way better cloud data
authorhgn <hgodden00@gmail.com>
Sun, 21 May 2023 04:05:59 +0000 (05:05 +0100)
committerhgn <hgodden00@gmail.com>
Sun, 21 May 2023 04:05:59 +0000 (05:05 +0100)
ent_skateshop.c
pointcloud.h
shaders/cloud.fs
shaders/cloud.vs
shaders/point_map.h
world_routes.h

index b47dacf9be0780707e9ab3a874b42f263da98a79..40362219b37b9d8ae1c6479c7ebad3b6077cd469 100644 (file)
@@ -749,6 +749,7 @@ VG_STATIC void skateshop_render_worldshop(void)
    mdl_transform_m4x3( &mark_display->transform, mmdl );
 
    /* TODO? ... */
+#if 0
    v3f vol;
    v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol );
 
@@ -776,13 +777,16 @@ VG_STATIC void skateshop_render_worldshop(void)
    mlocal[3][0] = (rect[0]-result[0])*0.5f - rect[0]*0.5f;  /* sea level? */
    mlocal[3][2] = (rect[1]-result[1])*0.5f - rect[1]*0.5f;
    m4x3_mul( mmdl, mlocal, mx );
+#endif
+
+   m4x3_rotate_y( mmdl, vg.time * 0.2 );
 
 #if 1
    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_ONE);
    glDisable(GL_DEPTH_TEST);
 #endif
-   pointcloud_render( world, &main_camera, mx );
+   pointcloud_render( world, &main_camera, mmdl );
    glDisable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);
 }
index b303973c6e6c46697ccdcc186b0c7a609e7fb456..454d9a46b8df9e318801c3a570fffda1852caec9 100644 (file)
 struct pointcloud{
    GLuint vao, vbo;
    u32 count;
-
    v4f control;
 }
 static pointcloud = { .control = {0.0f,0.0f,0.0f,1.0f} };
 
 #pragma pack(push,1)
 struct pointcloud_vert{
-   u16 pos[4];    /* float[  0 -> 1 ] */
-   i8  norm[4];   /* float[ -1 -> 1 ] */
+   i16 pos[4];    /* float[ -1 -> 1 ] */
    u8  colour[4]; /* float[  0 -> 1 ] */
 };
 #pragma pack(pop)
 
+typedef struct pointcloud_vert pointcloud_vert;
+typedef struct pointcloud_buffer pointcloud_buffer;
+
+struct pointcloud_buffer{
+   u32 max, count;
+   boxf boundary;
+
+   enum pointcloud_op{
+      k_pointcloud_op_clear,
+      k_pointcloud_op_append
+   }
+   op;
+   pointcloud_vert buf[];
+};
+
 static void async_pointcloud_sub( void *payload, u32 size )
 {
-
    glBindVertexArray( pointcloud.vao );
    glBindBuffer( GL_ARRAY_BUFFER, pointcloud.vbo );
-   glBufferSubData( GL_ARRAY_BUFFER, 0, 
-                    sizeof(struct pointcloud_vert)*size, payload );
-   pointcloud.count = size;
+
+   pointcloud_buffer *buf = payload;
+
+   u32 start,end,count;
+   if( buf->op == k_pointcloud_op_append ){
+      start = pointcloud.count;
+      end = pointcloud.count + buf->count;
+   }
+   else{
+      start = 0;
+      end = buf->count;
+   }
+
+   end = VG_MIN(POINTCLOUD_POINTS,end);
+   count = end-start;
+
+   if( count ){
+      u32 size   = count * sizeof(pointcloud_vert),
+          offset = start * sizeof(pointcloud_vert);
+
+      glBufferSubData( GL_ARRAY_BUFFER, offset, size, buf->buf );
+      pointcloud.count = end;
+   }
 }
 
 static void async_pointcloud_alloc( void *payload, u32 size )
@@ -39,58 +71,26 @@ static void async_pointcloud_alloc( void *payload, u32 size )
    glGenBuffers( 1, &pointcloud.vbo );
    glBindVertexArray( pointcloud.vao );
 
