2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
9 #include "world_routes.h"
10 #include "world_gate.h"
11 #include "world_load.h"
12 #include "highscores.h"
15 #include "pointcloud.h"
19 #include "shaders/scene_route.h"
20 #include "shaders/routeui.h"
24 void world_routes_local_set_record( world_instance
*world
, ent_route
*route
,
27 vg_success( " NEW LAP TIME: %f\n", lap_time
);
29 if( route
->official_track_id
!= 0xffffffff ){
30 double time_centiseconds
= lap_time
* 100.0;
31 if( time_centiseconds
> (float)0xfffe ) /* skill issue */
34 struct track_info
*ti
= &track_infos
[ route
->official_track_id
];
35 highscore_record
*record
= &ti
->record
;
36 record
->trackid
= route
->official_track_id
;
37 record
->datetime
= time(NULL
);
40 record
->time
= time_centiseconds
;
43 if( ti
->achievement_id
){
44 steam_set_achievement( ti
->achievement_id
);
45 steam_store_achievements();
49 vg_warn( "There is no associated track for this record...\n" );
54 VG_STATIC
void world_routes_clear( world_instance
*world
)
56 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
57 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
58 route
->active_checkpoint
= 0xffff;
61 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_gate
); i
++ ){
62 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, i
);
63 rg
->timing_version
= 0;
64 rg
->timing_time
= 0.0;
67 world_static
.current_run_version
+= 4;
68 world_static
.last_use
= 0.0;
71 VG_STATIC
void world_routes_time_lap( world_instance
*world
, ent_route
*route
)
73 vg_info( "------- time lap %s -------\n",
74 mdl_pstr(&world
->meta
,route
->pstr_name
) );
76 double start_time
= 0.0;
81 for( u32 i
=0; i
<route
->checkpoints_count
; i
++ ){
82 u32 cpid
= (i
+route
->active_checkpoint
) % route
->checkpoints_count
;
83 cpid
+= route
->checkpoints_start
;
85 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, cpid
);
86 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
87 rg
= mdl_arritm( &world
->ent_gate
, rg
->target
);
90 route
->timing_base
= rg
->timing_time
;
94 start_time
= rg
->timing_time
;
96 if( last_version
+1 == rg
->timing_version
) valid_count
++;
100 last_version
= rg
->timing_version
;
101 vg_info( "%u %f\n", rg
->timing_version
, rg
->timing_time
);
104 if( world_static
.current_run_version
== last_version
+1 ){
107 if( route
->checkpoints_count
== 1 ){
108 route
->timing_base
= world_static
.time
;
111 else valid_count
= 0;
113 vg_info( "%u %f\n", world_static
.current_run_version
, world_static
.time
);
115 if( valid_count
==route
->checkpoints_count
){
116 double lap_time
= world_static
.time
- start_time
;
117 world_routes_local_set_record( world
, route
, lap_time
);
120 route
->valid_checkpoints
= valid_count
+1;
122 vg_info( "valid: %u\n", valid_count
);
123 vg_info( "----------------------------\n" );
127 * When going through a gate this is called for bookkeeping purposes
129 VG_STATIC
void world_routes_activate_entry_gate( world_instance
*world
,
132 world_static
.last_use
= world_static
.time
;
134 /* disable all routes and leave the world */
135 if( rg
->type
== k_gate_type_nonlocel
){
136 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
137 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
138 route
->active_checkpoint
= 0xffff;
