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[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
60 /* Fixed items
61 * -------------------------------------------------------
62 */
63
64 void *heap;
65 char world_name[ 64 ];
66 enum world_status{
67 k_world_status_unloaded = 0,
68 k_world_status_loading = 1,
69 k_world_status_loaded = 2
70 }
71 status;
72
73 struct{
74 boxf depthbounds;
75 int depth_computed;
76
77 float height;
78 int enabled;
79 v4f plane;
80 }
81 water;
82
83 f64 time;
84
85 /* STD140 */
86 struct ub_world_lighting{
87 v4f g_cube_min,
88 g_cube_inv_range;
89
90 v4f g_water_plane,
91 g_depth_bounds;
92
93 v4f g_daysky_colour;
94 v4f g_nightsky_colour;
95 v4f g_sunset_colour;
96 v4f g_ambient_colour;
97 v4f g_sunset_ambient;
98 v4f g_sun_colour;
99 v4f g_sun_dir;
100 v4f g_board_0;
101 v4f g_board_1;
102
103 float g_water_fog;
104 float g_time;
105 float g_realtime;
106 float g_shadow_length;
107 float g_shadow_spread;
108
109 float g_time_of_day;
110 float g_day_phase;
111 float g_sunset_phase;
112
113 int g_light_preview;
114 int g_shadow_samples;
115
116 int g_debug_indices;
117 int g_debug_complexity;
118 }
119 ub_lighting;
120 GLuint ubo_lighting;
121 int ubo_bind_point;
122
123 GLuint tbo_light_entities,
124 tex_light_entities,
125 tex_light_cubes;
126
127 float probabilities[3];
128
129 v3i light_cubes;
130
131 struct framebuffer heightmap;
132
133 /*
134 * Dynamically allocated when world_load is called.
135 *
136 * the following arrays index somewhere into this linear
137 * allocator
138 *
139 * (world_gen.h)
140 * --------------------------------------------------------------------------
141 */
142
143 /*
144 * Main world .mdl
145 */
146 mdl_context meta;
147
148 GLuint *textures;
149 u32 texture_count;
150
151 struct world_surface{
152 mdl_material info;
153 mdl_submesh sm_geo,
154 sm_no_collide;
155 }
156 * surfaces;
157 u32 surface_count;
158
159 ent_worldinfo info;
160 mdl_array_ptr ent_spawn,
161 ent_gate,
162 ent_light,
163 ent_route_node,
164 ent_path_index,
165 ent_checkpoint,
166 ent_route,
167 ent_water,
168
169 ent_audio_clip,
170 ent_audio,
171 ent_volume,
172 ent_traffic,
173 ent_skateshop,
174 ent_marker,
175 ent_camera,
176 ent_swspreview;
177
178 ent_gate *rendering_gate;
179
180 /* logic
181 * ----------------------------------------------------
182 */
183
184 /* world geometry */
185 scene_context scene_geo,
186 scene_no_collide,
187 scene_lines;
188
189 /* spacial mappings */
190 bh_tree *audio_bh,
191 *volume_bh,
192 *geo_bh;
193
194 /* graphics */
195 glmesh mesh_route_lines;
196 glmesh mesh_geo,
197 mesh_no_collide,
198 mesh_water;
199
200 rb_object rb_geo;
201 };
202
203 struct world_global{
204 /*
205 * Allocated as system memory
206 * --------------------------------------------------------------------------
207 */
208 void *heap;
209
210 /* rendering */
211 glmesh skydome;
212 glmesh mesh_gate;
213 mdl_submesh sm_gate_surface,
214 sm_gate_marker[4];
215
216 double sky_time, sky_rate, sky_target_rate;
217
218 u32 current_run_version;
219 double time, rewind_from, rewind_to, last_use;
220
221 /* water rendering */
222 struct{
223 struct framebuffer fbreflect, fbdepth;
224 }
225 water;
226
227 /* split flap display */
228 struct{
229 glmesh mesh_base, mesh_display;
230 mdl_submesh sm_base;
231 u32 active_route_board;
232 scene_context scene;
233
234 u32 w, h;
235 float *buffer;
236 }
237 sfd;
238
239 v3f render_gate_pos;
240 int in_volume;
241
242 int switching_to_new_world;
243
244 world_instance worlds[4];
245 u32 active_world;
246
247 /* text particles */
248 font3d font;
249
250 struct timer_text{
251 char text[8];