-   size_t stride = sizeof( struct pointcloud_vert );
+   size_t stride = sizeof( pointcloud_vert );
 
    glBindBuffer( GL_ARRAY_BUFFER, pointcloud.vbo );
    glBufferData( GL_ARRAY_BUFFER, stride * POINTCLOUD_POINTS, 
-                 payload, GL_DYNAMIC_DRAW );
+                 NULL, GL_DYNAMIC_DRAW );
 
    /* 0: coordinates */
-   glVertexAttribPointer( 0, 4, GL_UNSIGNED_SHORT, GL_TRUE, stride, (void*)0 );
+   glVertexAttribPointer( 0, 4, GL_SHORT, GL_TRUE, stride, (void*)0 );
    glEnableVertexAttribArray( 0 );
 
-   /* 1: normal */
-   glVertexAttribPointer( 1, 4, GL_BYTE, GL_TRUE, 
-                     stride, (void *)offsetof(struct pointcloud_vert, norm) );
+   /* 1: colour */
+   glVertexAttribPointer( 1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 
+                     stride, (void *)offsetof(pointcloud_vert, colour) );
    glEnableVertexAttribArray( 1 );
-
-   /* 2: colour */
-   glVertexAttribPointer( 2, 4, GL_UNSIGNED_BYTE, GL_TRUE, 
-                     stride, (void *)offsetof(struct pointcloud_vert, colour) );
-   glEnableVertexAttribArray( 2 );
    VG_CHECK_GL_ERR();
-   pointcloud.count = size;
 }
 
 static void pointcloud_init(void)
 {
-   vg_info( "Generating random test point cloud\n" );
-
-   vg_rand_seed( 2000 );
-   vg_async_item *call = 
-      vg_async_alloc( sizeof(struct pointcloud_vert)*POINTCLOUD_POINTS );
-   struct pointcloud_vert *test_data = call->payload;
-   call->size = POINTCLOUD_POINTS;
-
-   for( u32 i=0; i<POINTCLOUD_POINTS; i++ ){
-      test_data[i].pos[0] = vg_randf64() * 65535.0f;
-      test_data[i].pos[1] = vg_randf64() * 65535.0f;
-      test_data[i].pos[2] = vg_randf64() * 65535.0f;
-
-      v3f norm;
-      vg_rand_dir( norm );
-
-      test_data[i].norm[0] = norm[0] * 127.0f;
-      test_data[i].norm[1] = norm[1] * 127.0f;
-      test_data[i].norm[2] = norm[2] * 127.0f;
-
-      test_data[i].colour[0] = 90;
-      test_data[i].colour[1] = 90;
-      test_data[i].colour[2] = 90;
-      test_data[i].colour[3] = 255;
-   }
-
-   vg_async_dispatch( call, async_pointcloud_alloc );
+   vg_async_call( async_pointcloud_alloc, NULL, 0 );
    shader_point_map_register();
 }
 
@@ -108,11 +108,6 @@ static void pointcloud_render( world_instance *world, camera *cam, m4x3f model )
    shader_point_map_uTime( (v2f){ vg.time, sinf(vg.time) } );
    shader_point_map_uTransform( pointcloud.control );
 
-   m3x3f mnorm;
-   m3x3_inv( model, mnorm );
-   m3x3_transpose( mnorm, mnorm );
-   shader_point_map_uNormMtx( mnorm );
-
    glBindVertexArray( pointcloud.vao );
    glEnable( GL_PROGRAM_POINT_SIZE );
    glDrawArrays( GL_POINTS, 0, pointcloud.count );
index a7f480280488958423e99719fd12558f7f8d0fa8..175f3806763932e11365dc87d1ac24ee99124204 100644 (file)
@@ -5,7 +5,6 @@ out vec4 FragColor;
 uniform vec3 uCamera;
 
 in vec4 aColour;
-in vec3 aNorm;
 in vec3 aCo;
 in vec3 aWorldCo;
 
