way better cloud data
[carveJwlIkooP6JGAAIwe30JlM.git] / world_routes.h
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef ROUTES_H
6 #define ROUTES_H
7
8 #include <time.h>
9 #include "world.h"
10 #include "world_gate.h"
11 #include "font.h"
12 #include "pointcloud.h"
13
14 #if 0
15 #include "shaders/vblend.h"
16 #endif
17
18 #include "shaders/scene_route.h"
19 #include "shaders/routeui.h"
20
21
22 VG_STATIC
23 void world_routes_local_set_record( world_instance *world, ent_route *route,
24 double lap_time )
25 {
26 vg_success( " NEW LAP TIME: %f\n", lap_time );
27
28 if( route->official_track_id != 0xffffffff ){
29 double time_centiseconds = lap_time * 100.0;
30 if( time_centiseconds > (float)0xfffe ) /* skill issue */
31 return;
32
33 highscore_record temp;
34 temp.trackid = route->official_track_id;
35 temp.datetime = time(NULL);
36 temp.playerid = 0;
37 temp.points = 0;
38 temp.time = time_centiseconds;
39
40 #if 0
41 highscores_push_record( &temp );
42 #endif
43
44 struct track_info *ti = &track_infos[ route->official_track_id ];
45 ti->push = 1;
46
47 if( ti->achievement_id ){
48 #if 0
49 steam_set_achievement( ti->achievement_id );
50 steam_store_achievements();
51 #endif
52 }
53 }
54 else{
55 vg_warn( "There is no associated track for this record...\n" );
56 }
57 }
58
59
60 VG_STATIC void world_routes_clear( world_instance *world )
61 {
62 for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
63 ent_route *route = mdl_arritm( &world->ent_route, i );
64 route->active_checkpoint = 0xffff;
65 }
66
67 for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
68 ent_gate *rg = mdl_arritm( &world->ent_gate, i );
69 rg->timing_version = 0;
70 rg->timing_time = 0.0;
71 }
72
73 world_global.current_run_version += 4;
74 world_global.last_use = 0.0;
75 }
76
77 VG_STATIC void world_routes_time_lap( world_instance *world, ent_route *route )
78 {
79 vg_info( "------- time lap %s -------\n",
80 mdl_pstr(&world->meta,route->pstr_name) );
81
82 double start_time = 0.0;
83 u32 last_version=0;
84
85 u32 valid_count=0;
86
87 for( u32 i=0; i<route->checkpoints_count; i++ ){
88 u32 cpid = (i+route->active_checkpoint) % route->checkpoints_count;
89 cpid += route->checkpoints_start;
90
91 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, cpid );
92 ent_gate *rg = mdl_arritm( &world->ent_gate, cp->gate_index );
93 rg = mdl_arritm( &world->ent_gate, rg->target );
94
95 if( i == 1 ){
96 route->timing_base = rg->timing_time;
97 }
98
99 if( i == 0 )
100 start_time = rg->timing_time;
101 else{
102 if( last_version+1 == rg->timing_version ) valid_count ++;
103 else valid_count = 0;
104 }
105
106 last_version = rg->timing_version;
107 vg_info( "%u %f\n", rg->timing_version, rg->timing_time );
108 }
109
110 if( world_global.current_run_version == last_version+1 ){
111 valid_count ++;
112
113 if( route->checkpoints_count == 1 ){
114 route->timing_base = world_global.time;
115 }
116 }
117 else valid_count = 0;
118
119 vg_info( "%u %f\n", world_global.current_run_version, world_global.time );
120
121 if( valid_count==route->checkpoints_count ){
122 double lap_time = world_global.time - start_time;
123 world_routes_local_set_record( world, route, lap_time );
124 }
125
126 route->valid_checkpoints = valid_count+1;
127
128 vg_info( "valid: %u\n", valid_count );
129 vg_info( "----------------------------\n" );
130 }
131
132 /*
133 * When going through a gate this is called for bookkeeping purposes
134 */
135 VG_STATIC void world_routes_activate_entry_gate( world_instance *world,
136 ent_gate *rg )
137 {
138 world_global.last_use = world_global.time;
139
140 /* disable all routes and leave the world */
141 if( rg->type == k_gate_type_nonlocel ){
142 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
143 ent_route *route = mdl_arritm( &world->ent_route, i );
144 route->active_checkpoint = 0xffff;
145 }
146 return;
147 }
148
149 ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
150
151 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
152 ent_route *route = mdl_arritm( &world->ent_route, i );
153
154 u32 active_prev = route->active_checkpoint;
155 route->active_checkpoint = 0xffff;
156
157 for( u32 j=0; j<4; j++ ){
158 if( dest->routes[j] == i ){
159 for( u32 k=0; k<route->checkpoints_count; k++ ){
160 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint,
161 route->checkpoints_start+k );
162
163 ent_gate *gk = mdl_arritm( &world->ent_gate, cp->gate_index );
