3 static int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
);
8 #include "vg/vg_loader.h"
11 #include "network_msg.h"
15 #include "rigidbody.h"
20 #include "traffic.h" /*TODO: -> world_traffic.h */
22 #include "shaders/terrain.h"
23 #include "shaders/sky.h"
24 #include "shaders/planeinf.h"
25 #include "shaders/standard.h"
26 #include "shaders/vblend.h"
27 #include "shaders/gpos.h"
28 #include "shaders/fscolour.h"
29 #include "shaders/alphatest.h"
31 enum { k_max_ui_segments
= 8 };
32 enum { k_max_ui_splits_per_segment
= 16 };
34 enum { k_max_ui_elements
= k_max_ui_segments
*k_max_ui_splits_per_segment
};
35 enum { k_max_element_verts
= 10 };
36 enum { k_max_element_indices
= 20 };
38 enum { k_route_ui_max_verts
= k_max_ui_elements
*k_max_element_verts
};
39 enum { k_route_ui_max_indices
= k_max_ui_elements
*k_max_element_indices
};
53 struct subworld_routes
60 u32 special_type
, special_id
, current_refs
, ref_count
;
61 u32 route_ids
[4]; /* Gates can be linked into up to four routes */
79 double best_lap
, latest_pass
; /* Session */
90 struct route_ui_segment
93 u32 vertex_start
, vertex_count
,
94 index_start
, index_count
, notches
;
96 segments
[k_max_ui_segments
];
98 u32 segment_start
, segment_count
, fade_start
, fade_count
;
99 double fade_timer_start
;
104 m4x3f scoreboard_transform
;
108 double last_interaction
;
121 m4x3f to_world
, recv_to_world
, transport
;
129 u32 version
; /* Incremented on every teleport */
136 struct route_collector
138 struct route_timing timing
;
157 mdl_submesh
*sm_module
, *sm_card
;
171 traffic_node traffic
[128];
175 traffic_driver van_man
[6];
180 /* Rendering & geometry */
184 /* TODO Maybe make this less hardcoded */
185 mdl_submesh sm_geo_std_oob
, sm_geo_std
, sm_geo_vb
,
186 sm_foliage_main
, sm_foliage_alphatest
,
187 sm_graffiti
, sm_subworld
, sm_terrain
;
189 glmesh skybox
, skydome
;
190 mdl_submesh dome_upper
, dome_lower
;
193 mdl_submesh car_holden
;
197 struct instance_cache
203 u32 instance_cache_count
,
207 int active_route_board
;
215 static int ray_hit_is_ramp( ray_hit
*hit
);
216 static int ray_hit_is_terrain( ray_hit
*hit
);
217 static void ray_world_get_tri( ray_hit
*hit
, v3f tri
[3] );
218 static int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
);
223 #include "world_routes.h"
224 #include "world_sfd.h"
225 #include "world_render.h"
226 #include "world_water.h"
227 #include "world_gen.h"
228 #include "world_gate.h"
231 * -----------------------------------------------------------------------------
233 * -----------------------------------------------------------------------------
236 static int world_init(void)
238 shader_terrain_register();
239 shader_sky_register();
240 shader_planeinf_register();
241 shader_gpos_register();
242 shader_fscolour_register();
243 shader_alphatest_register();
245 vg_info( "Loading world resources\n" );
247 mdl_header
*mcars
= mdl_load( "models/rs_cars.mdl" );
248 mdl_node
*nholden
= mdl_node_from_name( mcars
, "holden" );
249 world
.car_holden
= *mdl_node_submesh( mcars
, nholden
, 0 );
251 mdl_header
*msky
= mdl_load("models/rs_skydome.mdl");
252 mdl_node
*nlower
= mdl_node_from_name( msky
, "dome_lower" ),
253 *nupper
= mdl_node_from_name( msky
, "dome_upper" );
255 world
.dome_lower