@@ -16,8 +15,7 @@ void main()
    float dither = fract( vDither.g / 71.0 ) - 0.5;
 
    float diff = length(gl_PointCoord.xy-vec2(0.5));
-   if( diff+dither>0.5 )
-      discard;
+   if( diff+dither>0.5 )discard;
 
    compute_motion_vectors();
    FragColor = aColour;
index 9bac3463dbcfe65f2288d684f5b7e0d98ea94170..431afd05c28f3163ad0c42c9b373231d21b59758 100644 (file)
@@ -1,6 +1,5 @@
 layout (location=0) in vec4 a_co;
-layout (location=1) in vec4 a_norm;
-layout (location=2) in vec4 a_colour;
+layout (location=1) in vec4 a_colour;
 
 #include "motion_vectors_vs.glsl"
 
@@ -12,7 +11,6 @@ uniform vec2 uTime;
 uniform vec4 uTransform;
 
 out vec4 aColour;
-out vec3 aNorm;
 out vec3 aWorldCo;
 out vec3 aCo;
 
@@ -40,22 +38,20 @@ void main()
 
 
    vec3 center = vec3(0.5);
-   vec3 lco = mapP(mco-center);
-   mco = lco + center;
+   vec3 lco = mapP(mco);
 
    vec3 world_pos0 = uMdl     * vec4( mco, 1.0 );
    vec4 vproj0     = uPv      * vec4( world_pos0, 1.0 );
    vec4 vproj1     = uPvmPrev * vec4( mco, 1.0 );
 
    float t = max(0.0,uTime.y);
-   float scaler = smoothstep(0.6,0.58,length(lco.xz*vec2(0.7,1.0)));
+   float scaler = smoothstep(0.6,0.58,length(lco.xz));
 
    vs_motion_out( vproj0, vproj1 );
 
    gl_Position = vproj0;
-   gl_PointSize = (8.0*uTransform.w*scaler) / (gl_Position.z + 0.01);
+   gl_PointSize = (9.0*uTransform.w*scaler) / (gl_Position.z + 0.01);
    aWorldCo = world_pos0;
-   aColour = a_colour*scaler*(0.3+a_co.y)+pow(1.0-a_co.y,16.0);
+   aColour = a_colour*scaler;
    aCo = mco;
-   aNorm = uNormMtx * a_norm.xyz;
 }
index 533b0ddf1ea1d6ad5bd83452d50b0f2637d25677..931d512595edad6ddadd5c1a0e7e32db449fd6c1 100644 (file)
@@ -10,8 +10,7 @@ static struct vg_shader _shader_point_map = {
 .orig_file = "shaders/cloud.vs",
 .static_src = 
 "layout (location=0) in vec4 a_co;\n"
-"layout (location=1) in vec4 a_norm;\n"
-"layout (location=2) in vec4 a_colour;\n"
+"layout (location=1) in vec4 a_colour;\n"
 "\n"
 "#line       1        1 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
@@ -31,7 +30,7 @@ static struct vg_shader _shader_point_map = {
 "   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
 "}\n"
 "\n"
-"#line      6        0 \n"
+"#line      5        0 \n"
 "\n"
 "uniform mat4x3 uMdl;\n"
 "uniform mat3 uNormMtx;\n"
@@ -41,7 +40,6 @@ static struct vg_shader _shader_point_map = {
 "uniform vec4 uTransform;\n"
 "\n"
 "out vec4 aColour;\n"
-"out vec3 aNorm;\n"
 "out vec3 aWorldCo;\n"
 "out vec3 aCo;\n"
 "\n"
@@ -69,24 +67,22 @@ static struct vg_shader _shader_point_map = {
 "\n"
 "\n"
 "   vec3 center = vec3(0.5);\n"
-"   vec3 lco = mapP(mco-center);\n"
-"   mco = lco + center;\n"
+"   vec3 lco = mapP(mco);\n"
 "\n"
 "   vec3 world_pos0 = uMdl     * vec4( mco, 1.0 );\n"
 "   vec4 vproj0     = uPv      * vec4( world_pos0, 1.0 );\n"
 "   vec4 vproj1     = uPvmPrev * vec4( mco, 1.0 );\n"
 "\n"
 "   float t = max(0.0,uTime.y);\n"
-"   float scaler = smoothstep(0.6,0.58,length(lco.xz*vec2(0.7,1.0)));\n"
+"   float scaler = smoothstep(0.6,0.58,length(lco.xz));\n"
 "\n"
 "   vs_motion_out( vproj0, vproj1 );\n"
 "\n"
 "   gl_Position = vproj0;\n"
-"   gl_PointSize = (8.0*uTransform.w*scaler) / (gl_Position.z + 0.01);\n"
+"   gl_PointSize = (9.0*uTransform.w*scaler) / (gl_Position.z + 0.01);\n"
 "   aWorldCo = world_pos0;\n"
-"   aColour = a_colour*scaler*(0.3+a_co.y);\n"
+"   aColour = a_colour*scaler;\n"
 "   aCo = mco;\n"
-"   aNorm = uNormMtx * a_norm.xyz;\n"
 "}\n"
 ""},
    .fs = 
@@ -119,7 +115,6 @@ static struct vg_shader _shader_point_map = {
 "uniform vec3 uCamera;\n"
 "\n"
 "in vec4 aColour;\n"
-"in vec3 aNorm;\n"
 "in vec3 aCo;\n"
 "in vec3 aWorldCo;\n"
 "\n"
@@ -130,8 +125,7 @@ static struct vg_shader _shader_point_map = {
 "   float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
 "\n"
 "   float diff = length(gl_PointCoord.xy-vec2(0.5));\n"
-"   if( diff>0.5 )\n"
-"      discard;\n"
+"   if( diff+dither>0.5 )discard;\n"
 "\n"
 "   compute_motion_vectors();\n"
 "   FragColor = aColour;\n"
index 62fe06913bb1e8da83347c9b00dd325c5c0e3e67..bb344ed4383db7416dfcfdde84660ba821e1f6a0 100644 (file)
@@ -230,10 +230,48 @@ VG_STATIC void world_routes_debug( world_instance *world )
 }
 
