clean boardshop idea
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #include "common.h"
6
7 #ifndef WORLD_H
8 #define WORLD_H
9
10 typedef struct world_instance world_instance;
11
12 #include "vg/vg_loader.h"
13
14 #include "network.h"
15 #include "network_msg.h"
16 #include "scene.h"
17 #include "render.h"
18 #include "rigidbody.h"
19 #include "bvh.h"
20 #include "model.h"
21 #include "entity.h"
22 #include "font.h"
23
24 #include "shaders/scene_standard.h"
25 #include "shaders/scene_standard_alphatest.h"
26 #include "shaders/scene_vertex_blend.h"
27 #include "shaders/scene_terrain.h"
28 #include "shaders/scene_depth.h"
29 #include "shaders/scene_position.h"
30
31 #include "shaders/model_sky.h"
32
33 enum { k_max_ui_segments = 8 };
34
35 enum { k_max_ui_elements = k_max_ui_segments };
36 enum { k_max_element_verts = 10 };
37 enum { k_max_element_indices = 20 };
38
39 enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts };
40 enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices };
41
42 enum logic_type
43 {
44 k_logic_type_relay = 1,
45 k_logic_type_chance = 2,
46 k_logic_type_achievement = 3
47 };
48
49 enum geo_type
50 {
51 k_geo_type_solid = 0,
52 k_geo_type_nonsolid = 1,
53 k_geo_type_water = 2
54 };
55
56 static const float k_light_cube_size = 8.0f;
57
58 struct world_instance {
59 /* Fixed items
60 * -------------------------------------------------------
61 */
62
63 void *heap;
64 char world_name[ 64 ];
65 enum world_status{
66 k_world_status_unloaded = 0,
67 k_world_status_loading = 1,
68 k_world_status_loaded = 2
69 }
70 status;
71
72 struct{
73 boxf depthbounds;
74 int depth_computed;
75
76 float height;
77 int enabled;
78 v4f plane;
79 }
80 water;
81
82 /* STD140 */
83 struct ub_world_lighting{
84 v4f g_cube_min,
85 g_cube_inv_range;
86
87 v4f g_water_plane,
88 g_depth_bounds;
89
90 v4f g_daysky_colour;
91 v4f g_nightsky_colour;
92 v4f g_sunset_colour;
93 v4f g_ambient_colour;
94 v4f g_sunset_ambient;
95 v4f g_sun_colour;
96 v4f g_sun_dir;
97 v4f g_board_0;
98 v4f g_board_1;
99
100 float g_water_fog;
101 float g_time;
102 float g_realtime;
103 float g_shadow_length;
104 float g_shadow_spread;
105
106 float g_time_of_day;
107 float g_day_phase;
108 float g_sunset_phase;
109
110 int g_light_preview;
111 int g_shadow_samples;
112
113 int g_debug_indices;
114 int g_debug_complexity;
115 }
116 ub_lighting;
117 GLuint ubo_lighting;
118 int ubo_bind_point;
119
120 GLuint tbo_light_entities,
121 tex_light_entities,
122 tex_light_cubes;
123
124 float probabilities[3];
125
126 v3i light_cubes;
127
128 struct framebuffer heightmap;
129
130 /*
131 * Dynamically allocated when world_load is called.