143 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, rg
->target
);
145 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
146 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
148 u32 active_prev
= route
->active_checkpoint
;
149 route
->active_checkpoint
= 0xffff;
151 for( u32 j
=0; j
<4; j
++ ){
152 if( dest
->routes
[j
] == i
){
153 for( u32 k
=0; k
<route
->checkpoints_count
; k
++ ){
154 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
,
155 route
->checkpoints_start
+k
);
157 ent_gate
*gk
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
158 gk
= mdl_arritm( &world
->ent_gate
, gk
->target
);
160 route
->active_checkpoint
= k
;
161 world_routes_time_lap( world
, route
);
170 dest
->timing_version
= world_static
.current_run_version
;
171 dest
->timing_time
= world_static
.time
;
173 world_static
.current_run_version
++;
176 /* draw lines along the paths */
177 VG_STATIC
void world_routes_debug( world_instance
*world
)
179 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
180 ent_route_node
*rn
= mdl_arritm(&world
->ent_route_node
,i
);
181 vg_line_pt3( rn
->co
, 0.25f
, VG__WHITE
);
184 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
185 ent_route
*route
= mdl_arritm(&world
->ent_route
, i
);
187 u32 colours
[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
191 if( route
->active_checkpoint
!= 0xffff ){
192 cc
= colours
[i
%vg_list_size(colours
)];
195 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
196 int i0
= route
->checkpoints_start
+i
,
197 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
199 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
200 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
202 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
203 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
);
206 v3_copy( start_gate
->co
[1], p0
);
208 for( int j
=0; j
<c0
->path_count
; j
++ ){
209 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
212 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
215 v3_copy( rn
->co
, p1
);
216 vg_line( p0
, p1
, cc
);
220 v3_copy( end_gate
->co
[0], p1
);
221 vg_line( p0
, p1
, cc
);
227 void world_routes_pointcloud_spot( world_instance
*world
,
228 pointcloud_buffer
*pcbuf
,
229 v3f co
, f32 radius
, u32 samples
, v4f colour
)
232 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
233 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
235 for( u32 j
=0; j
<samples
; j
++ ){
236 if( pcbuf
->count
>= pcbuf
->max
)
239 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
241 v3f sample
, jitter
, point
;
242 vg_rand_sphere( jitter
);
243 v3_muladds( co
, jitter
, radius
, sample
);
245 if( bh_closest_point( world
->geo_bh
, sample
, point
, radius
*1.5f
) == -1 ){
246 v3_copy( sample
, point
);
250 v3_sub( point
, pcbuf
->boundary
[0], pos
);
251 v3_mul( pos
, inv_ext
, pos
);
253 for( u32 i
=0; i
<3; i
++ ){
254 vert
->pos
[i
] = (pos
[i
]-0.5f
) * 32767.0f
;
257 float dist
= 1.0f
-(v3_length(jitter
));
259 for( u32 i
=0; i
<4; i
++ ){
260 vert
->colour
[i
] = colour
[i
] * 255.0f
* dist
*dist
;
274 void world_routes_pointcloud_tower( world_instance
*world
,
275 pointcloud_buffer
*pcbuf
,
276 v3f co
, f32 radius
, f32 height
,
277 u32 samples
, v4f colour
)
280 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