 VG_STATIC 
-void world_routes_place_curve( world_instance *world,
+void world_routes_pointcloud_spot( world_instance *world, 
+                                   pointcloud_buffer *pcbuf, 
+                                   v3f co, f32 radius, u32 samples, v4f colour )
+{
+   v3f inv_ext;
+   v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
+   v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
+
+   for( u32 j=0; j<samples; j++ ){
+      if( pcbuf->count >= pcbuf->max )
+         return;
+
+      pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
+
+      v3f sample, jitter, point;
+      vg_rand_sphere( jitter );
+      v3_muladds( co, jitter, radius, sample );
+
+      if( bh_closest_point( world->geo_bh, sample, point, radius*1.5f ) == -1 ){
+         v3_copy( sample, point );
+      }
+
+      v3f pos;
+      v3_sub( point, pcbuf->boundary[0], pos );
+      v3_mul( pos, inv_ext, pos );
+
+      for( u32 i=0; i<3; i++ ){
+         vert->pos[i] = (pos[i]-0.5f) * 32767.0f;
+      }
+
+      float dist = 1.0f-(v3_length(jitter));
+
+      for( u32 i=0; i<4; i++ ){
+         vert->colour[i] = colour[i] * 255.0f * dist*dist;
+      }
+   }
+}
+
+VG_STATIC 
+void world_routes_place_curve( world_instance *world, ent_route *route,
                                v4f h[3], v3f n0, v3f n2, scene_context *scene,
-                               struct pointcloud_vert *points, 
-                               u32 *point_count, v4f colour )
+                               pointcloud_buffer *pcbuf )
 {
    float t;
    v3f p, pd;
@@ -294,35 +332,9 @@ void world_routes_place_curve( world_instance *world,
       int resa = ray_world( world, sa, down, &ha ),
           resb = ray_world( world, sb, down, &hb );
       
