X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=809397151e854c64b4508ceaf139a8e0e1c40c88;hb=6b9993651343af73bd48e2213910bbaadb41edaf;hp=ea5a5c4b7ec71408b6cd92da2fc545eaa302e8bc;hpb=a6e1ee0f51aa5570b20aad658365dec896f8c9b8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index ea5a5c4..8093971 100644 --- a/world.h +++ b/world.h @@ -1,243 +1,916 @@ +/* + * 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 "entity.h" +#include "font.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/standard.h" +#include "shaders/model_sky.h" -static struct gworld +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 { - scene geo, foliage; - submodel sm_road, sm_terrain; - glmesh skybox; + k_logic_type_relay = 1, + k_logic_type_chance = 2, + k_logic_type_achievement = 3 +}; - v3f tutorial; +enum geo_type +{ + k_geo_type_solid = 0, + k_geo_type_nonsolid = 1, + k_geo_type_water = 2 +}; -#if 0 - rigidbody box; -#endif +static const float k_light_cube_size = 8.0f; - teleport_gate gates[16]; - u32 gate_count; - - rigidbody temp_rbs[32]; - u32 rb_count; +struct world_instance { + /* Fixed items + * ------------------------------------------------------- + */ + + void *heap; + char world_name[ 64 ]; + enum world_status{ + k_world_status_unloaded = 0, + k_world_status_loading = 1, + k_world_status_loaded = 2 + } + status; + + struct{ + boxf depthbounds; + int depth_computed; + + float height; + int enabled; + v4f plane; + } + water; + + /* 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; + v4f g_board_0; + v4f g_board_1; + + float g_water_fog; + float g_time; + float g_realtime; + 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; + + float probabilities[3]; + + 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; - bh_tree bhcubes; + GLuint *textures; + u32 texture_count; + + struct world_surface{ + mdl_material info; + mdl_submesh sm_geo, + sm_no_collide; + } + * surfaces; + u32 surface_count; + + mdl_array_ptr ent_spawn, + ent_gate, + ent_light, + ent_route_node, + ent_path_index, + ent_checkpoint, + ent_route, + ent_water, + + ent_audio_clip, + ent_audio, + ent_volume; + + ent_gate *rendering_gate; + + /* logic + * ---------------------------------------------------- + */ + + /* world geometry */ + scene *scene_geo, + *scene_no_collide, + *scene_lines; + + /* spacial mappings */ + bh_tree *audio_bh, + *volume_bh, + *geo_bh; + + /* graphics */ + glmesh mesh_route_lines; + glmesh mesh_geo, + mesh_no_collide, + mesh_water; + + rb_object rb_geo; +}; + +struct world_global{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *heap; + + /* rendering */ + glmesh skydome; + glmesh mesh_gate; + mdl_submesh sm_gate_surface, + sm_gate_marker[4]; + + double sky_time, sky_rate, sky_target_rate; + + u32 current_run_version; + double time, rewind_from, rewind_to, last_use; + + /* water rendering */ + struct{ + struct framebuffer fbreflect, fbdepth; + } + water; + + /* split flap display */ + struct{ + glmesh mesh_base, mesh_display; + mdl_submesh sm_base; + u32 active_route_board; + + u32 w, h; + float *buffer; + } + sfd; + + v3f render_gate_pos; + int in_volume; + + int switching_to_new_world; + + world_instance worlds[4]; + u32 world_count; + u32 active_world; + + /* text particles */ + font3d font; + + struct timer_text{ + char text[8]; + m4x3f transform; + ent_gate *gate; + ent_route *route; + } + timer_texts[4]; + u32 timer_text_count; + + struct text_particle{ + rb_object obj; + m4x3f mlocal; + ent_glyph *glyph; + v4f colour; + + m4x3f mdl; + } + text_particles[6*4]; + u32 text_particle_count; } -world; +static world_global; -static void render_world( m4x4f projection, m4x3f camera ) +VG_STATIC world_instance *get_active_world( void ) { - render_sky( camera ); + return &world_global.worlds[ world_global.active_world ]; +} - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); +/* + * API + */ - render_terrain( projection, camera[3] ); - scene_bind( &world.geo ); - scene_draw( &world.geo ); +VG_STATIC +int ray_hit_is_ramp( world_instance *world, ray_hit *hit ); - glDisable(GL_CULL_FACE); - scene_bind( &world.foliage ); - scene_draw( &world.foliage ); - glEnable(GL_CULL_FACE); -} +VG_STATIC +struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit ); -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] ); + +VG_STATIC +int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit ); + +VG_STATIC +ent_spawn *world_find_closest_spawn( world_instance *world, v3f position ) { - for( int i=0; i<3; i++ ) - v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] ); + ent_spawn *rp = NULL, *r; + float min_dist = INFINITY; + + for( u32 i=0; ient_spawn); i++ ){ + r = mdl_arritm( &world->ent_spawn, i ); + float d = v3_dist2( r->transform.co, position ); + + if( d < min_dist ){ + min_dist = d; + rp = r; + } + } + + if( !rp ){ + if( mdl_arrcount(&world->ent_spawn) ){ + vg_warn( "Invalid distances to spawns.. defaulting to first one.\n" ); + return mdl_arritm( &world->ent_spawn, 0 ); + } + else{ + vg_error( "There are no spawns in the level!\n" ); + } + } + + return rp; } -static int ray_world( v3f pos, v3f dir, ray_hit *hit ) +VG_STATIC +ent_spawn *world_find_spawn_by_name( world_instance *world, const char *name ) { - return scene_raycast( &world.geo, pos, dir, hit ); + ent_spawn *rp = NULL, *r; + for( u32 i=0; ient_spawn); i++ ){ + r = mdl_arritm( &world->ent_spawn, i ); + if( !strcmp( mdl_pstr(&world->meta, r->pstr_name), name ) ){ + rp = r; + break; + } + } + + if( !rp ) + vg_warn( "No spawn named '%s'\n", name ); + + return rp; } -static int ray_hit_is_ramp( ray_hit *hit ) +/* + * Submodules + */ + +VG_STATIC float + k_day_length = 30.0f; /* minutes */ + +VG_STATIC int k_debug_light_indices = 0, + k_debug_light_complexity = 0, + k_light_preview = 0; + +#include "world_routes.h" +#include "world_sfd.h" +#include "world_render.h" +#include "world_water.h" +#include "world_volumes.h" +#include "world_gen.h" +#include "world_gate.h" + +/* + * ----------------------------------------------------------------------------- + * Events + * ----------------------------------------------------------------------------- + */ + +VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - return hit->tri[0] < world.sm_road.vertex_count; + world_instance *world = get_active_world(); + return 0; } -static bh_system bh_system_rigidbodies; -static void world_load(void) +VG_STATIC void world_init(void) { - /* Setup scene */ - scene_init( &world.geo ); - model *mworld = vg_asset_read( "models/mp_dev.mdl" ); + VG_VAR_F32( k_day_length ); + VG_VAR_I32( k_debug_light_indices ); + VG_VAR_I32( k_debug_light_complexity ); + VG_VAR_I32( k_light_preview ); + + world_global.sky_rate = 1.0; + world_global.sky_target_rate = 1.0; - for( int i=0; ilayer_count; i++ ) + 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_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch ); + mdl_load_metadata_block( &msky, vg_mem.scratch ); + mdl_load_mesh_block( &msky, vg_mem.scratch ); + mdl_close( &msky ); + + vg_acquire_thread_sync(); { - 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 ); + 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.heap = vg_create_linear_allocator( vg_mem.rtmemory, max_size, + VG_MEMORY_SYSTEM ); +} + +typedef struct ent_call ent_call; +struct ent_call{ + ent_index ent; + u32 function; + void *data; +}; + +VG_STATIC void entity_call( world_instance *world, ent_call *call ); + +VG_STATIC void ent_volume_call( world_instance *world, ent_call *call ) +{ + ent_volume *volume = mdl_arritm( &world->ent_volume, call->ent.index ); + if( !volume->target.type ) return; + + if( call->function == k_ent_function_trigger ){ + call->ent = volume->target; + + if( volume->type == k_volume_subtype_particle ){ + float *co = alloca( sizeof(float)*3 ); + co[0] = vg_randf()*2.0f-1.0f; + co[1] = vg_randf()*2.0f-1.0f; + co[2] = vg_randf()*2.0f-1.0f; + m4x3_mulv( volume->to_world, co, co ); + + call->function = k_ent_function_particle_spawn; + call->data = co; + entity_call( world, call ); + } + else + entity_call( world, call ); } - scene_copy_slice( &world.geo, &world.sm_road ); +} - for( int i=0; ilayer_count; i++ ) - { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "terrain" ) ) - scene_add_model( &world.geo, mworld, sm, sm->pivot, 0.0f, 1.0f ); +VG_STATIC void ent_audio_call( world_instance *world, ent_call *call ) +{ + ent_audio *audio = mdl_arritm( &world->ent_audio, call->ent.index ); + + v3f sound_co; + + if( call->function == k_ent_function_particle_spawn ){ + v3_copy( call->data, sound_co ); } + else if( call->function == k_ent_function_trigger ){ + v3_copy( audio->transform.co, sound_co ); + } + else + vg_fatal_exit_loop( "ent_audio_call (invalid function id)" ); - scene_copy_slice( &world.geo, &world.sm_terrain ); + float chance = vg_randf()*100.0f, + bar = 0.0f; - /* - * TODO: Parametric marker import - */ - v3_copy( model_marker_get( mworld, "start" )->co, world.tutorial ); - - /* - * Initialize gates - */ + for( u32 i=0; iclip_count; i++ ){ + ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip, + audio->clip_start+i ); + + float mod = world->probabilities[ audio->probability_curve ], + p = clip->probability * mod; + + bar += p; + + if( chance < bar ){ + + audio_lock(); + + if( audio->behaviour == k_channel_behaviour_unlimited ){ + audio_oneshot_3d( &clip->clip, sound_co, + audio->transform.s[0], + audio->volume ); + } + else if( audio->behaviour == k_channel_behaviour_discard_if_full ){ + audio_channel *ch = + audio_get_group_idle_channel( audio->group, + audio->max_channels ); + + if( ch ){ + audio_channel_init( ch, &clip->clip, audio->flags ); + audio_channel_group( ch, audio->group ); + audio_channel_set_spacial( ch, sound_co, audio->transform.s[0] ); + audio_channel_edit_volume( ch, audio->volume, 1 ); + ch = audio_relinquish_channel( ch ); + } + } + else if( audio->behaviour == k_channel_behaviour_crossfade_if_full){ + audio_channel *ch = + audio_get_group_idle_channel( audio->group, + audio->max_channels ); + + /* group is full */ + if( !ch ){ + audio_channel *existing = + audio_get_group_first_active_channel( audio->group ); + + if( existing ){ + if( existing->source == &clip->clip ){ + audio_unlock(); + return; + } + + existing->group = 0; + existing = audio_channel_fadeout(existing, audio->crossfade); + } + + ch = audio_get_first_idle_channel(); + } + + if( ch ){ + audio_channel_init( ch, &clip->clip, audio->flags ); + audio_channel_group( ch, audio->group ); + audio_channel_fadein( ch, audio->crossfade ); + ch = audio_relinquish_channel( ch ); + } + } + + audio_unlock(); + return; + } + } +} + +VG_STATIC void entity_call( world_instance *world, ent_call *call ) +{ + if( call->ent.type == k_ent_volume ){ + ent_volume_call( world, call ); + } else if( call->ent.type == k_ent_audio ){ + ent_audio_call( world, call ); + } +} + +VG_STATIC void world_update( world_instance *world, v3f pos ) +{ + 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_timer_texts( world ); + world_routes_update( world ); + //world_routes_debug( world ); + + /* ---- SFD ------------ */ - world.gate_count = 0; - for( int i=0; imarker_count; i++ ) - { - model_marker *ga = model_get_marker( mworld, i ); - - if( ga->classtype == k_classtype_gate ) + if( mdl_arrcount( &world->ent_route ) ){ + u32 closest = 0; + float min_dist = INFINITY; + + for( u32 i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + float dist = v3_dist2( route->board_transform[3], pos ); + + if( dist < min_dist ){ + min_dist = dist; + closest = i; + } + } + + if( (world_global.sfd.active_route_board != closest) + || network_scores_updated ) { - struct classtype_gate *data = get_entdata_raw( mworld, ga ); - - if( data->target ) + network_scores_updated = 0; + world_global.sfd.active_route_board = closest; + + ent_route *route = mdl_arritm( &world->ent_route, closest ); + u32 id = route->official_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] ); + } + }else{ + sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) ); + sfd_encode( 1, "No data" ); + } + } + } + sfd_update(); + + static