164 gk = mdl_arritm( &world->ent_gate, gk->target );
165 if( gk == dest ){
166 route->active_checkpoint = k;
167 world_routes_time_lap( world, route );
168 break;
169 }
170 }
171 break;
172 }
173 }
174 }
175
176 dest->timing_version = world_global.current_run_version;
177 dest->timing_time = world_global.time;
178
179 world_global.current_run_version ++;
180 }
181
182 /* draw lines along the paths */
183 VG_STATIC void world_routes_debug( world_instance *world )
184 {
185 for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
186 ent_route_node *rn = mdl_arritm(&world->ent_route_node,i);
187 vg_line_pt3( rn->co, 0.25f, VG__WHITE );
188 }
189
190 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
191 ent_route *route = mdl_arritm(&world->ent_route, i);
192
193 u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
194 0xff5442f5 };
195
196 u32 cc = 0xffcccccc;
197 if( route->active_checkpoint != 0xffff ){
198 cc = colours[i%vg_list_size(colours)];
199 }
200
201 for( int i=0; i<route->checkpoints_count; i++ ){
202 int i0 = route->checkpoints_start+i,
203 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
204
205 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
206 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
207
208 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
209 ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
210
211 v3f p0, p1;
212 v3_copy( start_gate->co[1], p0 );
213
214 for( int j=0; j<c0->path_count; j ++ ){
215 ent_path_index *index = mdl_arritm( &world->ent_path_index,
216 c0->path_start+j );
217
218 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
219 index->index );
220
221 v3_copy( rn->co, p1 );
222 vg_line( p0, p1, cc );
223 v3_copy( p1, p0 );
224 }
225
226 v3_copy( end_gate->co[0], p1 );
227 vg_line( p0, p1, cc );
228 }
229 }
230 }
231
232 VG_STATIC
233 void world_routes_pointcloud_spot( world_instance *world,
234 pointcloud_buffer *pcbuf,
235 v3f co, f32 radius, u32 samples, v4f colour )
236 {
237 v3f inv_ext;
238 v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
239 v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
240
241 for( u32 j=0; j<samples; j++ ){
242 if( pcbuf->count >= pcbuf->max )
243 return;
244
245 pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
246
247 v3f sample, jitter, point;
248 vg_rand_sphere( jitter );
249 v3_muladds( co, jitter, radius, sample );
250
251 if( bh_closest_point( world->geo_bh, sample, point, radius*1.5f ) == -1 ){
252 v3_copy( sample, point );
253 }
254
255 v3f pos;
256 v3_sub( point, pcbuf->boundary[0], pos );
257 v3_mul( pos, inv_ext, pos );
258
259 for( u32 i=0; i<3; i++ ){
260 vert->pos[i] = (pos[i]-0.5f) * 32767.0f;
261 }
262
263 float dist = 1.0f-(v3_length(jitter));
264
265 for( u32 i=0; i<4; i++ ){
266 vert->colour[i] = colour[i] * 255.0f * dist*dist;
267 }
268 }
269 }
270
271 VG_STATIC
272 void world_routes_place_curve( world_instance *world, ent_route *route,
273 v4f h[3], v3f n0, v3f n2, scene_context *scene,
274 pointcloud_buffer *pcbuf )
275 {
276 float t;
277 v3f p, pd;
278 int last_valid=0;
279
280 float total_length = 0.0f,
281 travel_length = 0.0;
282
283 v3f last;
284 v3_copy( h[0], last );
285 for( int it=0; it<128; it ++ ){
286 t = (float)(it+1) * (1.0f/128.0f);
287 eval_bezier3( h[0], h[1], h[2], t, p );
288 total_length += v3_dist( p, last );
289 v3_copy( p, last );
290 }
291
292 float patch_size = 4.0f,
293 patch_count = ceilf( total_length / patch_size );
294
295 t = 0.0f;
296 v3_copy( h[0], last );
297
298 for( int it=0; it<128; it ++ ){
299 float const k_sample_dist = 0.0025f,
300 k_line_width = 1.5f;
301
302 eval_bezier3( h[0], h[1], h[2], t, p );
303 eval_bezier3( h[0], h[1], h[2], t+k_sample_dist, pd );
304
305 travel_length += v3_dist( p, last );
306
307 float mod = k_sample_dist / v3_dist( p, pd );
308
309 v3f v0,up, right;
310
311 v3_muls( n0, -(1.0f-t), up );
312 v3_muladds( up, n2, -t, up );
313 v3_normalize( up );
314
315 v3_sub( pd,p,v0 );
316 v3_cross( up, v0, right );
317 v3_normalize( right );
318
319 float cur_x = (1.0f-t)*h[0][3] + t*h[2][3];
320
321 v3f sc, sa, sb, down;
322 v3_muladds( p, right, cur_x * k_line_width, sc );
323 v3_muladds( sc, up, 1.5f, sc );
324 v3_muladds( sc, right, k_line_width*0.95f, sa );
325 v3_muladds( sc, right, 0.0f, sb );
326 v3_muls( up, -1.0f, down );
327
328 ray_hit ha, hb;
329 ha.dist = 8.0f;
330 hb.dist = 8.0f;
331