-      for( u32 j=0; j<10; j++ ){
-      if( *point_count < POINTCLOUD_POINTS ){
-         struct pointcloud_vert *vert = &points[*point_count];
-         *point_count = (*point_count) + 1;
-
-         v3f sample, jitter, pcpoint;
-         vg_rand_sphere( jitter );
-         v3_muladds( ha.pos, jitter, 8.0f, sample );
-
-         if( bh_closest_point( world->geo_bh, sample, pcpoint, 10.0f ) == -1 ){
-            v3_copy( sample, pcpoint );
-         }
-
-         v3f pos, vol;
-         v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol );
-         v3_sub( pcpoint, world->scene_geo.bbx[0], pos );
-         v3_div( pos, vol, pos );
-
-         for( u32 i=0; i<3; i++ ){
-            vert->pos[i] = vg_clampf(pos[i], 0.0f,1.0f) * 65535.0f;
-            vert->norm[i] = ha.normal[i] * 127.0f;
-         }
-
-         float dist = 1.0f-(v3_length(jitter));
-
-         for( u32 i=0; i<4; i++ ){
-            vert->colour[i] = colour[i] * 255.0f * dist*dist;
-         }
-      }
+      if( resa ){
+         world_routes_pointcloud_spot( world, pcbuf, ha.pos, 
+                                       12.0f, 10, route->colour );
       }
 
       if( resa && resb ){
@@ -378,11 +390,9 @@ void world_routes_place_curve( world_instance *world,
    }
 }
 
-VG_STATIC 
-void world_routes_create_mesh( world_instance *world, u32 route_id, 
-                               scene_context *sc,
-                               struct pointcloud_vert *points, 
-                               u32 *point_count )
+VG_STATIC void world_routes_gen_meshes( world_instance *world, u32 route_id, 
+                                        scene_context *sc,
+                                        pointcloud_buffer *pcbuf )
 {
    ent_route *route = mdl_arritm( &world->ent_route, route_id );
    u8 colour[4];
@@ -493,8 +503,7 @@ void world_routes_create_mesh( world_instance *world, u32 route_id,
          v3_normalize( n0 );
          v3_normalize( n2 );
 
-         world_routes_place_curve( world, p, n0, n2, sc, points, point_count,
-                                   route->colour );
+         world_routes_place_curve( world, route, p, n0, n2, sc, pcbuf );
 