132 *
133 * the following arrays index somewhere into this linear
134 * allocator
135 *
136 * (world_gen.h)
137 * --------------------------------------------------------------------------
138 */
139
140 /*
141 * Main world .mdl
142 */
143 mdl_context meta;
144
145 GLuint *textures;
146 u32 texture_count;
147
148 struct world_surface{
149 mdl_material info;
150 mdl_submesh sm_geo,
151 sm_no_collide;
152 }
153 * surfaces;
154 u32 surface_count;
155
156 mdl_array_ptr ent_spawn,
157 ent_gate,
158 ent_light,
159 ent_route_node,
160 ent_path_index,
161 ent_checkpoint,
162 ent_route,
163 ent_water,
164
165 ent_audio_clip,
166 ent_audio,
167 ent_volume,
168 ent_traffic,
169 ent_skateshop,
170 ent_marker,
171 ent_camera;
172
173 ent_gate *rendering_gate;
174
175 /* logic
176 * ----------------------------------------------------
177 */
178
179 /* world geometry */
180 scene_context scene_geo,
181 scene_no_collide,
182 scene_lines;
183
184 /* spacial mappings */
185 bh_tree *audio_bh,
186 *volume_bh,
187 *geo_bh;
188
189 /* graphics */
190 glmesh mesh_route_lines;
191 glmesh mesh_geo,
192 mesh_no_collide,
193 mesh_water;
194
195 rb_object rb_geo;
196 };
197
198 struct world_global{
199 /*
200 * Allocated as system memory
201 * --------------------------------------------------------------------------
202 */
203 void *heap;
204
205 /* rendering */
206 glmesh skydome;
207 glmesh mesh_gate;
208 mdl_submesh sm_gate_surface,
209 sm_gate_marker[4];
210
211 double sky_time, sky_rate, sky_target_rate;
212
213 u32 current_run_version;
214 double time, rewind_from, rewind_to, last_use;
215
216 /* water rendering */
217 struct{
218 struct framebuffer fbreflect, fbdepth;
219 }
220 water;
221
222 /* split flap display */
223 struct{
224 glmesh mesh_base, mesh_display;
225 mdl_submesh sm_base;
226 u32 active_route_board;
227 scene_context scene;
228
229 u32 w, h;
230 float *buffer;
231 }
232 sfd;
233
234 v3f render_gate_pos;
235 int in_volume;
236
237 int switching_to_new_world;
238
239 world_instance worlds[4];
240 u32 world_count;
241 u32 active_world;
242
243 /* text particles */
244 font3d font;
245
246 struct timer_text{
247 char text[8];
248 m4x3f transform;
249 ent_gate *gate;
250 ent_route *route;
251 }
252 timer_texts[4];
253 u32 timer_text_count;
254
255 struct text_particle{
256 rb_object obj;
257 m4x3f mlocal;
258 ent_glyph *glyph;
259 v4f colour;
260
261 m4x3f mdl;
262 }
263 text_particles[6*4];
264 u32 text_particle_count;
265 }
266 static world_global;
267
268 VG_STATIC world_instance *get_active_world( void )
269 {
270 return &world_global.worlds[ world_global.active_world ];
271 }
272
273 /*
274 * API
275 */
276
277 VG_STATIC
278 int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
279
280 VG_STATIC
281 struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit );
282
283 VG_STATIC
284 void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
285
286 VG_STATIC
287 int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
288
289 VG_STATIC
290 ent_spawn *world_find_closest_spawn( world_instance *world, v3f position )
291 {
292 ent_spawn *rp = NULL, *r;
293 float min_dist = INFINITY;
294
295 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
296 r = mdl_arritm( &world->ent_spawn, i );
297 float d = v3_dist2( r->transform.co, position );
298
299 if( d < min_dist ){
300 min_dist = d;
301 rp = r;
302 }
303 }
304
305 if( !rp ){
306 if( mdl_arrcount(&world->ent_spawn) ){
307 vg_warn( "Invalid distances to spawns.. defaulting to first one.\n" );
308 return mdl_arritm( &world->ent_spawn, 0 );
309 }
310 else{
311 vg_error( "There are no spawns in the level!\n" );
312 }
313 }
314
315 return rp;
316 }
317
318 VG_STATIC
319 ent_spawn *world_find_spawn_by_name( world_instance *world, const char *name )
320 {
321 ent_spawn *rp = NULL, *r;
322 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
323 r = mdl_arritm( &world->ent_spawn, i );
324 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name), name ) ){
325 rp = r;
326 break;
327 }
328 }
329
330 if( !rp )