332 int resa = ray_world( world, sa, down, &ha ),
333 resb = ray_world( world, sb, down, &hb );
334
335 if( resa ){
336 world_routes_pointcloud_spot( world, pcbuf, ha.pos,
337 12.0f, 10, route->colour );
338 }
339
340 if( resa && resb ){
341 struct world_surface *surfa = ray_hit_surface( world, &ha ),
342 *surfb = ray_hit_surface( world, &hb );
343
344 if( (surfa->info.flags & k_material_flag_skate_target) &&
345 (surfb->info.flags & k_material_flag_skate_target) )
346 {
347 scene_vert va, vb;
348
349 float gap = vg_fractf(cur_x*0.5f)*0.02f;
350
351 v3_muladds( ha.pos, up, 0.06f+gap, va.co );
352 v3_muladds( hb.pos, up, 0.06f+gap, vb.co );
353
354 scene_vert_pack_norm( &va, up );
355 scene_vert_pack_norm( &vb, up );
356
357 float t1 = (travel_length / total_length) * patch_count;
358 va.uv[0] = t1;
359 va.uv[1] = 0.0f;
360 vb.uv[0] = t1;
361 vb.uv[1] = 1.0f;
362
363 scene_push_vert( scene, &va );
364 scene_push_vert( scene, &vb );
365
366 if( last_valid ){
367 /* Connect them with triangles */
368 scene_push_tri( scene, (u32[3]){
369 last_valid+0-2, last_valid+1-2, last_valid+2-2} );
370 scene_push_tri( scene, (u32[3]){
371 last_valid+1-2, last_valid+3-2, last_valid+2-2} );
372 }
373
374 last_valid = scene->vertex_count;
375 }
376 else
377 last_valid = 0;
378 }
379 else
380 last_valid = 0;
381
382 if( t == 1.0f )
383 return;
384
385 t += 1.0f*mod;
386 if( t > 1.0f )
387 t = 1.0f;
388
389 v3_copy( p, last );
390 }
391 }
392
393 VG_STATIC void world_routes_gen_meshes( world_instance *world, u32 route_id,
394 scene_context *sc,
395 pointcloud_buffer *pcbuf )
396 {
397 ent_route *route = mdl_arritm( &world->ent_route, route_id );
398 u8 colour[4];
399 colour[0] = route->colour[0] * 255.0f;
400 colour[1] = route->colour[1] * 255.0f;
401 colour[2] = route->colour[2] * 255.0f;
402 colour[3] = route->colour[3] * 255.0f;
403
404 u32 last_valid = 0;
405
406 for( int i=0; i<route->checkpoints_count; i++ ){
407 int i0 = route->checkpoints_start+i,
408 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
409
410 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
411 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
412
413 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
414 start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
415
416 ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ),
417 *collector = mdl_arritm( &world->ent_gate, end_gate->target );
418
419 v4f p[3];
420
421 v3_add( (v3f){0.0f,0.1f,0.0f}, start_gate->co[0], p[0] );
422 p[0][3] = start_gate->ref_count;
423 p[0][3] -= (float)start_gate->route_count * 0.5f;
424 start_gate->ref_count ++;
425
426 if( !c0->path_count )
427 continue;
428
429 /* this is so that we get nice flow through the gates */
430 v3f temp_alignments[2];
431 ent_gate *both[] = { start_gate, end_gate };
432
433 for( int j=0; j<2; j++ ){
434 int pi = c0->path_start + ((j==1)? c0->path_count-1: 0);
435
436 ent_path_index *index = mdl_arritm( &world->ent_path_index, pi );
437 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
438 index->index );
439 v3f v0;
440 v3_sub( rn->co, both[j]->co[0], v0 );
441 float d = v3_dot( v0, both[j]->to_world[2] );
442
443 v3_muladds( both[j]->co[0], both[j]->to_world[2], d,
444 temp_alignments[j] );
445 v3_add( (v3f){0.0f,0.1f,0.0f}, temp_alignments[j], temp_alignments[j]);
446 }
447
448
449 for( int j=0; j<c0->path_count; j ++ ){
450 ent_path_index *index = mdl_arritm( &world->ent_path_index,
451 c0->path_start+j );
452 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
453 index->index );
454 if( j==0 || j==c0->path_count-1 )
455 if( j == 0 )
456 v3_copy( temp_alignments[0], p[1] );
457 else
458 v3_copy( temp_alignments[1], p[1] );
459 else
460 v3_copy( rn->co, p[1] );
461
462 p[1][3] = rn->ref_count;
463 p[1][3] -= (float)rn->ref_total * 0.5f;
464 rn->ref_count ++;
465
466 if( j+1 < c0->path_count ){
467 index = mdl_arritm( &world->ent_path_index,
468 c0->path_start+j+1 );
469 rn = mdl_arritm( &world->ent_route_node, index->index );
470
471 if( j+1 == c0->path_count-1 )
472 v3_lerp( p[1], temp_alignments[1], 0.5f, p[2] );
473 else
474 v3_lerp( p[1], rn->co, 0.5f, p[2] );
475
476 p[2][3] = rn->ref_count;
477 p[2][3] -= (float)rn->ref_total * 0.5f;
478 }
479 else{
480 v3_copy( end_gate->co[0], p[2] );
481 v3_add( (v3f){0.0f,0.1f,0.0f}, p[2], p[2] );
482 p[2][3] = collector->ref_count;
483
484 if( i == route->checkpoints_count-1)
485 p[2][3] -= 1.0f;
486