252 m4x3f transform;
253 ent_gate *gate;
254 ent_route *route;
255 }
256 timer_texts[4];
257 u32 timer_text_count;
258
259 struct text_particle{
260 rb_object obj;
261 m4x3f mlocal;
262 ent_glyph *glyph;
263 v4f colour;
264
265 m4x3f mdl;
266 }
267 text_particles[6*4];
268 u32 text_particle_count;
269 }
270 static world_global;
271 VG_STATIC void entity_call( world_instance *world, ent_call *call );
272
273 VG_STATIC world_instance *get_active_world( void )
274 {
275 return &world_global.worlds[ world_global.active_world ];
276 }
277
278 /*
279 * API
280 */
281
282 VG_STATIC
283 int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
284
285 VG_STATIC
286 struct world_surface *ray_hit_surface( world_instance *world, ray_hit *hit );
287
288 VG_STATIC
289 void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
290
291 VG_STATIC
292 int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
293
294 VG_STATIC
295 ent_spawn *world_find_closest_spawn( world_instance *world, v3f position )
296 {
297 ent_spawn *rp = NULL, *r;
298 float min_dist = INFINITY;
299
300 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
301 r = mdl_arritm( &world->ent_spawn, i );
302 float d = v3_dist2( r->transform.co, position );
303
304 if( d < min_dist ){
305 min_dist = d;
306 rp = r;
307 }
308 }
309
310 if( !rp ){
311 if( mdl_arrcount(&world->ent_spawn) ){
312 vg_warn( "Invalid distances to spawns.. defaulting to first one.\n" );
313 return mdl_arritm( &world->ent_spawn, 0 );
314 }
315 else{
316 vg_error( "There are no spawns in the level!\n" );
317 }
318 }
319
320 return rp;
321 }
322
323 VG_STATIC
324 ent_spawn *world_find_spawn_by_name( world_instance *world, const char *name )
325 {
326 ent_spawn *rp = NULL, *r;
327 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
328 r = mdl_arritm( &world->ent_spawn, i );
329 if( !strcmp( mdl_pstr(&world->meta, r->pstr_name), name ) ){
330 rp = r;
331 break;
332 }
333 }
334
335 if( !rp )
336 vg_warn( "No spawn named '%s'\n", name );
337
338 return rp;
339 }
340
341 /*
342 * Submodules
343 */
344
345 VG_STATIC float
346 k_day_length = 30.0f; /* minutes */
347
348 VG_STATIC int k_debug_light_indices = 0,
349 k_debug_light_complexity = 0,
350 k_light_preview = 0;
351
352 #include "world_routes.h"
353 #include "world_sfd.h"
354 #include "world_render.h"
355 #include "world_water.h"
356 #include "world_volumes.h"
357 #include "world_gen.h"
358 #include "world_gate.h"
359
360 /*
361 * -----------------------------------------------------------------------------
362 * Events
363 * -----------------------------------------------------------------------------
364 */
365
366 VG_STATIC int world_stop_sound( int argc, const char *argv[] )
367 {
368 world_instance *world = get_active_world();
369 return 0;
370 }
371
372 VG_STATIC void world_init(void)
373 {
374 VG_VAR_F32( k_day_length );
375 VG_VAR_I32( k_debug_light_indices );
376 VG_VAR_I32( k_debug_light_complexity );
377 VG_VAR_I32( k_light_preview );
378
379 world_global.sky_rate = 1.0;
380 world_global.sky_target_rate = 1.0;
381
382 shader_scene_standard_register();
383 shader_scene_standard_alphatest_register();
384 shader_scene_vertex_blend_register();
385 shader_scene_terrain_register();
386 shader_scene_depth_register();
387 shader_scene_position_register();
388
389 shader_model_sky_register();
390
391 vg_info( "Loading world resources\n" );
392
393 vg_linear_clear( vg_mem.scratch );
394
395 mdl_context msky;
396 mdl_open( &msky, "models/rs_skydome.mdl", vg_mem.scratch );
397 mdl_load_metadata_block( &msky, vg_mem.scratch );
398 mdl_async_load_glmesh( &msky, &world_global.skydome );
399 mdl_close( &msky );