331 vg_warn( "No spawn named '%s'\n", name );
332
333 return rp;
334 }
335
336 /*
337 * Submodules
338 */
339
340 VG_STATIC float
341 k_day_length = 30.0f; /* minutes */
342
343 VG_STATIC int k_debug_light_indices = 0,
344 k_debug_light_complexity = 0,
345 k_light_preview = 0;
346
347 #include "world_routes.h"
348 #include "world_sfd.h"
349 #include "world_render.h"
350 #include "world_water.h"
351 #include "world_volumes.h"
352 #include "world_gen.h"
353 #include "world_gate.h"
354
355 /*
356 * -----------------------------------------------------------------------------
357 * Events
358 * -----------------------------------------------------------------------------
359 */
360
361 VG_STATIC int world_stop_sound( int argc, const char *argv[] )
362 {
363 world_instance *world = get_active_world();
364 return 0;
365 }
366
367 VG_STATIC void world_init(void)
368 {
369 VG_VAR_F32( k_day_length );
370 VG_VAR_I32( k_debug_light_indices );
371 VG_VAR_I32( k_debug_light_complexity );
372 VG_VAR_I32( k_light_preview );
373
374 world_global.sky_rate = 1.0;
375 world_global.sky_target_rate = 1.0;
376
377 shader_scene_standard_register();
378 shader_scene_standard_alphatest_register();
379 shader_scene_vertex_blend_register();
380 shader_scene_terrain_register();
381 shader_scene_depth_register();
382 shader_scene_position_register();
383
384 shader_model_sky_register();
385
386 vg_info( "Loading world resources\n" );
387
388 vg_linear_clear( vg_mem.scratch );
389
390 mdl_context msky;
391 mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
392 mdl_load_metadata_block( &msky, vg_mem.scratch );
393 mdl_async_load_glmesh( &msky, &world_global.skydome );
394 mdl_close( &msky );
395
396 /* Other systems */
397 vg_info( "Loading other world systems\n" );
398
399 vg_loader_step( world_render_init, NULL );
400 vg_loader_step( world_sfd_init, NULL );
401 vg_loader_step( world_water_init, NULL );
402 vg_loader_step( world_gates_init, NULL );
403 vg_loader_step( world_routes_init, NULL );
404
405 /* Allocate dynamic world memory arena */
406 u32 max_size = 76*1024*1024;
407 world_global.heap = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
408 VG_MEMORY_SYSTEM );
409 }
410
411 VG_STATIC void ent_volume_call( world_instance *world, ent_call *call )
412 {
413 u32 index = mdl_entity_id_id( call->id );
414 ent_volume *volume = mdl_arritm( &world->ent_volume, index );
415 if( !volume->target ) return;
416
417 if( call->function == k_ent_function_trigger ){
418 call->id = volume->target;
419
420 if( volume->type == k_volume_subtype_particle ){
421 float *co = alloca( sizeof(float)*3 );
422 co[0] = vg_randf()*2.0f-1.0f;
423 co[1] = vg_randf()*2.0f-1.0f;
424 co[2] = vg_randf()*2.0f-1.0f;
425 m4x3_mulv( volume->to_world, co, co );
426
427 call->function = k_ent_function_particle_spawn;
428 call->data = co;
429 entity_call( world, call );
430 }
431 else{
432 entity_call( world, call );
433 }
434 }
435 }
436
437 VG_STATIC void ent_audio_call( world_instance *world, ent_call *call )
438 {
439 u32 index = mdl_entity_id_id( call->id );
440 ent_audio *audio = mdl_arritm( &world->ent_audio, index );
441
442 v3f sound_co;
443
444 if( call->function == k_ent_function_particle_spawn ){
445 v3_copy( call->data, sound_co );
446 }
447 else if( call->function == k_ent_function_trigger ){
448 v3_copy( audio->transform.co, sound_co );
449 }
450 else
451 vg_fatal_error( "ent_audio_call (invalid function id)" );
452
453 float chance = vg_randf()*100.0f,
454 bar = 0.0f;
455
456 for( u32 i=0; i<audio->clip_count; i++ ){
457 ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
458 audio->clip_start+i );
459
460 float mod = world->probabilities[ audio->probability_curve ],
461 p = clip->probability * mod;
462
463 bar += p;
464
465 if( chance < bar ){
466
467 audio_lock();
468
469 if( audio->behaviour == k_channel_behaviour_unlimited ){
470 audio_oneshot_3d( &clip->clip, sound_co,
471 audio->transform.s[0],
472 audio->volume );
473 }
474 else if( audio->behaviour == k_channel_behaviour_discard_if_full ){
475 audio_channel *ch =