487 p[2][3] -= (float)collector->route_count * 0.5f;
488 //collector->ref_count ++;
489 }
490
491 /* p0,p1,p2 bezier patch is complete
492 * --------------------------------------*/
493 v3f surf0, surf2, n0, n2;
494
495 if( bh_closest_point( world->geo_bh, p[0], surf0, 5.0f ) == -1 )
496 v3_add( (v3f){0.0f,-0.1f,0.0f}, p[0], surf0 );
497
498 if( bh_closest_point( world->geo_bh, p[2], surf2, 5.0f ) == -1 )
499 v3_add( (v3f){0.0f,-0.1f,0.0f}, p[2], surf2 );
500
501 v3_sub( surf0, p[0], n0 );
502 v3_sub( surf2, p[2], n2 );
503 v3_normalize( n0 );
504 v3_normalize( n2 );
505
506 world_routes_place_curve( world, route, p, n0, n2, sc, pcbuf );
507
508 /* --- */
509 v4_copy( p[2], p[0] );
510 }
511 }
512
513 scene_copy_slice( sc, &route->sm );
514 }
515
516 VG_STATIC
517 struct world_surface *world_tri_index_surface( world_instance *world,
518 u32 index );
519
520 VG_STATIC f64 world_routes_scatter_surface_points( world_instance *world,
521 pointcloud_buffer *pcbuf,
522 f32 rate )
523 {
524 static f32 densities[] = {
525 [k_surface_prop_concrete] = 2.0f,
526 [k_surface_prop_grass] = 0.8f,
527 [k_surface_prop_metal] = 1.0f,
528 [k_surface_prop_wood] = 2.5f,
529 [k_surface_prop_tiles] = 4.0f
530 };
531
532 /* calculate total area */
533 f64 total_area = 0.0f;
534 for( u32 i=0; i<world->scene_geo.indice_count/3; i++ ){
535 u32 *tri = &world->scene_geo.arrindices[i*3];
536 struct world_surface *surf = world_tri_index_surface( world, tri[0] );
537
538 if( surf->info.shader == k_shader_boundary ||
539 surf->info.shader == k_shader_invisible ) continue;
540
541 if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue;
542
543 scene_vert *va = &world->scene_geo.arrvertices[tri[0]],
544 *vb = &world->scene_geo.arrvertices[tri[1]],
545 *vc = &world->scene_geo.arrvertices[tri[2]];
546
547 v3f v0, v1, vn;
548 v3_sub( vb->co, va->co, v0 );
549 v3_sub( vc->co, va->co, v1 );
550 v3_cross( v0, v1, vn );
551 if( vn[1] < 0.0f ) continue;
552
553 f32 density = 1.0f;
554 if( surf->info.surface_prop < vg_list_size(densities) )
555 density = densities[surf->info.surface_prop];
556 total_area += v3_length(vn)*0.5f*density;
557 }
558
559 f32 accum = 0.0f;
560
561 u8 colour[] = { 80,80,80,255 };
562 v3f light_dir = {0.3f,0.8f,0.1f};
563 v3_normalize( light_dir );
564
565 v3f inv_ext;
566 v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
567 v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
568
569 for( u32 i=0; i<world->scene_geo.indice_count/3; i++ ){
570 u32 *tri = &world->scene_geo.arrindices[i*3];
571 struct world_surface *surf = world_tri_index_surface( world, tri[0] );
572
573 if( surf->info.shader == k_shader_boundary ||
574 surf->info.shader == k_shader_invisible ) continue;
575
576 if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue;
577
578 scene_vert *va = &world->scene_geo.arrvertices[tri[0]],
579 *vb = &world->scene_geo.arrvertices[tri[1]],
580 *vc = &world->scene_geo.arrvertices[tri[2]];
581
582 v3f v0, v1, vn;
583 v3_sub( vb->co, va->co, v0 );
584 v3_sub( vc->co, va->co, v1 );
585 v3_cross( v0, v1, vn );
586 if( vn[1] < 0.0f ) continue;
587
588 f32 density = 1.0f;
589 if( surf->info.surface_prop < vg_list_size(densities) )
590 density = densities[surf->info.surface_prop];
591
592 f32 area = v3_length(vn)*0.5f*density;
593 accum += area;
594
595 v3_normalize( vn );
596
597 while( accum > rate ){
598 accum -= rate;
599
600 if( pcbuf->count >= pcbuf->max ) return total_area;
601
602 v2f co = { vg_randf64(), vg_randf64() };
603 if( v2_length2(co) > 0.5f ){
604 co[0] = 1.0f-co[0];
605 co[1] = 1.0f-co[1];
606 }
607
608 v3f pt;
609 v3_muls( v0, co[0], pt );
610 v3_muladds( pt, v1, co[1], pt );
611 v3_add( va->co, pt, pt );
612
613 if( pt[1] < world->water.height ) continue;
614 pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
615
616 v3f pos;
617 v3_sub( pt, pcbuf->boundary[0], pos );
618 v3_mul( pos, inv_ext, pos );
619
620 for( u32 i=0; i<3; i++ ){
621 vert->pos[i] = (pos[i]-0.5f) * 32767.0f;
622 }
623
624 static v4f colours[] = {
625 [k_surface_prop_concrete] = { 0.13, 0.15, 0.17, 1.0 },
626 [k_surface_prop_grass] = { 0.07, 0.1, 0.14, 1.0 },
627 [k_surface_prop_metal] = { 0.15, 0.19, 0.22, 1.0 },
628 [k_surface_prop_wood] = { 0.1, 0.13, 0.17, 1.0 },
629 [k_surface_prop_tiles] = { 0.05, 0.06, 0.07, 1.0 },
630 };
631
632 v4f col = {0.0f,0.0f,0.0f,0.0f};
633 if( surf->info.surface_prop < vg_list_size(colours) ){