281 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
283 for( u32 j
=0; j
<samples
; j
++ ){
284 if( pcbuf
->count
>= pcbuf
->max
)
287 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
290 point
[0] = vg_randf64()*2.0f
-1.0f
;
292 point
[2] = vg_randf64()*2.0f
-1.0f
;
293 v3_normalize( point
);
294 v3_muls( point
, sqrtf(vg_randf64()), point
);
296 f32 h
= vg_randf64();
297 point
[1] = h
*h
*h
*height
;
301 v3_add( point
, co
, point
);
302 v3_sub( point
, pcbuf
->boundary
[0], point
);
303 v3_mul( point
, inv_ext
, point
);
306 for( u32 i
=0; i
<3; i
++ ){
307 vert
->pos
[i
] = (point
[i
]-0.5f
) * 32767.0f
;
310 for( u32 i
=0; i
<4; i
++ ){
311 vert
->colour
[i
] = colour
[i
] * 255.0f
;
317 void world_routes_place_curve( world_instance
*world
, ent_route
*route
,
318 v4f h
[3], v3f n0
, v3f n2
, scene_context
*scene
,
319 pointcloud_buffer
*pcbuf
)
325 float total_length
= 0.0f
,
329 v3_copy( h
[0], last
);
330 for( int it
=0; it
<128; it
++ ){
331 t
= (float)(it
+1) * (1.0f
/128.0f
);
332 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
333 total_length
+= v3_dist( p
, last
);
337 float patch_size
= 4.0f
,
338 patch_count
= ceilf( total_length
/ patch_size
);
341 v3_copy( h
[0], last
);
343 for( int it
=0; it
<128; it
++ ){
344 float const k_sample_dist
= 0.0025f
,
347 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
348 eval_bezier3( h
[0], h
[1], h
[2], t
+k_sample_dist
, pd
);
350 travel_length
+= v3_dist( p
, last
);
352 float mod
= k_sample_dist
/ v3_dist( p
, pd
);
356 v3_muls( n0
, -(1.0f
-t
), up
);
357 v3_muladds( up
, n2
, -t
, up
);
361 v3_cross( up
, v0
, right
);
362 v3_normalize( right
);
364 float cur_x
= (1.0f
-t
)*h
[0][3] + t
*h
[2][3];
366 v3f sc
, sa
, sb
, down
;
367 v3_muladds( p
, right
, cur_x
* k_line_width
, sc
);
368 v3_muladds( sc
, up
, 1.5f
, sc
);
369 v3_muladds( sc
, right
, k_line_width
*0.95f
, sa
);
370 v3_muladds( sc
, right
, 0.0f
, sb
);
371 v3_muls( up
, -1.0f
, down
);
377 int resa
= ray_world( world
, sa
, down
, &ha
),
378 resb
= ray_world( world
, sb
, down
, &hb
);
381 world_routes_pointcloud_spot( world
, pcbuf
, ha
.pos
,
382 12.0f
, 10, route
->colour
);
386 struct world_surface
*surfa
= ray_hit_surface( world
, &ha
),
387 *surfb
= ray_hit_surface( world
, &hb
);
389 if( (surfa
->info
.flags
& k_material_flag_skate_target
) &&
390 (surfb
->info
.flags
& k_material_flag_skate_target
) )
394 float gap
= vg_fractf(cur_x
*0.5f
)*0.02f
;
396 v3_muladds( ha
.pos
, up
, 0.06f
+gap
, va
.co
);
397 v3_muladds( hb
.pos
, up
, 0.06f
+gap
, vb
.co
);
399 scene_vert_pack_norm( &va
, up
);
400 scene_vert_pack_norm( &vb
, up
);
402 float t1
= (travel_length
/ total_length
) * patch_count
;
408 scene_push_vert( scene
, &va
);
409 scene_push_vert( scene
, &vb
);
412 /* Connect them with triangles */
413 scene_push_tri( scene
, (u32
[3]){
414 last_valid
+0-2, last_valid
+1-2, last_valid
+2-2} );
415 scene_push_tri( scene
, (u32
[3]){
416 last_valid
+1-2, last_valid
+3-2, last_valid
+2-2} );
419 last_valid
= scene
->vertex_count
;
438 VG_STATIC
void world_routes_gen_meshes( world_instance
*world
, u32 route_id
,
440 pointcloud_buffer
*pcbuf
)
442 ent_route
*route
= mdl_arritm( &world
->ent_route
, route_id
);
444 colour
[0] = route
->colour
[0] * 255.0f
;
445 colour