= *mdl_node_submesh( msky
, nlower
, 0 );
256 world
.dome_upper
= *mdl_node_submesh( msky
, nupper
, 0 );
258 /* TODO: cleanup resource acquisition */
259 if( !mcars
|| !msky
)
266 if( vg_acquire_thread_sync(1) )
268 if( !mdl_unpack_glmesh( mcars
, &world
.cars
) )
272 vg_release_thread_sync(1);
276 if( !mdl_unpack_glmesh( msky
, &world
.skydome
) )
278 mesh_free( &world
.cars
);
281 vg_release_thread_sync(1);
285 vg_release_thread_sync(1);
297 vg_info( "Loading other world systems\n" );
299 if( !vg_loader_highwater( (void *)mesh_free
, &world
.cars
) ) return 0;
300 if( !vg_loader_highwater( (void *)mesh_free
, &world
.skydome
) ) return 0;
304 if( !world_render_init() ) return 0;
305 if( !vg_loader_highwater( world_render_free
, NULL
) ) return 0;
307 if( !world_sfd_init() ) return 0;
308 if( !vg_loader_highwater( world_sfd_free
, NULL
) ) return 0;
310 if( !world_water_init() ) return 0;
311 if( !vg_loader_highwater( world_water_free
, NULL
) ) return 0;
313 if( !world_gates_init() ) return 0;
314 if( !vg_loader_highwater( world_gates_free
, NULL
) ) return 0;
316 if( !world_routes_init() ) return 0;
317 if( !vg_loader_highwater( world_routes_free
, NULL
) ) return 0;
321 static void world_update( v3f pos
)
323 world_routes_update();
324 world_routes_debug();
327 float min_dist
= INFINITY
;
329 for( int i
=0; i
<world
.routes
.route_count
; i
++ )
331 float d
= v3_dist2( world
.routes
.routes
[i
].scoreboard_transform
[3], pos
);
340 if( (world
.active_route_board
!= closest
) || network_scores_updated
)
342 network_scores_updated
= 0;
343 world
.active_route_board
= closest
;
344 struct subworld_sfd
*sfd
= &world
.sfd
;
346 struct route
*route
= &world
.routes
.routes
[closest
];
348 u32 id
= route
->track_id
;
350 if( id
!= 0xffffffff )
352 struct netmsg_board
*local_board
= &scoreboard_client_data
.boards
[id
];
354 for( int i
=0; i
<13; i
++ )
356 sfd_encode( &sfd
->tester
, i
, &local_board
->data
[27*i
] );
361 sfd_update( &world
.sfd
.tester
);
365 rb_build_manifold_terrain_sphere( &world
.mr_ball
);
367 for( int i
=0; i
<5; i
++ )
368 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
370 rb_iter( &world
.mr_ball
);
371 rb_update_transform( &world
.mr_ball
);
372 rb_debug( &world
.mr_ball
, 0 );
374 for( int i
=0; i
<vg_list_size(world
.van_man
); i
++ )
376 traffic_drive( &world
.van_man
[i
] );
377 traffic_visualize_car( &world
.van_man
[i
] );
383 * -----------------------------------------------------------------------------
385 * -----------------------------------------------------------------------------
388 static void ray_world_get_tri( ray_hit
*hit
, v3f tri
[3] )
390 for( int i
=0; i
<3; i
++ )
391 v3_copy( world
.geo
.verts
[ hit
->tri
[i
] ].co
, tri
[i
] );
394 static int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
)
396 return scene_raycast( &world
.geo
, pos
, dir
, hit
);
399 static int ray_hit_is_terrain( ray_hit
*hit
)
402 valid_end
= world
.sm_terrain
.vertex_count
;
404 return (hit
->tri
[0] >= valid_start
) &&
405 (hit
->tri
[0] < valid_end
);
408 static int ray_hit_is_ramp( ray_hit
*hit
)
410 u32 valid_start
= world
.sm_geo_std
.vertex_start
,
411 valid_end
= world
.sm_geo_vb
.vertex_start
;
413 return (hit
->tri
[0] >= valid_start
) &&
414 (hit
->tri
[0] < valid_end
);