float random_accum = 0.0f; + random_accum += vg.time_delta; + + u32 random_ticks = 0; + + while( random_accum > 0.1f ){ + random_accum -= 0.1f; + random_ticks ++; + } + + float radius = 25.0f; + boxf volume_proximity; + v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] ); + v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] ); + + bh_iter it; + bh_iter_init( 0, &it ); + int idx; + + int in_volume = 0; + + while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ){ + ent_volume *volume = mdl_arritm( &world->ent_volume, idx ); + + boxf cube = {{-1.0f,-1.0f,-1.0f},{1.0f,1.0f,1.0f}}; + + if( volume->type == k_volume_subtype_trigger ){ + v3f local; + m4x3_mulv( volume->to_local, pos, local ); + + if( (fabsf(local[0]) <= 1.0f) && + (fabsf(local[1]) <= 1.0f) && + (fabsf(local[2]) <= 1.0f) ) { - 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 ); + in_volume = 1; + vg_line_boxf_transformed( volume->to_world, cube, 0xff00ff00 ); + + if( !world_global.in_volume ){ + ent_call basecall; + basecall.ent.index = idx; + basecall.ent.type = k_ent_volume; + basecall.function = k_ent_function_trigger; + basecall.data = NULL; + + entity_call( world, &basecall ); + } + } + else + vg_line_boxf_transformed( volume->to_world, cube, 0xff0000ff ); + } + else if( volume->type == k_volume_subtype_particle ){ + vg_line_boxf_transformed( volume->to_world, cube, 0xff00c0ff ); + + for( int j=0; jlayer_count; i++ ) +#if 0 + if( k_debug_light_indices ) { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "water" ) ) - { - glmesh surf; - model_unpack_submodel( mworld, &surf, sm ); - - water_init(); - water_set_surface( &surf, sm->pivot[1] ); + for( int i=0; ilight_count; i++ ){ + struct world_light *light = &world->lights[i]; + struct classtype_world_light *inf = light->inf; - break; + 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 ); } } - scene_upload( &world.geo ); - scene_bh_create( &world.geo ); - - water_compute_depth( world.geo.bbx ); +#endif +} - scene_init( &world.foliage ); - model *mfoliage = vg_asset_read("models/rs_foliage.mdl"); +/* + * ----------------------------------------------------------------------------- + * API implementation + * ----------------------------------------------------------------------------- + */ - /* - * TODO: Load any other meshes into the foliage scene, and create rbs for - * them. - * - * then compute bvh - */ +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 ); - for( int i=0; ilayer_count; i++ ) - { - submodel *sm = model_get_submodel( mworld, i ); - if( !strcmp( sm->material, "surf" ) || - !strcmp( sm->material, "terrain" ) || - !strcmp( sm->material, "water" ) ) - continue; + v3_add( (v3f){ r, r, r}, region[1], region[1] ); + v3_add( (v3f){-r,-r,-r}, region[0], region[0] ); - m4x3f transform; - q_m3x3( sm->q, transform ); - v3_copy( sm->pivot, transform[3] ); - scene_add_foliage( &world.foliage, mworld, sm, transform ); + v3f dir; + v3_sub( pb, pa, dir ); - rigidbody *rb = &world.temp_rbs[ world.rb_count ++ ]; + v3f dir_inv; + dir_inv[0] = 1.0f/dir[0]; + dir_inv[1] = 1.0f/dir[1]; + dir_inv[2] = 1.0f/dir[2]; - 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 ); - } + int hit = -1; + float min_t = 1.0f; - free( mworld ); + int idx; + while( bh_next( world->geo_bh, &it, region, &idx ) ){ + u32 *ptri = &world->scene_geo->arrindices[ idx*3 ]; + v3f tri[3]; - v3f volume; - v3_sub( world.geo.bbx[1], world.geo.bbx[0], volume ); - volume[1] = 1.0f; + boxf box; + box_init_inf( box ); - m4x3f transform; + for( int j=0; j<3; j++ ){ + v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] ); + box_addpt( box, tri[j] ); + } - submodel *sm_blob = submodel_get( mfoliage, "blob" ), - *sm_tree = submodel_get( mfoliage, "tree" ); + v3_add( (v3f){ r, r, r}, box[1], box[1] ); + v3_add( (v3f){-r,-r,-r}, box[0], box[0] ); - for( int i=0;i<100000;i++ ) - { - v3f pos; - v3_mul( volume, (v3f){ vg_randf(), 1000.0f, vg_randf() }, pos ); - v3_add( pos, world.geo.bbx[0], pos ); + if( !ray_aabb1( box, pa, dir_inv, 