400
401 /* Other systems */
402 vg_info( "Loading other world systems\n" );
403
404 vg_loader_step( world_render_init, NULL );
405 vg_loader_step( world_sfd_init, NULL );
406 vg_loader_step( world_water_init, NULL );
407 vg_loader_step( world_gates_init, NULL );
408 vg_loader_step( world_routes_init, NULL );
409
410 /* Allocate dynamic world memory arena */
411 u32 max_size = 76*1024*1024;
412 world_global.heap = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
413 VG_MEMORY_SYSTEM );
414 }
415
416 VG_STATIC void ent_volume_call( world_instance *world, ent_call *call )
417 {
418 u32 index = mdl_entity_id_id( call->id );
419 ent_volume *volume = mdl_arritm( &world->ent_volume, index );
420 if( !volume->target ) return;
421
422 if( call->function == k_ent_function_trigger ){
423 call->id = volume->target;
424
425 if( volume->type == k_volume_subtype_particle ){
426 float *co = alloca( sizeof(float)*3 );
427 co[0] = vg_randf64()*2.0f-1.0f;
428 co[1] = vg_randf64()*2.0f-1.0f;
429 co[2] = vg_randf64()*2.0f-1.0f;
430 m4x3_mulv( volume->to_world, co, co );
431
432 call->function = k_ent_function_particle_spawn;
433 call->data = co;
434 entity_call( world, call );
435 }
436 else{
437 entity_call( world, call );
438 }
439 }
440 }
441
442 VG_STATIC void ent_audio_call( world_instance *world, ent_call *call )
443 {
444 u32 index = mdl_entity_id_id( call->id );
445 ent_audio *audio = mdl_arritm( &world->ent_audio, index );
446
447 v3f sound_co;
448
449 if( call->function == k_ent_function_particle_spawn ){
450 v3_copy( call->data, sound_co );
451 }
452 else if( call->function == k_ent_function_trigger ){
453 v3_copy( audio->transform.co, sound_co );
454 }
455 else
456 vg_fatal_error( "ent_audio_call (invalid function id)" );
457
458 float chance = vg_randf64()*100.0f,
459 bar = 0.0f;
460
461 for( u32 i=0; i<audio->clip_count; i++ ){
462 ent_audio_clip *clip = mdl_arritm( &world->ent_audio_clip,
463 audio->clip_start+i );
464
465 float mod = world->probabilities[ audio->probability_curve ],
466 p = clip->probability * mod;
467
468 bar += p;
469
470 if( chance < bar ){
471
472 audio_lock();
473
474 if( audio->behaviour == k_channel_behaviour_unlimited ){
475 audio_oneshot_3d( &clip->clip, sound_co,
476 audio->transform.s[0],
477 audio->volume );
478 }
479 else if( audio->behaviour == k_channel_behaviour_discard_if_full ){
480 audio_channel *ch =
481 audio_get_group_idle_channel( audio->group,
482 audio->max_channels );
483
484 if( ch ){
485 audio_channel_init( ch, &clip->clip, audio->flags );
486 audio_channel_group( ch, audio->group );
487 audio_channel_set_spacial( ch, sound_co, audio->transform.s[0] );
488 audio_channel_edit_volume( ch, audio->volume, 1 );
489 ch = audio_relinquish_channel( ch );
490 }
491 }
492 else if( audio->behaviour == k_channel_behaviour_crossfade_if_full){
493 audio_channel *ch =
494 audio_get_group_idle_channel( audio->group,
495 audio->max_channels );
496
497 /* group is full */
498 if( !ch ){
499 audio_channel *existing =
500 audio_get_group_first_active_channel( audio->group );
501
502 if( existing ){
503 if( existing->source == &clip->clip ){
504 audio_unlock();
505 return;
506 }
507
508 existing->group = 0;
509 existing = audio_channel_fadeout(existing, audio->crossfade);
510 }
511
512 ch = audio_get_first_idle_channel();
513 }
514
515 if( ch ){
516 audio_channel_init( ch, &clip->clip, audio->flags );
517 audio_channel_group( ch, audio->group );
518 audio_channel_fadein( ch, audio->crossfade );
519 ch = audio_relinquish_channel( ch );
520 }
521 }
522
523 audio_unlock();
524 return;
525 }
526 }
527 }
528
529 VG_STATIC void world_update( world_instance *world, v3f pos )