634 v4_copy( colours[surf->info.surface_prop], col );
635 }
636
637 f32 brightness = v3_dot(vn,light_dir)*0.5f+0.5f;
638 v3_muls( col, brightness, col );
639
640 for( u32 j=0; j<4; j++ ){
641 vert->colour[j] = col[j] * 255.0f;
642 }
643 }
644 }
645
646 return total_area;
647 }
648
649 VG_STATIC void world_routes_surface_grid( world_instance *world,
650 pointcloud_buffer *pcbuf )
651 {
652 i32 const k_gridlines = 63,
653 k_gridres = 255;
654
655 v3f inv_ext;
656 v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
657 v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
658 v4f colour = {0.2f,0.2f,0.2f,1.0f};
659
660 for( u32 k=0; k<2; k++ ){
661 u32 a = k*2,
662 b = (k^0x1)*2;
663
664 for( i32 x=0; x<=k_gridlines; x++ ){
665 f32 t = (float)x / (float)k_gridlines,
666 px = vg_lerpf( pcbuf->boundary[0][a], pcbuf->boundary[1][a], t );
667
668 for( i32 z=0; z<=k_gridres; z++ ){
669 f32 tz = (float)z / (float)k_gridres,
670 pz = vg_lerpf(pcbuf->boundary[0][b],pcbuf->boundary[1][b], tz);
671
672 v3f ro;
673 ro[a] = px;
674 ro[1] = 1000.0f;
675 ro[b] = pz;
676
677 ray_hit hit;
678 hit.dist = INFINITY;
679
680 if( ray_world( world, ro, (v3f){0.0f,-1.0f,0.0f}, &hit )){
681 struct world_surface *m1 = ray_hit_surface( world, &hit );
682
683 if( world->water.enabled )
684 if( hit.pos[1] < world->water.height )
685 continue;
686
687 if( pcbuf->count >= pcbuf->max ) return;
688
689 pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
690
691 v3f co;
692 v3_sub( hit.pos, pcbuf->boundary[0], co );
693 v3_mul( co, inv_ext, co );
694
695 for( u32 i=0; i<3; i++ ){
696 vert->pos[i] = (co[i]-0.5f) * 32767.0f;
697 }
698
699 for( u32 i=0; i<4; i++ ){
700 vert->colour[i] = colour[i] * 255.0f;
701 }
702 }
703 }
704 }
705 }
706 }
707
708 /*
709 * Create the strips of colour that run through the world along course paths
710 */
711 VG_STATIC void world_routes_generate( world_instance *world )
712 {
713 vg_info( "Generating route meshes\n" );
714 vg_async_stall();
715
716 vg_rand_seed( 2000 );
717 vg_async_item *call_scene = scene_alloc_async( &world->scene_lines,
718 &world->mesh_route_lines,
719 200000, 300000 );
720 vg_async_item *call_pointcloud = vg_async_alloc(
721 sizeof(pointcloud_buffer) +
722 sizeof(pointcloud_vert)*POINTCLOUD_POINTS );
723 pointcloud_buffer *pcbuf = call_pointcloud->payload;
724 pcbuf->count = 0;
725 pcbuf->max = POINTCLOUD_POINTS;
726 pcbuf->op = k_pointcloud_op_clear;
727
728 v3f ext, mid, v0;
729 v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], ext );
730 f32 maxe = v3_maxf( ext );
731 v3_fill( v0, maxe * 0.5f );
732 v3_muladds( world->scene_geo.bbx[0], ext, 0.5f, mid );
733 v3_add( mid, v0, pcbuf->boundary[1] );
734 v3_sub( mid, v0, pcbuf->boundary[0] );
735
736 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
737 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
738 gate->ref_count = 0;
739 gate->route_count = 0;
740 }
741
742 for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
743 ent_route_node *rn = mdl_arritm( &world->ent_route_node, i );
744 rn->ref_count = 0;
745 rn->ref_total = 0;
746 }
747
748 for( u32 k=0; k<mdl_arrcount(&world->ent_route); k++ ){
749 ent_route *route = mdl_arritm( &world->ent_route, k );
750
751 for( int i=0; i<route->checkpoints_count; i++ ){
752 int i0 = route->checkpoints_start+i,
753 i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
754
755 ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
756 *c1 = mdl_arritm(&world->ent_checkpoint, i1);
757
758 ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
759 start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
760 start_gate->route_count ++;
761
762 if( !c0->path_count )
763 continue;
764
765 for( int j=0; j<c0->path_count; j ++ ){
766 ent_path_index *index = mdl_arritm( &world->ent_path_index,
767 c0->path_start+j );
768 ent_route_node *rn = mdl_arritm( &world->ent_route_node,
769 index->index );
770 rn->ref_total ++;
771 }
772 }
773 }
774
775 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
776 world_routes_gen_meshes( world, i, &world->scene_lines, pcbuf );
777 }
778
779 f64 area = 0.0;
780 area = world_routes_scatter_surface_points( world, pcbuf, 16.0f );
781 world_routes_surface_grid( world, pcbuf );
782 vg_info( "Distrubuted %u points over %fkm^2!\n", pcbuf->count, area/1e6f );
783
784 vg_async_dispatch( call_scene, async_scene_upload );
785 vg_async_dispatch( call_pointcloud, async_pointcloud_sub );
786
787 world_routes_clear( world );