476 audio_get_group_idle_channel( audio->group,
477 audio->max_channels );
478
479 if( ch ){
480 audio_channel_init( ch, &clip->clip, audio->flags );
481 audio_channel_group( ch, audio->group );
482 audio_channel_set_spacial( ch, sound_co, audio->transform.s[0] );
483 audio_channel_edit_volume( ch, audio->volume, 1 );
484 ch = audio_relinquish_channel( ch );
485 }
486 }
487 else if( audio->behaviour == k_channel_behaviour_crossfade_if_full){
488 audio_channel *ch =
489 audio_get_group_idle_channel( audio->group,
490 audio->max_channels );
491
492 /* group is full */
493 if( !ch ){
494 audio_channel *existing =
495 audio_get_group_first_active_channel( audio->group );
496
497 if( existing ){
498 if( existing->source == &clip->clip ){
499 audio_unlock();
500 return;
501 }
502
503 existing->group = 0;
504 existing = audio_channel_fadeout(existing, audio->crossfade);
505 }
506
507 ch = audio_get_first_idle_channel();
508 }
509
510 if( ch ){
511 audio_channel_init( ch, &clip->clip, audio->flags );
512 audio_channel_group( ch, audio->group );
513 audio_channel_fadein( ch, audio->crossfade );
514 ch = audio_relinquish_channel( ch );
515 }
516 }
517
518 audio_unlock();
519 return;
520 }
521 }
522 }
523
524 VG_STATIC void world_update( world_instance *world, v3f pos )
525 {
526 world_global.sky_time += world_global.sky_rate * vg.time_delta;
527 world_global.sky_rate = vg_lerp( world_global.sky_rate,
528 world_global.sky_target_rate,
529 vg.time_delta * 5.0 );
530
531 world_routes_update_timer_texts( world );
532 world_routes_update( world );
533 //world_routes_debug( world );
534
535 /* ---- traffic -------- */
536
537 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
538 ent_traffic *traffic = mdl_arritm( &world->ent_traffic, i );
539
540 u32 i1 = traffic->index,
541 i0,
542 i2 = i1+1;
543
544 if( i1 == 0 ) i0 = traffic->node_count-1;
545 else i0 = i1-1;
546
547 if( i2 >= traffic->node_count ) i2 = 0;
548
549 i0 += traffic->start_node;
550 i1 += traffic->start_node;
551 i2 += traffic->start_node;
552
553 v3f h[3];
554
555 ent_route_node *rn0 = mdl_arritm( &world->ent_route_node, i0 ),
556 *rn1 = mdl_arritm( &world->ent_route_node, i1 ),
557 *rn2 = mdl_arritm( &world->ent_route_node, i2 );
558
559 v3_copy( rn1->co, h[1] );
560 v3_lerp( rn0->co, rn1->co, 0.5f, h[0] );
561 v3_lerp( rn1->co, rn2->co, 0.5f, h[2] );
562
563 float const k_sample_dist = 0.0025f;
564 v3f pc, pd;
565 eval_bezier3( h[0], h[1], h[2], traffic->t, pc );
566 eval_bezier3( h[0], h[1], h[2], traffic->t+k_sample_dist, pd );
567
568 v3f v0;
569 v3_sub( pd, pc, v0 );
570 float length = vg_maxf( 0.0001f, v3_length( v0 ) );
571 v3_muls( v0, 1.0f/length, v0 );
572
573 float mod = k_sample_dist / length;
574
575 traffic->t += traffic->speed * vg.time_delta * mod;
576
577 if( traffic->t > 1.0f ){
578 traffic->t -= 1.0f;
579
580 if( traffic->t > 1.0f ) traffic->t = 0.0f;
581
582 traffic->index ++;
583
584 if( traffic->index >= traffic->node_count )
585 traffic->index = 0;
586 }
587
588 v3_copy( pc, traffic->transform.co );
589
590 float a = atan2f( -v0[0], v0[2] );
591 q_axis_angle( traffic->transform.q, (v3f){0.0f,1.0f,0.0f}, -a );
592
593 vg_line_pt3( traffic->transform.co, 0.3f, VG__BLUE );
594 }
595
596 /* ---- SFD ------------ */
597
598 if( mdl_arrcount( &world->ent_route ) ){
599 u32 closest = 0;
600 float min_dist = INFINITY;
601
602 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
603 ent_route *route = mdl_arritm( &world->ent_route, i );
604 float dist = v3_dist2( route->board_transform[3], pos );
605
606 if( dist < min_dist ){
607 min_dist = dist;
608 closest = i;
609 }
610 }
611
612 if( (world_global.sfd.active_route_board != closest)
613 || network_scores_updated )
614 {
615 network_scores_updated = 0;
616 world_global.sfd.active_route_board = closest;
617
618 ent_route *route = mdl_arritm( &world->ent_route, closest );
619 u32 id = route->official_track_id;
620
621 if( id != 0xffffffff ){
622 struct netmsg_board *local_board =
623 &scoreboard_client_data.boards[id];
624