1.0f ) ) + continue; - ray_hit hit; - hit.dist = INFINITY; + 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_surface *world_tri_index_surface( world_instance *world, + u32 index ) +{ + for( int i=1; isurface_count; i++ ){ + struct world_surface *surf = &world->surfaces[i]; - if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit )) + if( (index >= surf->sm_geo.vertex_start) && + (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) ) { - if( hit.normal[1] > 0.8f && !ray_hit_is_ramp(&hit) && - hit.pos[1] > wrender.height ) - { - v4f qsurface, qrandom; - v3f axis; - - v3_cross( (v3f){0.0f,1.0f,0.0f}, hit.normal, axis ); - - 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 ); - - 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); - } + return surf; } } - free( mfoliage ); - scene_upload( &world.foliage ); + return &world->surfaces[0]; +} + +VG_STATIC struct world_surface *world_contact_surface( world_instance *world, + rb_ct *ct ) +{ + return world_tri_index_surface( world, ct->element_id ); +} + +VG_STATIC struct world_surface *ray_hit_surface( world_instance *world, + ray_hit *hit ) +{ + return world_tri_index_surface( world, hit->tri[0] ); +} + +/* + * ----------------------------------------------------------------------------- + * Audio sampling + * ----------------------------------------------------------------------------- + */ + +VG_STATIC +enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output); +VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value ); + +#include "audio.h" + +/* + * Trace out a random point, near the player to try and determine water areas + */ +VG_STATIC +enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output) +{ + v3f chance = { (vg_randf()-0.5f) * 30.0f, + 8.0f, + (vg_randf()-0.5f) * 30.0f }; + + v3f pos; + v3_add( chance, origin, pos ); + + ray_hit contact; + contact.dist = vg_minf( 16.0f, pos[1] ); + + world_instance *world = get_active_world(); - bh_create( &world.bhcubes, - &bh_system_rigidbodies, world.temp_rbs, world.rb_count ); + if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){ + struct world_surface *mat = ray_hit_surface( world, &contact ); + + if( mat->info.surface_prop == k_surface_prop_grass){ + v3_copy( contact.pos, output ); + return k_audio_sprite_type_grass; + } + else{ + return k_audio_sprite_type_none; + } + } + + output[0] = pos[0]; + output[1] = 0.0f; + output[2] = pos[2]; + + float dist = fabsf(output[1] - origin[1]); + + if( world->water.enabled && dist<=40.0f ) + return k_audio_sprite_type_water; + else + return k_audio_sprite_type_none; +} + +VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value ) +{ + float inr3 = 0.57735027, + inr2 = 0.70710678118; + + v3f sample_directions[] = { + { -1.0f, 0.0f, 0.0f }, + { 1.0f, 0.0f, 0.0f }, + { 0.0f, 0.0f, 1.0f }, + { 0.0f, 0.0f, -1.0f }, + { 0.0f, 1.0f, 0.0f }, + { 0.0f, -1.0f, 0.0f }, + { -inr3, inr3, inr3 }, + { inr3, inr3, inr3 }, + { -inr3, inr3, -inr3 }, + { inr3, inr3, -inr3 }, + { -inr2, 0.0f, inr2 }, + { inr2, 0.0f, inr2 }, + { -inr2, 0.0f, -inr2 }, + { inr2, 0.0f, -inr2 }, + }; + + static int si = 0; + static float distances[16]; + + ray_hit ray; + ray.dist = 5.0f; + + v3f rc, rd, ro; + v3_copy( sample_directions[ si ], rd ); + v3_add( co, (v3f){0.0f,1.5f,0.0f}, ro ); + v3_copy( ro, rc ); + + float dist = 200.0f; + + for( int i=0; i<10; i++ ){ + if( ray_world( get_active_world(), rc, rd, &ray ) ){ + dist = (float)i*5.0f + ray.dist; + break; + } + else{ + v3_muladds( rc, rd, ray.dist, rc ); + } + } + + distances[si] = dist; + + if( vg_lines.draw ){ + for( int i=0; i<14; i++ ){ + if( distances[i] != 200.0f ){ + u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN, + VG__CYAN, VG__YELOW, VG__PINK, + VG__WHITE }; + + u32 colour = colours[i%7]; + + v3f p1; + v3_muladds( ro, sample_directions[i], distances[i], p1 ); + vg_line( ro, p1, colour ); + vg_line_pt3( p1, 0.1f, colour ); + } + } + } + + *index = si; + *value = dist; + + si ++; + if( si >= 14 ) + si = 0; } #endif /* WORLD_H */