X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world.h;h=b9814f89aff027da117e8e6503237c56f99ac86b;hb=72c40f1bc7a732f6a628dbf8a4135ac0bf3efa4e;hp=ecbd6e0044503063c2ebfde108076db8b95f6dd2;hpb=b528a849aba893cee8c8bfbaa01ff13cf59fb429;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world.h b/world.h index ecbd6e0..b9814f8 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" @@ -18,17 +18,16 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); #include "rigidbody.h" #include "bvh.h" #include "model.h" +#include "entity.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/blitcolour.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" -typedef struct teleport_gate teleport_gate; +#include "shaders/model_sky.h" enum { k_max_ui_segments = 8 }; @@ -53,26 +52,22 @@ enum geo_type k_geo_type_water = 2 }; -VG_STATIC struct gworld +static const float k_light_cube_size = 8.0f; + +struct world_instance { - /* - * Allocated as system memory - * -------------------------------------------------------------------------- + /* This is a small flag we use to changelevel. + * It will not be cleared until all sounds stop playing */ - /* rendering */ - glmesh skydome; - mdl_submesh dome_upper, dome_lower; - - glmesh mesh_gate_surface; + /* Fixed items + * ------------------------------------------------------- + */ - double sky_time, sky_rate, sky_target_rate; + char world_name[ 64 ]; - /* water rendering */ struct { - struct framebuffer fbreflect, fbdepth; - boxf depthbounds; int depth_computed; @@ -82,48 +77,52 @@ 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_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; } - sfd; + ub_lighting; + GLuint ubo_lighting; + int ubo_bind_point; - /* 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]; + 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]; + float probabilities[3]; - v3f render_gate_pos; - int active_route_board; - int in_trigger; + v3i light_cubes; - /* 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. @@ -134,30 +133,39 @@ VG_STATIC struct gworld * (world_gen.h) * -------------------------------------------------------------------------- */ - void *dynamic_vgl, - *audio_vgl; /* sub buffer of the audio buffer */ - /* * Main world .mdl */ - mdl_context *meta; - - /* - * Materials / textures - */ + mdl_context meta; GLuint *textures; u32 texture_count; - struct world_material + struct world_surface { mdl_material info; mdl_submesh sm_geo, sm_no_collide; } - * materials; - u32 material_count; + * 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; + +#if 0 /* * Named safe places to respawn */ @@ -176,62 +184,59 @@ VG_STATIC struct gworld struct world_audio_thing { v3f pos; - float volume; + float volume, range; u32 flags; - - audio_player player; audio_clip temp_embedded_clip; } * audio_things; u32 audio_things_count; - /* - * Relays - */ - struct logic_relay + struct soundscape { - v3f pos; - - struct relay_target - { - u32 sub_id; - enum classtype classtype; - } - targets[4]; - u32 target_count; + /* 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; } - * logic_relays; - u32 relay_count; + * soundscapes; + u32 soundscape_count; /* - * Box trigger entities + * Box volume entities */ - struct trigger_zone + struct world_volume { m4x3f transform, inv_transform; - - struct relay_target target; + mdl_node *node; } - * triggers; - u32 trigger_count; + * volumes; + u32 volume_count; - /* - * Achievements + /* + * Lights */ - struct logic_achievement + struct world_light { - v3f pos; - const char *achievement_id; - u32 achieved; + mdl_node *node; + struct classtype_world_light *inf; + m4x3f inverse_world; + v2f angle_sin_cos; } - * logic_achievements; - u32 achievement_count; - + * lights; + u32 light_count; /* * Routes (world_routes.h) * -------------------------------------------------------------------------- */ + struct route_node { v3f co, right, up, h; @@ -269,7 +274,7 @@ VG_STATIC struct gworld v4f q[2]; v2f dims; - m4x3f to_world, recv_to_world, transport; + m4x3f to_world, transport; } gate; @@ -285,61 +290,117 @@ 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; } *collectors; u32 collector_count; +#endif /* logic * ---------------------------------------------------- */ - u32 active_gate, - current_run_version; - double time, rewind_from, rewind_to, last_use; - /* world geometry */ scene *scene_geo, *scene_no_collide, *scene_lines; - struct grind_edge - { - v3f p0, p1; - } - *grind_edges; - u32 grind_edge_count; - /* spacial mappings */ bh_tree *audio_bh, - *trigger_bh, - *geo_bh, - *grind_bh; + *volume_bh, + *geo_bh; /* graphics */ glmesh mesh_route_lines; - glmesh mesh_geo, mesh_no_collide, mesh_water; - mdl_submesh sm_foliage_main; - rigidbody rb_geo; + rigidbody rb_geo; /* todo.. ... */ +}; + +VG_STATIC struct world_global +{ + /* + * Allocated as system memory + * -------------------------------------------------------------------------- + */ + void *generic_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; } -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 struct world_material *ray_hit_material( 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_surface *ray_hit_surface( 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 @@ -349,6 +410,7 @@ 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_volumes.h" #include "world_gen.h" #include "world_gate.h" @@ -360,88 +422,37 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit ); VG_STATIC int world_stop_sound( int argc, const char *argv[] ) { - /* - * 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; iplayer ) ) - { - u32 cflags = audio_player_get_flags( &at->player ); - audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL ); - } - } - audio_unlock(); - - return 0; -} - -VG_STATIC int world_change_world( int argc, const char *argv[] ) -{ - 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 ); - } - + world_instance *world = get_active_world(); return 0; } VG_STATIC void world_init(void) { - vg_convar_push( (struct vg_convar){ - .name = "water_enable", - .data = &world.water.enabled, - .data_type = k_convar_dtype_i32, - .opt_i32 = { .min=0, .max=1, .clamp=1 }, - .persistent = 0 - }); - - 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; - world.sky_rate = 1.0; - world.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_terrain_register(); - shader_sky_register(); - shader_planeinf_register(); - shader_gpos_register(); - shader_blitcolour_register(); - shader_alphatest_register(); + shader_model_sky_register(); vg_info( "Loading world resources\n" ); vg_linear_clear( vg_mem.scratch ); - mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" ); - mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" ); - world.dome_upper = *mdl_node_submesh( msky, nupper, 0 ); + 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(); { - mdl_unpack_glmesh( msky, &world.skydome ); + mdl_unpack_glmesh( &msky, &world_global.skydome ); } vg_release_thread_sync(); @@ -456,183 +467,343 @@ VG_STATIC void world_init(void) /* Allocate dynamic world memory arena */ u32 max_size = 76*1024*1024; - world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size, - VG_MEMORY_SYSTEM ); + 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); +typedef struct ent_call ent_call; +struct ent_call{ + ent_index ent; + u32 function; + void *data; +}; - world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool, - size, VG_MEMORY_SYSTEM ); +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 ){ + v3f co; + 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 ); + } } -VG_STATIC void world_trigger_achievement( u32 uid ) +VG_STATIC void ent_audio_call( world_instance *world, ent_call *call ) { - struct logic_achievement *ach = &world.logic_achievements[ uid ]; + ent_audio *audio = mdl_arritm( &world->ent_audio, call->ent.index ); - if( ach->achieved ) - return; + v3f sound_co; - steam_set_achievement( ach->achievement_id ); - steam_store_achievements(); + 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)" ); - ach->achieved = 1; -} + float chance = vg_randf()*100.0f, + bar = 0.0f; -VG_STATIC void world_run_relay( struct relay_target *rt ); -VG_STATIC void world_trigger_relay( u32 uid ) -{ - struct logic_relay *relay = &world.logic_relays[ uid ]; + for( u32 i=0; iclip_count; i++ ){ + ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip, + audio->clip_start+i ); - for( int i=0; itarget_count; i++ ) - { - world_run_relay( &relay->targets[i] ); - } -} + float mod = world->probabilities[ audio->probability_curve ], + p = clip->probability * mod; -VG_STATIC void world_trigger_audio( u32 uid ) -{ - struct world_audio_thing *wat = &world.audio_things[ uid ]; + bar += p; - audio_lock(); - audio_player_playclip( &wat->player, - &wat->temp_embedded_clip ); - audio_unlock(); -} + if( chance < bar ){ -VG_STATIC void world_run_relay( struct relay_target *rt ) -{ - struct entity_instruction - { - enum classtype classtype; - void (*p_trigger)( u32 uid ); - } - entity_instructions[] = - { - { k_classtype_logic_achievement, world_trigger_achievement }, - { k_classtype_logic_relay, world_trigger_relay }, - { k_classtype_audio, world_trigger_audio } - }; + audio_lock(); - for( int i=0; ibehaviour == 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( instr->classtype == rt->classtype ) - { - instr->p_trigger( rt->sub_id ); + 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_error( "Don't know how to trigger classtype %d\n", rt->classtype ); +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( v3f pos ) +VG_STATIC void world_update( world_instance *world, v3f pos ) { - if( world.switching_to_new_world ) - { - int all_stopped = 1; + /* TEMP!!!!!! */ + static double g_time = 0.0; + g_time += vg.time_delta * (1.0/(k_day_length*60.0)); - audio_lock(); - for( int i=0; iplayer ) ) - { - all_stopped = 0; - break; - } - } - audio_unlock(); + struct ub_world_lighting *state = &world->ub_lighting; - if( all_stopped ) - { - world.switching_to_new_world = 0; - world_unload(); - vg_loader_start( world_load ); - return; - } - } + state->g_time = g_time; + state->g_realtime = vg.time; + state->g_debug_indices = k_debug_light_indices; + state->g_light_preview = k_light_preview; + state->g_debug_complexity = k_debug_light_complexity; - 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 ); + 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 ); - world_routes_update(); -#if 0 - world_routes_debug(); -#endif + 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 ); + + + world->probabilities[ k_probability_curve_constant ] = 1.0f; + + float dp = state->g_day_phase; + + world->probabilities[ k_probability_curve_wildlife_day ] = + (dp*dp*0.8f+state->g_sunset_phase)*0.8f; + world->probabilities[ k_probability_curve_wildlife_night ] = + 1.0f-powf(fabsf((state->g_time_of_day-0.5f)*5.0f),5.0f); + + + glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting ); + glBufferSubData( GL_UNIFORM_BUFFER, 0, + sizeof(struct ub_world_lighting), &world->ub_lighting ); + /* TEMP!!!!!! */ + + 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 ); + world_routes_debug( world ); + + /* ---- SFD ------------ */ - if( world.route_count > 0 ) - { - int closest = 0; + if( mdl_arrcount( &world->ent_route ) ){ + u32 closest = 0; float min_dist = INFINITY; - for( int i=0; ient_route ); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); + float dist = v3_dist2( route->board_transform[3], pos ); - if( d < min_dist ) - { - min_dist = d; + if( dist < min_dist ){ + min_dist = dist; closest = i; } } - if( (world.active_route_board != closest) || network_scores_updated ) + if( (world_global.sfd.active_route_board != closest) + || network_scores_updated ) { network_scores_updated = 0; - world.active_route_board = closest; + world_global.sfd.active_route_board = closest; - struct route *route = &world.routes[closest]; + ent_route *route = mdl_arritm( &world->ent_route, closest ); + u32 id = route->official_track_id; - u32 id = route->track_id; - - if( id != 0xffffffff ) - { + if( id != 0xffffffff ){ struct netmsg_board *local_board = &scoreboard_client_data.boards[id]; - for( int i=0; i<13; i++ ) - { + 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(); + - int in_trigger = 0; - for( int i=0; iinv_transform, pos, local ); + 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( (fabsf(local[0]) <= 1.0f) && - (fabsf(local[1]) <= 1.0f) && - (fabsf(local[2]) <= 1.0f) ) - { - in_trigger = 1; + if( volume->type == k_volume_subtype_trigger ){ + v3f local; + m4x3_mulv( volume->to_local, pos, local ); - if( !world.in_trigger ) + if( (fabsf(local[0]) <= 1.0f) && + (fabsf(local[1]) <= 1.0f) && + (fabsf(local[2]) <= 1.0f) ) { - world_run_relay( &zone->target ); + 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; jlight_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; - vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f}, - { 1.0f, 1.0f, 1.0f}}, - 0xff00ff00 ); + colour |= r; + colour |= g << 8; + colour |= b << 16; + + vg_line_pt3( light->node->co, 0.25f, colour ); + } } - world.in_trigger = in_trigger; - sfd_update(); +#endif + +#if 0 + + /* 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(); +#endif } /* @@ -641,42 +812,108 @@ 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 ); } -VG_STATIC struct world_material *world_tri_index_material( u32 index ) +/* + * 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 ) { - for( int i=1; igeo_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_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( (index >= mat->sm_geo.vertex_start) && - (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) ) + if( (index >= surf->sm_geo.vertex_start) && + (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) ) { - return mat; + return surf; } } - /* error material */ - return &world.materials[0]; + return &world->surfaces[0]; } -VG_STATIC struct world_material *world_contact_material( rb_ct *ct ) +VG_STATIC struct world_surface *world_contact_surface( world_instance *world, + rb_ct *ct ) { - return world_tri_index_material( ct->element_id ); + return world_tri_index_surface( world, ct->element_id ); } -VG_STATIC struct world_material *ray_hit_material( ray_hit *hit ) +VG_STATIC struct world_surface *ray_hit_surface( world_instance *world, + ray_hit *hit ) { - return world_tri_index_material( hit->tri[0] ); + return world_tri_index_surface( world, hit->tri[0] ); } #endif /* WORLD_H */