530 {
531 world_global.sky_time += world_global.sky_rate * vg.time_delta;
532 world_global.sky_rate = vg_lerp( world_global.sky_rate,
533 world_global.sky_target_rate,
534 vg.time_delta * 5.0 );
535
536 world_routes_update_timer_texts( world );
537 world_routes_update( world );
538 //world_routes_debug( world );
539
540 /* ---- traffic -------- */
541
542 for( u32 i=0; i<mdl_arrcount( &world->ent_traffic ); i++ ){
543 ent_traffic *traffic = mdl_arritm( &world->ent_traffic, i );
544
545 u32 i1 = traffic->index,
546 i0,
547 i2 = i1+1;
548
549 if( i1 == 0 ) i0 = traffic->node_count-1;
550 else i0 = i1-1;
551
552 if( i2 >= traffic->node_count ) i2 = 0;
553
554 i0 += traffic->start_node;
555 i1 += traffic->start_node;
556 i2 += traffic->start_node;
557
558 v3f h[3];
559
560 ent_route_node *rn0 = mdl_arritm( &world->ent_route_node, i0 ),
561 *rn1 = mdl_arritm( &world->ent_route_node, i1 ),
562 *rn2 = mdl_arritm( &world->ent_route_node, i2 );
563
564 v3_copy( rn1->co, h[1] );
565 v3_lerp( rn0->co, rn1->co, 0.5f, h[0] );
566 v3_lerp( rn1->co, rn2->co, 0.5f, h[2] );
567
568 float const k_sample_dist = 0.0025f;
569 v3f pc, pd;
570 eval_bezier3( h[0], h[1], h[2], traffic->t, pc );
571 eval_bezier3( h[0], h[1], h[2], traffic->t+k_sample_dist, pd );
572
573 v3f v0;
574 v3_sub( pd, pc, v0 );
575 float length = vg_maxf( 0.0001f, v3_length( v0 ) );
576 v3_muls( v0, 1.0f/length, v0 );
577
578 float mod = k_sample_dist / length;
579
580 traffic->t += traffic->speed * vg.time_delta * mod;
581
582 if( traffic->t > 1.0f ){
583 traffic->t -= 1.0f;
584
585 if( traffic->t > 1.0f ) traffic->t = 0.0f;
586
587 traffic->index ++;
588
589 if( traffic->index >= traffic->node_count )
590 traffic->index = 0;
591 }
592
593 v3_copy( pc, traffic->transform.co );
594
595 float a = atan2f( -v0[0], v0[2] );
596 q_axis_angle( traffic->transform.q, (v3f){0.0f,1.0f,0.0f}, -a );
597
598 vg_line_pt3( traffic->transform.co, 0.3f, VG__BLUE );
599 }
600
601 /* ---- SFD ------------ */
602
603 if( mdl_arrcount( &world->ent_route ) ){
604 u32 closest = 0;
605 float min_dist = INFINITY;
606
607 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
608 ent_route *route = mdl_arritm( &world->ent_route, i );
609 float dist = v3_dist2( route->board_transform[3], pos );
610
611 if( dist < min_dist ){
612 min_dist = dist;
613 closest = i;
614 }
615 }
616
617 if( (world_global.sfd.active_route_board != closest)
618 || network_scores_updated )
619 {
620 network_scores_updated = 0;
621 world_global.sfd.active_route_board = closest;
622
623 ent_route *route = mdl_arritm( &world->ent_route, closest );
624 u32 id = route->official_track_id;
625
626 if( id != 0xffffffff ){
627 struct netmsg_board *local_board =
628 &scoreboard_client_data.boards[id];
629
630 for( int i=0; i<13; i++ ){
631 sfd_encode( i, &local_board->data[27*i] );
632 }
633 }else{
634 sfd_encode( 0, mdl_pstr( &world->meta, route->pstr_name ) );
635 sfd_encode( 1, "No data" );
636 }
637 }
638 }
639 sfd_update();
640
641 static float random_accum = 0.0f;
642 random_accum += vg.time_delta;
643
644 u32 random_ticks = 0;
645
646 while( random_accum > 0.1f ){
647 random_accum -= 0.1f;
648 random_ticks ++;
649 }
650
651 float radius = 25.0f;
652 boxf volume_proximity;
653 v3_add( pos, (v3f){ radius, radius, radius }, volume_proximity[1] );
654 v3_sub( pos, (v3f){ radius, radius, radius }, volume_proximity[0] );
655
656 bh_iter it;
657 bh_iter_init( 0, &it );
658 int idx;
659
660 int in_volume = 0;
661
662 while( bh_next( world->volume_bh, &it, volume_proximity, &idx ) ){
663 ent_volume *volume = mdl_arritm( &world->ent_volume, idx );
664