[1] = route
->colour
[1] * 255.0f
;
446 colour
[2] = route
->colour
[2] * 255.0f
;
447 colour
[3] = route
->colour
[3] * 255.0f
;
451 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
452 int i0
= route
->checkpoints_start
+i
,
453 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
455 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
456 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
458 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
459 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
461 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
),
462 *collector
= mdl_arritm( &world
->ent_gate
, end_gate
->target
);
466 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, start_gate
->co
[0], p
[0] );
467 p
[0][3] = start_gate
->ref_count
;
468 p
[0][3] -= (float)start_gate
->route_count
* 0.5f
;
469 start_gate
->ref_count
++;
471 if( !c0
->path_count
)
474 /* this is so that we get nice flow through the gates */
475 v3f temp_alignments
[2];
476 ent_gate
*both
[] = { start_gate
, end_gate
};
478 for( int j
=0; j
<2; j
++ ){
479 int pi
= c0
->path_start
+ ((j
==1)? c0
->path_count
-1: 0);
481 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
, pi
);
482 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
485 v3_sub( rn
->co
, both
[j
]->co
[0], v0
);
486 float d
= v3_dot( v0
, both
[j
]->to_world
[2] );
488 v3_muladds( both
[j
]->co
[0], both
[j
]->to_world
[2], d
,
489 temp_alignments
[j
] );
490 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, temp_alignments
[j
], temp_alignments
[j
]);
494 for( int j
=0; j
<c0
->path_count
; j
++ ){
495 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
497 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
499 if( j
==0 || j
==c0
->path_count
-1 )
501 v3_copy( temp_alignments
[0], p
[1] );
503 v3_copy( temp_alignments
[1], p
[1] );
505 v3_copy( rn
->co
, p
[1] );
507 p
[1][3] = rn
->ref_count
;
508 p
[1][3] -= (float)rn
->ref_total
* 0.5f
;
511 if( j
+1 < c0
->path_count
){
512 index
= mdl_arritm( &world
->ent_path_index
,
513 c0
->path_start
+j
+1 );
514 rn
= mdl_arritm( &world
->ent_route_node
, index
->index
);
516 if( j
+1 == c0
->path_count
-1 )
517 v3_lerp( p
[1], temp_alignments
[1], 0.5f
, p
[2] );
519 v3_lerp( p
[1], rn
->co
, 0.5f
, p
[2] );
521 p
[2][3] = rn
->ref_count
;
522 p
[2][3] -= (float)rn
->ref_total
* 0.5f
;
525 v3_copy( end_gate
->co
[0], p
[2] );
526 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, p
[2], p
[2] );
527 p
[2][3] = collector
->ref_count
;
529 if( i
== route
->checkpoints_count
-1)
532 p
[2][3] -= (float)collector
->route_count
* 0.5f
;
533 //collector->ref_count ++;
536 /* p0,p1,p2 bezier patch is complete
537 * --------------------------------------*/
538 v3f surf0
, surf2
, n0
, n2
;
540 if( bh_closest_point( world
->geo_bh
, p
[0], surf0
, 5.0f
) == -1 )
541 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[0], surf0
);
543 if( bh_closest_point( world
->geo_bh
, p
[2], surf2
, 5.0f
) == -1 )
544 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[2], surf2
);
546 v3_sub( surf0
, p
[0], n0
);
547 v3_sub( surf2
, p
[2], n2
);
551 world_routes_place_curve( world
, route
, p
, n0
, n2
, sc
, pcbuf
);
554 v4_copy( p
[2], p
[0] );
558 scene_copy_slice( sc
, &route
->sm
);
562 struct world_surface
