain; +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; +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 @@ -328,15 +449,17 @@ 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 */ audio_lock(); - for( int i=0; iaudio_things_count; i++ ) { - struct world_audio_thing *at = &world.audio_things[i]; + struct world_audio_thing *at = &world->audio_things[i]; if( audio_player_is_playing( &at->player ) ) { @@ -351,6 +474,9 @@ VG_STATIC int world_stop_sound( int argc, const char *argv[] ) 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 ); @@ -363,19 +489,22 @@ VG_STATIC int world_change_world( int argc, const char *argv[] ) 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 vg_function_push( (struct vg_cmd) { @@ -389,50 +518,159 @@ VG_STATIC void world_init(void) .function = world_change_world }); - world.sky_rate = 1.0; - world.sky_target_rate = 1.0; + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; - shader_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_fscolour_register(); - shader_alphatest_register(); + 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, - 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) +{ + 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 ); } -VG_STATIC void world_update( v3f pos ) +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; +} + +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] ); + } +} + +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 ); + } + 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; iclasstype == rt->classtype ) + { + instr->p_trigger( world, rt->sub_id ); + return; + } + } + + vg_error( "Don't know how to trigger classtype %d\n", rt->classtype ); +} + +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!!!!!! */ + + +#if 0 if( world.switching_to_new_world ) { int all_stopped = 1; @@ -454,62 +692,65 @@ VG_STATIC void world_update( v3f pos ) { world.switching_to_new_world = 0; world_unload(); - world_load(); + 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.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(); + world_routes_update( world ); #if 0 world_routes_debug(); #endif - int closest = 0; - float min_dist = INFINITY; - - for( int i=0; iroute_count > 0 ) { - float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos ); + int closest = 0; + float min_dist = INFINITY; - if( d < min_dist ) + for( int i=0; iroute_count; i++ ) { - min_dist = d; - closest = i; + float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos ); + + if( d < min_dist ) + { + min_dist = d; + closest = i; + } } - } - if( (world.active_route_board != closest) || network_scores_updated ) - { - network_scores_updated = 0; - world.active_route_board = closest; + 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]; + struct route *route = &world->routes[closest]; - u32 id = route->track_id; + 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++ ) + if( id != 0xffffffff ) { - sfd_encode( 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] ); + } } } } -#if 0 - VG_STATIC int in_zone = 0; - - int in_zone_this_time = 0; - - for( int i=0; itrigger_count; i++ ) { - struct achievement_zone *zone = &world.achievement_zones[i]; + struct trigger_zone *zone = &world->triggers[i]; v3f local; m4x3_mulv( zone->inv_transform, pos, local ); @@ -518,23 +759,12 @@ 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(); + world_run_relay( world, &zone->target ); } - - if( !zone->triggered ) - { - steam_set_achievement( zone->name ); - steam_store_achievements(); - } - - zone->triggered = 1; } vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, @@ -542,9 +772,27 @@ 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(); } @@ -554,33 +802,114 @@ 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 ); +} + +/* + * 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 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 */