665 boxf cube = {{-1.0f,-1.0f,-1.0f},{1.0f,1.0f,1.0f}};
666
667 if( volume->type == k_volume_subtype_trigger ){
668 v3f local;
669 m4x3_mulv( volume->to_local, pos, local );
670
671 if( (fabsf(local[0]) <= 1.0f) &&
672 (fabsf(local[1]) <= 1.0f) &&
673 (fabsf(local[2]) <= 1.0f) )
674 {
675 in_volume = 1;
676 vg_line_boxf_transformed( volume->to_world, cube, 0xff00ff00 );
677
678 if( !world_global.in_volume ){
679 ent_call basecall;
680 basecall.function = k_ent_function_trigger;
681 basecall.id = mdl_entity_id( k_ent_volume, idx );
682 basecall.data = NULL;
683
684 entity_call( world, &basecall );
685 }
686 }
687 else
688 vg_line_boxf_transformed( volume->to_world, cube, 0xff0000ff );
689 }
690 else if( volume->type == k_volume_subtype_particle ){
691 vg_line_boxf_transformed( volume->to_world, cube, 0xff00c0ff );
692
693 for( int j=0; j<random_ticks; j++ ){
694 ent_call basecall;
695 basecall.id = mdl_entity_id( k_ent_volume, idx );
696 basecall.data = NULL;
697
698 entity_call( world, &basecall );
699 }
700 }
701 }
702 world_global.in_volume = in_volume;
703
704 #if 0
705 if( k_debug_light_indices )
706 {
707 for( int i=0; i<world->light_count; i++ ){
708 struct world_light *light = &world->lights[i];
709 struct classtype_world_light *inf = light->inf;
710
711 u32 colour = 0xff000000;
712 u8 r = inf->colour[0] * 255.0f,
713 g = inf->colour[1] * 255.0f,
714 b = inf->colour[2] * 255.0f;
715
716 colour |= r;
717 colour |= g << 8;
718 colour |= b << 16;
719
720 vg_line_pt3( light->node->co, 0.25f, colour );
721 }
722 }
723
724 #endif
725 }
726
727 /*
728 * -----------------------------------------------------------------------------
729 * API implementation
730 * -----------------------------------------------------------------------------
731 */
732
733 VG_STATIC void ray_world_get_tri( world_instance *world,
734 ray_hit *hit, v3f tri[3] )
735 {
736 for( int i=0; i<3; i++ )
737 v3_copy( world->scene_geo.arrvertices[ hit->tri[i] ].co, tri[i] );
738 }
739
740 VG_STATIC int ray_world( world_instance *world,
741 v3f pos, v3f dir, ray_hit *hit )
742 {
743 return scene_raycast( &world->scene_geo, world->geo_bh, pos, dir, hit );
744 }
745
746 /*
747 * Cast a sphere from a to b and see what time it hits
748 */
749 VG_STATIC int spherecast_world( world_instance *world,
750 v3f pa, v3f pb, float r, float *t, v3f n )
751 {
752 bh_iter it;
753 bh_iter_init( 0, &it );
754
755 boxf region;
756 box_init_inf( region );
757 box_addpt( region, pa );
758 box_addpt( region, pb );
759
760 v3_add( (v3f){ r, r, r}, region[1], region[1] );
761 v3_add( (v3f){-r,-r,-r}, region[0], region[0] );
762
763 v3f dir;
764 v3_sub( pb, pa, dir );
765
766 v3f dir_inv;
767 dir_inv[0] = 1.0f/dir[0];
768 dir_inv[1] = 1.0f/dir[1];
769 dir_inv[2] = 1.0f/dir[2];
770
771 int hit = -1;
772 float min_t = 1.0f;
773
774 int idx;
775 while( bh_next( world->geo_bh, &it, region, &idx ) ){
776 u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
777 v3f tri[3];
778
779 boxf box;
780 box_init_inf( box );
781
782 for( int j=0; j<3; j++ ){
783 v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
784 box_addpt( box, tri[j] );
785 }
786
787 v3_add( (v3f){ r, r, r}, box[1], box[1] );
788 v3_add( (v3f){-r,-r,-r}, box[0], box[0] );
789
790 if( !ray_aabb1( box, pa, dir_inv, 1.0f ) )
791 continue;
792
793 float t;
794 v3f n1;
795 if( spherecast_triangle( tri, pa, dir, r, &t, n1 ) ){
796 if( t < min_t ){
797 min_t = t;
798 hit = idx;
799 v3_copy( n1, n );
800 }
801 }
802 }
803
804 *t = min_t;
805 return hit;
806 }
807
808 VG_STATIC
809 struct world_surface *world_tri_index_surface( world_instance *world,
810 u32 index )
811 {