625 for( int i=0; i<13; i++ ){
626 sfd_encode( i, &local_board->data[27*i] );
627 }
628 }else{
629 sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) );
630 sfd_encode( 1, "No data" );
631 }
632 }
633 }
634 sfd_update();
635
636 static float random_accum = 0.0f;
637 random_accum += vg.time_delta;
638
639 u32 random_ticks = 0;
640
641 while( random_accum > 0.1f ){
642 random_accum -= 0.1f;
643 random_ticks ++;
644 }
645
646 float radius = 25.0f;
647 boxf volume_proximity;
648 v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] );
649 v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] );
650
651 bh_iter it;
652 bh_iter_init( 0, &it );
653 int idx;
654
655 int in_volume = 0;
656
657 while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ){
658 ent_volume *volume = mdl_arritm( &world->ent_volume, idx );
659
660 boxf cube = {{-1.0f,-1.0f,-1.0f},{1.0f,1.0f,1.0f}};
661
662 if( volume->type == k_volume_subtype_trigger ){
663 v3f local;
664 m4x3_mulv( volume->to_local, pos, local );
665
666 if( (fabsf(local[0]) <= 1.0f) &&
667 (fabsf(local[1]) <= 1.0f) &&
668 (fabsf(local[2]) <= 1.0f) )
669 {
670 in_volume = 1;
671 vg_line_boxf_transformed( volume->to_world, cube, 0xff00ff00 );
672
673 if( !world_global.in_volume ){
674 ent_call basecall;
675 basecall.function = k_ent_function_trigger;
676 basecall.id = mdl_entity_id( k_ent_volume, idx );
677 basecall.data = NULL;
678
679 entity_call( world, &basecall );
680 }
681 }
682 else
683 vg_line_boxf_transformed( volume->to_world, cube, 0xff0000ff );
684 }
685 else if( volume->type == k_volume_subtype_particle ){
686 vg_line_boxf_transformed( volume->to_world, cube, 0xff00c0ff );
687
688 for( int j=0; j<random_ticks; j++ ){
689 ent_call basecall;
690 basecall.id = mdl_entity_id( k_ent_volume, idx );
691 basecall.data = NULL;
692
693 entity_call( world, &basecall );
694 }
695 }
696 }
697 world_global.in_volume = in_volume;
698
699 #if 0
700 if( k_debug_light_indices )
701 {
702 for( int i=0; i<world->light_count; i++ ){
703 struct world_light *light = &world->lights[i];
704 struct classtype_world_light *inf = light->inf;
705
706 u32 colour = 0xff000000;
707 u8 r = inf->colour[0] * 255.0f,
708 g = inf->colour[1] * 255.0f,
709 b = inf->colour[2] * 255.0f;
710
711 colour |= r;
712 colour |= g << 8;
713 colour |= b << 16;
714
715 vg_line_pt3( light->node->co, 0.25f, colour );
716 }
717 }
718
719 #endif
720 }
721
722 /*
723 * -----------------------------------------------------------------------------
724 * API implementation
725 * -----------------------------------------------------------------------------
726 */
727
728 VG_STATIC void ray_world_get_tri( world_instance *world,
729 ray_hit *hit, v3f tri[3] )
730 {
731 for( int i=0; i<3; i++ )
732 v3_copy( world->scene_geo.arrvertices[ hit->tri[i] ].co, tri[i] );
733 }
734
735 VG_STATIC int ray_world( world_instance *world,
736 v3f pos, v3f dir, ray_hit *hit )
737 {
738 return scene_raycast( &world->scene_geo, world->geo_bh, pos, dir, hit );
739 }
740
741 /*
742 * Cast a sphere from a to b and see what time it hits
743 */
744 VG_STATIC int spherecast_world( world_instance *world,
745 v3f pa, v3f pb, float r, float *t, v3f n )
746 {
747 bh_iter it;
748 bh_iter_init( 0, &it );
749
750 boxf region;
751 box_init_inf( region );
752 box_addpt( region, pa );
753 box_addpt( region, pb );
754
755 v3_add( (v3f){ r, r, r}, region[1], region[1] );
756 v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
757
758 v3f dir;
759 v3_sub( pb, pa, dir );
760
761 v3f dir_inv;
762 dir_inv[0] = 1.0f/dir[0];
763 dir_inv[1] = 1.0f/dir[1];
764 dir_inv[2] = 1.0f/dir[2];
765
766 int hit = -1;
767 float min_t = 1.0f;
768
769 int idx;
770 while( bh_next( world->geo_bh, &it, region, &idx ) ){
771 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
772 v3f tri[3];
773
774 boxf box;
775 box_init_inf( box );
776
777 for( int j=0; j<3; j++ ){
778 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
779 box_addpt( box, tri[j] );
780 }
781
782 v3_add( (v3f){ r, r, r}, box[1], box[1] );