788 }
789
790 /* load all routes from model header */
791 VG_STATIC void world_routes_ent_init( world_instance *world )
792 {
793 vg_info( "Initializing routes\n" );
794
795 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
796 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
797 for( u32 j=0; j<4; j++ ){
798 gate->routes[j] = 0xffff;
799 }
800 }
801
802 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
803 ent_route *route = mdl_arritm(&world->ent_route,i);
804 mdl_transform_m4x3( &route->transform, route->board_transform );
805
806 route->official_track_id = 0xffffffff;
807 for( u32 j=0; j<vg_list_size(track_infos); j ++ ){
808 if( !strcmp(track_infos[j].name,
809 mdl_pstr(&world->meta,route->pstr_name))){
810 route->official_track_id = j;
811 }
812 }
813
814 for( u32 j=0; j<route->checkpoints_count; j++ ){
815 u32 id = route->checkpoints_start + j;
816 ent_checkpoint *cp = mdl_arritm(&world->ent_checkpoint,id);
817
818 ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
819
820 for( u32 k=0; k<4; k++ ){
821 if( gate->routes[k] == 0xffff ){
822 gate->routes[k] = i;
823 break;
824 }
825 }
826
827 if( gate->type == k_gate_type_teleport ){
828 gate = mdl_arritm(&world->ent_gate, gate->target );
829
830 for( u32 k=0; k<4; k++ ){
831 if( gate->routes[k] == i ){
832 vg_error( "already assigned route to gate\n" );
833 break;
834 }
835 if( gate->routes[k] == 0xffff ){
836 gate->routes[k] = i;
837 break;
838 }
839 }
840 }
841 }
842 }
843
844 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
845 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
846 }
847
848 world_routes_clear( world );
849 }
850
851 /*
852 * -----------------------------------------------------------------------------
853 * Events
854 * -----------------------------------------------------------------------------
855 */
856
857 VG_STATIC void world_routes_init(void)
858 {
859 world_global.current_run_version = 200;
860 world_global.time = 300.0;
861 world_global.last_use = 0.0;
862
863 shader_scene_route_register();
864 shader_routeui_register();
865 }
866
867 VG_STATIC void world_routes_update( world_instance *world )
868 {
869 world_global.time += vg.time_delta;
870
871 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
872 ent_route *route = mdl_arritm( &world->ent_route, i );
873
874 int target = route->active_checkpoint == 0xffff? 0: 1;
875 route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
876 }
877
878 for( u32 i=0; i<world_global.text_particle_count; i++ ){
879 struct text_particle *particle = &world_global.text_particles[i];
880 rb_object_debug( &particle->obj, VG__RED );
881 }
882 }
883
884 VG_STATIC void world_routes_fixedupdate( world_instance *world )
885 {
886 rb_solver_reset();
887
888 for( u32 i=0; i<world_global.text_particle_count; i++ ){
889 struct text_particle *particle = &world_global.text_particles[i];
890
891 if( rb_global_has_space() ){
892 rb_ct *buf = rb_global_buffer();
893
894 int l = rb_sphere__scene( particle->obj.rb.to_world,
895 &particle->obj.inf.sphere,
896 NULL, &world->rb_geo.inf.scene, buf );
897
898 for( int j=0; j<l; j++ ){
899 buf[j].rba = &particle->obj.rb;
900 buf[j].rbb = &world->rb_geo.rb;
901 }
902
903 rb_contact_count += l;
904 }
905 }
906
907 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
908
909 for( int i=0; i<rb_contact_count; i++ ){
910 rb_contact_restitution( rb_contact_buffer+i, vg_randf64() );
911 }
912
913 for( int i=0; i<6; i++ ){
914 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
915 }
916
917 for( u32 i=0; i<world_global.text_particle_count; i++ ){
918 struct text_particle *particle = &world_global.text_particles[i];
919 rb_iter( &particle->obj.rb );
920 }
921
922 for( u32 i=0; i<world_global.text_particle_count; i++ ){
923 struct text_particle *particle = &world_global.text_particles[i];
924 rb_update_transform( &particle->obj.rb );
925 }
926 }
927
928 VG_STATIC void bind_terrain_noise(void);
929 VG_STATIC void world_bind_light_array( world_instance *world,
930 GLuint shader, GLuint location,
931 int slot );
932 VG_STATIC void world_bind_light_index( world_instance *world,
933 GLuint shader, GLuint location,
934 int slot );
935
936 VG_STATIC void world_routes_update_timer_texts( world_instance *world )
937 {
938 world_global.timer_text_count = 0;
939
940 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
941 ent_route *route = mdl_arritm( &world->ent_route, i );