          /* --- */
          v4_copy( p[2], p[0] );
@@ -507,6 +516,195 @@ void world_routes_create_mesh( world_instance *world, u32 route_id,
 VG_STATIC 
 struct world_surface *world_tri_index_surface( world_instance *world, 
                                                  u32 index );
+
+VG_STATIC f64 world_routes_scatter_surface_points( world_instance *world,
+                                                   pointcloud_buffer *pcbuf,
+                                                   f32 rate )
+{
+   static f32 densities[] = {
+      [k_surface_prop_concrete] = 2.0f,
+      [k_surface_prop_grass]    = 0.8f,
+      [k_surface_prop_metal]    = 1.0f,
+      [k_surface_prop_wood]     = 2.5f,
+      [k_surface_prop_tiles]    = 4.0f
+   };
+
+   /* calculate total area */
+   f64 total_area = 0.0f;
+   for( u32 i=0; i<world->scene_geo.indice_count/3; i++ ){
+      u32 *tri = &world->scene_geo.arrindices[i*3];
+      struct world_surface *surf = world_tri_index_surface( world, tri[0] );
+
+      if( surf->info.shader == k_shader_boundary ||
+          surf->info.shader == k_shader_invisible ) continue;
+
+      if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue;
+
+      scene_vert *va = &world->scene_geo.arrvertices[tri[0]],
+                 *vb = &world->scene_geo.arrvertices[tri[1]],
+                 *vc = &world->scene_geo.arrvertices[tri[2]];
+
+      v3f v0, v1, vn;
+      v3_sub( vb->co, va->co, v0 );
+      v3_sub( vc->co, va->co, v1 );
+      v3_cross( v0, v1, vn );
+      if( vn[1] < 0.0f ) continue;
+
+      f32 density = 1.0f;
+      if( surf->info.surface_prop < vg_list_size(densities) )
+         density = densities[surf->info.surface_prop];
+      total_area += v3_length(vn)*0.5f*density;
+   }
+   
+   f32 accum = 0.0f;
+
+   u8 colour[] = { 80,80,80,255 };
+   v3f light_dir = {0.3f,0.8f,0.1f};
+   v3_normalize( light_dir );
+
+   v3f inv_ext;
+   v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
+   v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
+
+   for( u32 i=0; i<world->scene_geo.indice_count/3; i++ ){
+      u32 *tri = &world->scene_geo.arrindices[i*3];
+      struct world_surface *surf = world_tri_index_surface( world, tri[0] );
+
+      if( surf->info.shader == k_shader_boundary ||
+          surf->info.shader == k_shader_invisible ) continue;
+
+      if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue;
+
+      scene_vert *va = &world->scene_geo.arrvertices[tri[0]],
+                 *vb = &world->scene_geo.arrvertices[tri[1]],
+                 *vc = &world->scene_geo.arrvertices[tri[2]];
+
+      v3f v0, v1, vn;
+      v3_sub( vb->co, va->co, v0 );
+      v3_sub( vc->co, va->co, v1 );
+      v3_cross( v0, v1, vn );
+      if( vn[1] < 0.0f ) continue;
+
+      f32 density = 1.0f;
+      if( surf->info.surface_prop < vg_list_size(densities) )
+         density = densities[surf->info.surface_prop];
+
+      f32 area = v3_length(vn)*0.5f*density;
+      accum += area;
+
+      v3_normalize( vn );
+
+      while( accum > rate ){
+         accum -= rate;
+
+         if( pcbuf->count >= pcbuf->max ) return total_area;
+
+         v2f co = { vg_randf64(), vg_randf64() };
+         if( v2_length2(co) > 0.5f ){
+            co[0] = 1.0f-co[0];
+            co[1] = 1.0f-co[1];
+         }
+
+         v3f pt;
+         v3_muls( v0, co[0], pt );
+         v3_muladds( pt, v1, co[1], pt );
+         v3_add( va->co, pt, pt );
+
+         if( pt[1] < world->water.height ) continue;
+         pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
+
+         v3f pos;
+         v3_sub( pt, pcbuf->boundary[0], pos );
+         v3_mul( pos, inv_ext, pos );
+
+         for( u32 i=0; i<3; i++ ){
+            vert->pos[i] = (pos[i]-0.5f) * 32767.0f;
+         }
+
+         static v4f colours[] = {
+            [k_surface_prop_concrete] = { 0.13, 0.15, 0.17, 1.0 },
+            [k_surface_prop_grass]    = { 0.07, 0.1, 0.14, 1.0 },
+            [k_surface_prop_metal]    = { 0.15, 0.19, 0.22, 1.0 },
+            [k_surface_prop_wood]     = { 0.1, 0.13, 0.17, 1.0 },
+            [k_surface_prop_tiles]    = { 0.05, 0.06, 0.07, 1.0 },
+         };
+
+         v4f col = {0.0f,0.0f,0.0f,0.0f};
+         if( surf->info.surface_prop < vg_list_size(colours) ){
+            v4_copy( colours[surf->info.surface_prop], col );
+         }
+
+         f32 brightness = v3_dot(vn,light_dir)*0.5f+0.5f;
+         v3_muls( col, brightness, col );
+
+         for( u32 j=0; j<4; j++ ){
+            vert->colour[j] = col[j] * 255.0f;
+         }
+      }
+   }
+
+   return total_area;
+}
+
+VG_STATIC void world_routes_surface_grid( world_instance *world,
+                                          pointcloud_buffer *pcbuf )
+{
+   i32 const k_gridlines = 63,
+             k_gridres   = 255;
+
+   v3f inv_ext;
+   v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
+   v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
+   v4f colour = {0.2f,0.2f,0.2f,1.0f};
+
+   for( u32 k=0; k<2; k++ ){
+      u32 a = k*2,
+          b = (k^0x1)*2;
+
+      for( i32 x=0; x<=k_gridlines; x++ ){
+         f32 t = (float)x / (float)k_gridlines,
+             px = vg_lerpf( pcbuf->boundary[0][a], pcbuf->boundary[1][a], t );
+
+         for( i32 z=0; z<=k_gridres; z++ ){
+            f32 tz = (float)z / (float)k_gridres,
+                pz = vg_lerpf(pcbuf->boundary[0][b],pcbuf->boundary[1][b], tz);
+
+            v3f ro;
+            ro[a] = px;
+            ro[1] = 1000.0f;
+            ro[b] = pz;
+
+            ray_hit hit;
+            hit.dist = INFINITY;
+
+            if( ray_world( world, ro, (v3f){0.0f,-1.0f,0.0f}, &hit )){
+               struct world_surface *m1 = ray_hit_surface( world, &hit );
+
+               if( world->water.enabled )
+                  if( hit.pos[1] < world->water.height )
+                     continue;
+
+               if( pcbuf->count >= pcbuf->max ) return;
+
+               pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
+
+               v3f co;
+               v3_sub( hit.pos, pcbuf->boundary[0], co );
+               v3_mul( co, inv_ext, co );
+
+               for( u32 i=0; i<3; i++ ){
+                  vert->pos[i] = (co[i]-0.5f) * 32767.0f;
+               }
+
+               for( u32 i=0; i<4; i++ ){
+                  vert->colour[i] = colour[i] * 255.0f;
+               }
+            }
+         }
+      }
+   }
+}
+
 /* 
  * Create the strips of colour that run through the world along course paths
  */
@@ -516,13 +714,24 @@ VG_STATIC void world_routes_generate( world_instance *world )
    vg_async_stall();
 