783 v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
784
785 if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
786 continue;
787
788 float t;
789 v3f n1;
790 if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ){
791 if( t < min_t ){
792 min_t = t;
793 hit = idx;
794 v3_copy( n1, n );
795 }
796 }
797 }
798
799 *t = min_t;
800 return hit;
801 }
802
803 VG_STATIC
804 struct world_surface *world_tri_index_surface( world_instance *world,
805 u32 index )
806 {
807 for( int i=1; i<world->surface_count; i++ ){
808 struct world_surface *surf = &world->surfaces[i];
809
810 if( (index >= surf->sm_geo.vertex_start) &&
811 (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) )
812 {
813 return surf;
814 }
815 }
816
817 return &world->surfaces[0];
818 }
819
820 VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
821 rb_ct *ct )
822 {
823 return world_tri_index_surface( world, ct->element_id );
824 }
825
826 VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
827 ray_hit *hit )
828 {
829 return world_tri_index_surface( world, hit->tri[0] );
830 }
831
832 /*
833 * -----------------------------------------------------------------------------
834 * Audio sampling
835 * -----------------------------------------------------------------------------
836 */
837
838 VG_STATIC
839 enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output);
840 VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value );
841
842 #include "audio.h"
843
844 /*
845 * Trace out a random point, near the player to try and determine water areas
846 */
847 VG_STATIC
848 enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
849 {
850 v3f chance = { (vg_randf()-0.5f) * 30.0f,
851 8.0f,
852 (vg_randf()-0.5f) * 30.0f };
853
854 v3f pos;
855 v3_add( chance, origin, pos );
856
857 ray_hit contact;
858 contact.dist = vg_minf( 16.0f, pos[1] );
859
860 world_instance *world = get_active_world();
861
862 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
863 struct world_surface *mat = ray_hit_surface( world, &contact );
864
865 if( mat->info.surface_prop == k_surface_prop_grass){
866 v3_copy( contact.pos, output );
867 return k_audio_sprite_type_grass;
868 }
869 else{
870 return k_audio_sprite_type_none;
871 }
872 }
873
874 output[0] = pos[0];
875 output[1] = 0.0f;
876 output[2] = pos[2];
877
878 float dist = fabsf(output[1] - origin[1]);
879
880 if( world->water.enabled && dist<=40.0f )
881 return k_audio_sprite_type_water;
882 else
883 return k_audio_sprite_type_none;
884 }
885
886 VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
887 {
888 float inr3 = 0.57735027,
889 inr2 = 0.70710678118;
890
891 v3f sample_directions[] = {
892 { -1.0f, 0.0f, 0.0f },
893 { 1.0f, 0.0f, 0.0f },
894 { 0.0f, 0.0f, 1.0f },
895 { 0.0f, 0.0f, -1.0f },
896 { 0.0f, 1.0f, 0.0f },
897 { 0.0f, -1.0f, 0.0f },
898 { -inr3, inr3, inr3 },
899 { inr3, inr3, inr3 },
900 { -inr3, inr3, -inr3 },
901 { inr3, inr3, -inr3 },
902 { -inr2, 0.0f, inr2 },
903 { inr2, 0.0f, inr2 },
904 { -inr2, 0.0f, -inr2 },
905 { inr2, 0.0f, -inr2 },
906 };
907
908 static int si = 0;
909 static float distances[16];
910
911 ray_hit ray;
912 ray.dist = 5.0f;
913
914 v3f rc, rd, ro;
915 v3_copy( sample_directions[ si ], rd );
916 v3_add( co, (v3f){0.0f,1.5f,0.0f}, ro );
917 v3_copy( ro, rc );
918
919 float dist = 200.0f;
920
921 for( int i=0; i<10; i++ ){
922 if( ray_world( get_active_world(), rc, rd, &ray ) ){
923 dist = (float)i*5.0f + ray.dist;
924 break;
925 }
926 else{
927 v3_muladds( rc, rd, ray.dist, rc );
928 }
929 }
930
931 distances[si] = dist;
932
933 if( vg_lines.draw ){
934 for( int i=0; i<14; i++ ){
935 if( distances[i] != 200.0f ){
936 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
937 VG__CYAN, VG__YELOW, VG__PINK,
938 VG__WHITE };
939
940 u32 colour = colours[i%7];
941
942 v3f p1;
943 v3_muladds( ro, sample_directions[i], distances[i], p1 );
944 vg_line( ro, p1, colour );
945 vg_line_pt3( p1, 0.1f, colour );
946 }
947 }
948 }
949
950 *index = si;
951 *value = dist;
952
953 si ++;
954 if( si >= 14 )
955 si = 0;
956 }
957
958 #endif /* WORLD_H */