942
943 if( route->active_checkpoint != 0xffff ){
944 u32 next = route->active_checkpoint+1;
945 next = next % route->checkpoints_count;
946 next += route->checkpoints_start;
947
948 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
949 ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
950 ent_gate *dest = mdl_arritm( &world->ent_gate, gate->target );
951
952 u32 j=0;
953 for( ; j<4; j++ ){
954 if( dest->routes[j] == i ){
955 break;
956 }
957 }
958
959 float h0 = 0.8f,
960 h1 = 1.2f,
961 depth = 0.4f,
962 size = 0.4f;
963
964 struct timer_text *text =
965 &world_global.timer_texts[ world_global.timer_text_count ++ ];
966
967 text->gate = gate;
968 text->route = route;
969
970 if( route->valid_checkpoints >= route->checkpoints_count ){
971 double lap_time = world_global.time - route->timing_base,
972 time_centiseconds = lap_time * 100.0;
973
974 if( time_centiseconds > (float)0xfffe ) time_centiseconds = 0.0;
975
976 u16 centiseconds = time_centiseconds,
977 seconds = centiseconds / 100,
978 minutes = seconds / 60;
979
980 centiseconds %= 100;
981 seconds %= 60;
982 minutes %= 60;
983
984 if( minutes > 9 ) minutes = 9;
985
986 int j=0;
987 if( minutes ){
988 highscore_intr( text->text, minutes, 1, ' ' ); j++;
989 text->text[j++] = ':';
990 }
991
992 if( seconds >= 10 || minutes ){
993 highscore_intr( text->text+j, seconds, 2, '0' ); j+=2;
994 }
995 else{
996 highscore_intr( text->text+j, seconds, 1, '0' ); j++;
997 }
998
999 text->text[j++] = '.';
1000 highscore_intr( text->text+j, centiseconds, 1, '0' ); j++;
1001 text->text[j] = '\0';
1002 }
1003 else{
1004 highscore_intr( text->text, route->valid_checkpoints, 1, ' ' );
1005 text->text[1] = '/';
1006 highscore_intr( text->text+2, route->checkpoints_count+1, 1, ' ' );
1007 text->text[3] = '\0';
1008 }
1009
1010 float align_r = font3d_string_width( &world_global.font, 0,
1011 text->text );
1012 align_r *= size;
1013
1014 v3f positions[] = {
1015 { -0.92f, h0, depth },
1016 { 0.92f - align_r, h0, depth },
1017 { -0.92f, h1, depth },
1018 { 0.92f - align_r, h1, depth },
1019 };
1020
1021 if( dest->route_count == 1 ){
1022 positions[0][0] = -align_r*0.5f;
1023 positions[0][1] = h1;
1024 }
1025
1026 m3x3_copy( gate->to_world, text->transform );
1027 float ratio = v3_length(text->transform[0]) /
1028 v3_length(text->transform[1]);
1029
1030 m3x3_scale( text->transform, (v3f){ size, size*ratio, 0.1f } );
1031 m4x3_mulv( gate->to_world, positions[j], text->transform[3] );
1032 }
1033 }
1034 }
1035
1036 VG_STATIC void world_routes_fracture( world_instance *world, ent_gate *gate,
1037 v3f imp_co, v3f imp_v )
1038 {
1039 world_global.text_particle_count = 0;
1040
1041 for( u32 i=0; i<world_global.timer_text_count; i++ ){
1042 struct timer_text *text = &world_global.timer_texts[i];
1043
1044 if( text->gate != gate ) continue;
1045
1046 m4x3f transform;
1047 m4x3_mul( gate->transport, text->transform, transform );
1048
1049 v3f co, s;
1050 v4f q;
1051 m4x3_decompose( transform, co, q, s );
1052
1053 v3f offset;
1054 v3_zero( offset );
1055
1056 v4f colour;
1057 float brightness = 0.3f + world->ub_lighting.g_day_phase;
1058 v3_muls( text->route->colour, brightness, colour );
1059 colour[3] = 1.0f-text->route->factive;
1060
1061 for( u32 j=0;; j++ ){
1062 char c = text->text[j];
1063 if( !c ) break;
1064
1065 ent_glyph *glyph = font3d_glyph( &world_global.font, 0, c );
1066 if( !glyph ) continue;
1067
1068 if( c >= (u32)'0' && c <= (u32)'9' && glyph->indice_count ){
1069 struct text_particle *particle =
1070 &world_global.text_particles[world_global.text_particle_count++];
1071
1072 particle->glyph = glyph;
1073 v4_copy( colour, particle->colour );
1074
1075 v3f origin;
1076 v2_muls( glyph->size, 0.5f, origin );
1077 origin[2] = -0.5f;
1078
1079 v3f world_co;
1080
1081 v3_add( offset, origin, world_co );
1082 m4x3_mulv( transform, world_co, world_co );
1083
1084 float r = vg_maxf( s[0]*glyph->size[0], s[1]*glyph->size[1] )*0.5f;
1085
1086 m3x3_identity( particle->mlocal );
1087 m3x3_scale( particle->mlocal, s );
1088 origin[2] *= s[2];
1089 v3_muls( origin, -1.0f, particle->mlocal[3] );
1090
1091 v3_copy( world_co, particle->obj.rb.co );
1092 v3_muls( imp_v, 1.0f+vg_randf64(), particle->obj.rb.v );
1093 particle->obj.rb.v[1] += 2.0f;
1094
1095 v4_copy( q, particle->obj.rb.q );
1096 particle->obj.rb.w[0] = vg_randf64()*2.0f-1.0f;
1097 particle->obj.rb.w[1] = vg_randf64()*2.0f-1.0f;