812 for( int i=1; i<world->surface_count; i++ ){
813 struct world_surface *surf = &world->surfaces[i];
814
815 if( (index >= surf->sm_geo.vertex_start) &&
816 (index < surf->sm_geo.vertex_start+surf->sm_geo.vertex_count ) )
817 {
818 return surf;
819 }
820 }
821
822 return &world->surfaces[0];
823 }
824
825 VG_STATIC struct world_surface *world_contact_surface( world_instance *world,
826 rb_ct *ct )
827 {
828 return world_tri_index_surface( world, ct->element_id );
829 }
830
831 VG_STATIC struct world_surface *ray_hit_surface( world_instance *world,
832 ray_hit *hit )
833 {
834 return world_tri_index_surface( world, hit->tri[0] );
835 }
836
837 /*
838 * -----------------------------------------------------------------------------
839 * Audio sampling
840 * -----------------------------------------------------------------------------
841 */
842
843 VG_STATIC
844 enum audio_sprite_type world_audio_sample_sprite_kandom(v3f origin, v3f output);
845 VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value );
846
847 #include "audio.h"
848
849 /*
850 * Trace out a random point, near the player to try and determine water areas
851 */
852 VG_STATIC
853 enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
854 {
855 v3f chance = { (vg_randf64()-0.5f) * 30.0f,
856 8.0f,
857 (vg_randf64()-0.5f) * 30.0f };
858
859 v3f pos;
860 v3_add( chance, origin, pos );
861
862 ray_hit contact;
863 contact.dist = vg_minf( 16.0f, pos[1] );
864
865 world_instance *world = get_active_world();
866
867 if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
868 struct world_surface *mat = ray_hit_surface( world, &contact );
869
870 if( mat->info.surface_prop == k_surface_prop_grass){
871 v3_copy( contact.pos, output );
872 return k_audio_sprite_type_grass;
873 }
874 else{
875 return k_audio_sprite_type_none;
876 }
877 }
878
879 output[0] = pos[0];
880 output[1] = 0.0f;
881 output[2] = pos[2];
882
883 float dist = fabsf(output[1] - origin[1]);
884
885 if( world->water.enabled && dist<=40.0f )
886 return k_audio_sprite_type_water;
887 else
888 return k_audio_sprite_type_none;
889 }
890
891 VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
892 {
893 float inr3 = 0.57735027,
894 inr2 = 0.70710678118;
895
896 v3f sample_directions[] = {
897 { -1.0f, 0.0f, 0.0f },
898 { 1.0f, 0.0f, 0.0f },
899 { 0.0f, 0.0f, 1.0f },
900 { 0.0f, 0.0f, -1.0f },
901 { 0.0f, 1.0f, 0.0f },
902 { 0.0f, -1.0f, 0.0f },
903 { -inr3, inr3, inr3 },
904 { inr3, inr3, inr3 },
905 { -inr3, inr3, -inr3 },
906 { inr3, inr3, -inr3 },
907 { -inr2, 0.0f, inr2 },
908 { inr2, 0.0f, inr2 },
909 { -inr2, 0.0f, -inr2 },
910 { inr2, 0.0f, -inr2 },
911 };
912
913 static int si = 0;
914 static float distances[16];
915
916 ray_hit ray;
917 ray.dist = 5.0f;
918
919 v3f rc, rd, ro;
920 v3_copy( sample_directions[ si ], rd );
921 v3_add( co, (v3f){0.0f,1.5f,0.0f}, ro );
922 v3_copy( ro, rc );
923
924 float dist = 200.0f;
925
926 for( int i=0; i<10; i++ ){
927 if( ray_world( get_active_world(), rc, rd, &ray ) ){
928 dist = (float)i*5.0f + ray.dist;
929 break;
930 }
931 else{
932 v3_muladds( rc, rd, ray.dist, rc );
933 }
934 }
935
936 distances[si] = dist;
937
938 if( vg_lines.draw ){
939 for( int i=0; i<14; i++ ){
940 if( distances[i] != 200.0f ){
941 u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
942 VG__CYAN, VG__YELOW, VG__PINK,
943 VG__WHITE };
944
945 u32 colour = colours[i%7];
946
947 v3f p1;
948 v3_muladds( ro, sample_directions[i], distances[i], p1 );
949 vg_line( ro, p1, colour );
950 vg_line_pt3( p1, 0.1f, colour );
951 }
952 }
953 }
954
955 *index = si;
956 *value = dist;
957
958 si ++;
959 if( si >= 14 )
960 si = 0;
961 }
962
963 #endif /* WORLD_H */