    vg_rand_seed( 2000 );
-   vg_async_item *call = scene_alloc_async( &world->scene_lines, 
-                                            &world->mesh_route_lines,
-                                            200000, 300000 );
-   vg_async_item *call1 = 
-      vg_async_alloc( sizeof(struct pointcloud_vert)*POINTCLOUD_POINTS );
-   u32 generated_points = 0;
-   struct pointcloud_vert *cloud_data = call1->payload;
+   vg_async_item *call_scene = scene_alloc_async( &world->scene_lines, 
+                                                  &world->mesh_route_lines,
+                                                  200000, 300000 );
+   vg_async_item *call_pointcloud = vg_async_alloc( 
+         sizeof(pointcloud_buffer) + 
+         sizeof(pointcloud_vert)*POINTCLOUD_POINTS );
+   pointcloud_buffer *pcbuf = call_pointcloud->payload;
+   pcbuf->count = 0;
+   pcbuf->max = POINTCLOUD_POINTS;
+   pcbuf->op = k_pointcloud_op_clear;
+
+   v3f ext, mid, v0;
+   v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], ext );
+   f32 maxe = v3_maxf( ext );
+   v3_fill( v0, maxe * 0.5f );
+   v3_muladds( world->scene_geo.bbx[0], ext, 0.5f, mid );
+   v3_add( mid, v0, pcbuf->boundary[1] );
+   v3_sub( mid, v0, pcbuf->boundary[0] );
 
    for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
       ent_gate *gate = mdl_arritm( &world->ent_gate, i );
@@ -564,116 +773,16 @@ VG_STATIC void world_routes_generate( world_instance *world )
    }
 
    for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
-      world_routes_create_mesh( world, i, &world->scene_lines,
-                                cloud_data, &generated_points );
+      world_routes_gen_meshes( world, i, &world->scene_lines, pcbuf );
    }
 
+   f64 area = 0.0;
+   area = world_routes_scatter_surface_points( world, pcbuf, 16.0f );
+   world_routes_surface_grid( world, pcbuf );
+   vg_info( "Distrubuted %u points over %fkm^2!\n", pcbuf->count, area/1e6f );
 