1098 particle->obj.rb.w[2] = vg_randf64()*2.0f-1.0f;
1099
1100 particle->obj.type = k_rb_shape_sphere;
1101 particle->obj.inf.sphere.radius = r*0.6f;
1102
1103 rb_init_object( &particle->obj );
1104 }
1105 offset[0] += glyph->size[0];
1106 }
1107 }
1108 }
1109
1110 VG_STATIC void render_world_routes( world_instance *world, camera *cam,
1111 int layer_depth )
1112 {
1113 m4x3f identity_matrix;
1114 m4x3_identity( identity_matrix );
1115
1116 shader_scene_route_use();
1117 shader_scene_route_uTexGarbage(0);
1118 world_link_lighting_ub( world, _shader_scene_route.id );
1119 world_bind_position_texture( world, _shader_scene_route.id,
1120 _uniform_scene_route_g_world_depth, 2 );
1121 world_bind_light_array( world, _shader_scene_route.id,
1122 _uniform_scene_route_uLightsArray, 3 );
1123 world_bind_light_index( world, _shader_scene_route.id,
1124 _uniform_scene_route_uLightsIndex, 4 );
1125 bind_terrain_noise();
1126
1127 shader_scene_route_uPv( cam->mtx.pv );
1128 shader_scene_route_uPvmPrev( cam->mtx_prev.pv );
1129 shader_scene_route_uMdl( identity_matrix );
1130 shader_scene_route_uCamera( cam->transform[3] );
1131
1132 mesh_bind( &world->mesh_route_lines );
1133
1134 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
1135 ent_route *route = mdl_arritm( &world->ent_route, i );
1136
1137 v4f colour;
1138 v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
1139 colour[3] = route->factive*0.2f;
1140
1141 shader_scene_route_uColour( colour );
1142 mdl_draw_submesh( &route->sm );
1143 }
1144
1145 /* timers
1146 * ---------------------------------------------------- */
1147 if( layer_depth == 0 ){
1148 font3d_bind( &world_global.font, cam );
1149
1150 for( u32 i=0; i<world_global.timer_text_count; i++ ){
1151 struct timer_text *text = &world_global.timer_texts[i];
1152
1153 v4f colour;
1154 float brightness = 0.3f + world->ub_lighting.g_day_phase;
1155 v3_muls( text->route->colour, brightness, colour );
1156 colour[3] = 1.0f-text->route->factive;
1157
1158 shader_model_font_uColour( colour );
1159 font3d_simple_draw( &world_global.font, 0, text->text,
1160 cam, text->transform );
1161 }
1162
1163 shader_model_font_uOffset( (v4f){0.0f,0.0f,0.0f,1.0f} );
1164
1165 for( u32 i=0; i<world_global.text_particle_count; i++ ){
1166 struct text_particle *particle = &world_global.text_particles[i];
1167
1168 m4x4f prev_mtx;
1169
1170 m4x3_expand( particle->mdl, prev_mtx );
1171 m4x4_mul( cam->mtx_prev.pv, prev_mtx, prev_mtx );
1172
1173 shader_model_font_uPvmPrev( prev_mtx );
1174
1175 v4f q;
1176 m4x3f model;
1177 rb_extrapolate( &particle->obj.rb, model[3], q );
1178 q_m3x3( q, model );
1179
1180 m4x3_mul( model, particle->mlocal, particle->mdl );
1181 shader_model_font_uMdl( particle->mdl );
1182 shader_model_font_uColour( particle->colour );
1183
1184 mesh_drawn( particle->glyph->indice_start,
1185 particle->glyph->indice_count );
1186 }
1187 }
1188
1189 /* gate markers
1190 * ---------------------------------------------------- */
1191
1192 shader_model_gate_use();
1193 shader_model_gate_uPv( cam->mtx.pv );
1194 shader_model_gate_uCam( cam->pos );
1195 shader_model_gate_uTime( vg.time*0.25f );
1196 shader_model_gate_uInvRes( (v2f){
1197 1.0f / (float)vg.window_x,
1198 1.0f / (float)vg.window_y });
1199
1200 mesh_bind( &world_global.mesh_gate );
1201
1202 /* skip writing into the motion vectors for this */
1203 glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
1204
1205 for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
1206 ent_route *route = mdl_arritm( &world->ent_route, i );
1207
1208 if( route->active_checkpoint != 0xffff ){
1209 v4f colour;
1210 float brightness = 0.3f + world->ub_lighting.g_day_phase;
1211 v3_muls( route->colour, brightness, colour );
1212 colour[3] = 1.0f-route->factive;
1213
1214 shader_model_gate_uColour( colour );
1215
1216 u32 next = route->active_checkpoint+1+layer_depth;
1217 next = next % route->checkpoints_count;
1218 next += route->checkpoints_start;
1219
1220 ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
1221 ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
1222 shader_model_gate_uMdl( gate->to_world );
1223
1224 for( u32 j=0; j<4; j++ ){
1225 if( gate->routes[j] == i ){
1226 mdl_draw_submesh( &world_global.sm_gate_marker[j] );
1227 break;
1228 }
1229 }
1230 }
1231 }
1232 glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
1233 }
1234
1235 #endif /* ROUTES_H */