-   {
-   vg_info( "Executing awesome algorithm!\n" );
-
-   f32 accum = 0.0f;
-   
-   v3f vol;
-   v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol );
-   v3_div( (v3f){1.0f,1.0f,1.0f}, vol, vol );
-
-   u8 colour[] = { 80,80,80,255 };
-   v3f light_dir = {0.3f,0.8f,0.1f};
-   v3_normalize( light_dir );
-
-   for( u32 k=1; k<=10; k++ ){
-      f32 rate = 50.0f * (1.0f/(float)k);
-
-      for( u32 i=0; i<world->scene_geo.indice_count/3; i++ ){
-         u32 *tri = &world->scene_geo.arrindices[i*3];
-         struct world_surface *surf = world_tri_index_surface( world, tri[0] );
-
-         if( surf->info.shader == k_shader_boundary ||
-             surf->info.shader == k_shader_invisible ) continue;
-
-         if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue;
-
-         scene_vert *va = &world->scene_geo.arrvertices[tri[0]],
-                    *vb = &world->scene_geo.arrvertices[tri[1]],
-                    *vc = &world->scene_geo.arrvertices[tri[2]];
-
-         v3f v0, v1, vn;
-         v3_sub( vb->co, va->co, v0 );
-         v3_sub( vc->co, va->co, v1 );
-         v3_cross( v0, v1, vn );
-         if( vn[1] < 0.0f ) continue;
-
-         accum += v3_length(vn)*0.5f;
-
-         v3_normalize( vn );
-
-         while( accum > rate ){
-            accum -= rate;
-
-            if( generated_points >= POINTCLOUD_POINTS ){
-               goto too_many_points;
-            }
-
-            v2f co = { vg_randf64(), vg_randf64() };
-            if( v2_length2(co) > 0.5f ){
-               co[0] = 1.0f-co[0];
-               co[1] = 1.0f-co[1];
-            }
-
-            v3f pt;
-            v3_muls( v0, co[0], pt );
-            v3_muladds( pt, v1, co[1], pt );
-            v3_add( va->co, pt, pt );
-
-            if( pt[1] < world->water.height ) continue;
-            struct pointcloud_vert *vert = &cloud_data[generated_points ++];
-
-            v3f pos;
-            v3_sub( pt, world->scene_geo.bbx[0], pos );
-            v3_mul( pos, vol, pos );
-
-            for( u32 j=0; j<3; j++ ){
-               vert->pos[j] = vg_clampf(pos[j],0.0f,1.0f) * 65535.0f;
-               vert->norm[j] = vg_clampf(vn[j],-1.0f,1.0f) * 127.0f;
-            }
-
-            f32 brightness = vg_clampf( v3_dot( vn, light_dir ), 0.0f, 1.0f );
-
-            v4f col = {0.0f,0.0f,0.0f,0.0f};
-            if( surf->info.surface_prop == k_surface_prop_wood ){
-               v4_copy( (v4f){0.66f,0.6f,0.5f}, col );
-            }
-            else if( surf->info.surface_prop == k_surface_prop_grass ){
-               v4_copy( (v4f){0.42f,0.5f,0.33f}, col );
-            }
-            else if( surf->info.surface_prop == k_surface_prop_concrete ){
-               v4_copy( (v4f){0.57f,0.57f,0.55f}, col );
-            }
-            else if( surf->info.surface_prop == k_surface_prop_metal ){
-               v4_copy( (v4f){0.76f,0.76f,0.75f}, col );
-            }
-            else{
-               v4_copy( (v4f){0.2f,0.2f,0.2f}, col );
-            }
-
-            v4_copy( (v4f){0.2f,0.2f,0.26f}, col );
-            v3_muls( col, brightness*0.25f, col );
-
-            for( u32 j=0; j<4; j++ ){
-               vert->colour[j] = col[j] * 255.0f;
-            }
-         }
-      }
-   }
-
-too_many_points:
-   vg_info( "finished awesome algorithm! yipee (%u)!\n", generated_points );
-   }
-
-   call1->size = generated_points;
-   vg_async_dispatch( call, async_scene_upload );
-   vg_async_dispatch( call1, async_pointcloud_sub );
+   vg_async_dispatch( call_scene, async_scene_upload );
+   vg_async_dispatch( call_pointcloud, async_pointcloud_sub );
 
    world_routes_clear( world );
 }