*world_tri_index_surface( world_instance
*world
,
565 VG_STATIC f64
world_routes_scatter_surface_points( world_instance
*world
,
566 pointcloud_buffer
*pcbuf
,
569 static f32 densities
[] = {
570 [k_surface_prop_concrete
] = 2.0f
,
571 [k_surface_prop_grass
] = 0.8f
,
572 [k_surface_prop_metal
] = 1.0f
,
573 [k_surface_prop_wood
] = 2.5f
,
574 [k_surface_prop_tiles
] = 4.0f
577 /* calculate total area */
578 f64 total_area
= 0.0f
;
579 for( u32 i
=0; i
<world
->scene_geo
.indice_count
/3; i
++ ){
580 u32
*tri
= &world
->scene_geo
.arrindices
[i
*3];
581 struct world_surface
*surf
= world_tri_index_surface( world
, tri
[0] );
583 if( surf
->info
.shader
== k_shader_boundary
||
584 surf
->info
.shader
== k_shader_invisible
) continue;
586 if( !(surf
->info
.flags
& k_material_flag_preview_visibile
) ) continue;
588 scene_vert
*va
= &world
->scene_geo
.arrvertices
[tri
[0]],
589 *vb
= &world
->scene_geo
.arrvertices
[tri
[1]],
590 *vc
= &world
->scene_geo
.arrvertices
[tri
[2]];
593 v3_sub( vb
->co
, va
->co
, v0
);
594 v3_sub( vc
->co
, va
->co
, v1
);
595 v3_cross( v0
, v1
, vn
);
596 if( vn
[1] < 0.0f
) continue;
599 if( surf
->info
.surface_prop
< vg_list_size(densities
) )
600 density
= densities
[surf
->info
.surface_prop
];
601 total_area
+= v3_length(vn
)*0.5f
*density
;
606 u8 colour
[] = { 80,80,80,255 };
607 v3f light_dir
= {0.3f
,0.8f
,0.1f
};
608 v3_normalize( light_dir
);
611 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
612 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
614 for( u32 i
=0; i
<world
->scene_geo
.indice_count
/3; i
++ ){
615 u32
*tri
= &world
->scene_geo
.arrindices
[i
*3];
616 struct world_surface
*surf
= world_tri_index_surface( world
, tri
[0] );
618 if( surf
->info
.shader
== k_shader_boundary
||
619 surf
->info
.shader
== k_shader_invisible
) continue;
621 if( !(surf
->info
.flags
& k_material_flag_preview_visibile
) ) continue;
623 scene_vert
*va
= &world
->scene_geo
.arrvertices
[tri
[0]],
624 *vb
= &world
->scene_geo
.arrvertices
[tri
[1]],
625 *vc
= &world
->scene_geo
.arrvertices
[tri
[2]];
628 v3_sub( vb
->co
, va
->co
, v0
);
629 v3_sub( vc
->co
, va
->co
, v1
);
630 v3_cross( v0
, v1
, vn
);
631 if( vn
[1] < 0.0f
) continue;
634 if( surf
->info
.surface_prop
< vg_list_size(densities
) )
635 density
= densities
[surf
->info
.surface_prop
];
637 f32 area
= v3_length(vn
)*0.5f
*density
;
642 while( accum
> rate
){
645 if( pcbuf
->count
>= pcbuf
->max
) return total_area
;
647 v2f co
= { vg_randf64(), vg_randf64() };
648 if( v2_length2(co
) > 0.5f
){
654 v3_muls( v0
, co
[0], pt
);
655 v3_muladds( pt
, v1
, co
[1], pt
);
656 v3_add( va
->co
, pt
, pt
);
658 if( pt
[1] < world
->water
.height
) continue;
659 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
662 v3_sub( pt
, pcbuf
->boundary
[0], pos
);
663 v3_mul( pos
, inv_ext
, pos
);
665 for( u32 i
=0; i
<3; i
++ ){
666 vert
->pos
[i
] = (pos
[i
]-0.5f
) * 32767.0f
;
669 static v4f colours
[] = {
670 [k_surface_prop_concrete
] = { 0.13, 0.15, 0.17, 1.0 },
671 [k_surface_prop_grass
] = { 0.07, 0.1, 0.14, 1.0 },
672 [k_surface_prop_metal
] = { 0.15, 0.19, 0.22, 1.0 },
673 [k_surface_prop_wood
] = { 0.1, 0.13, 0.17, 1.0 },
674 [k_surface_prop_tiles
] = { 0.05, 0.06, 0.07, 1.0 },
677 v4f col
= {0.0f
,0.0f
,0.0f
,0.0f
};
678 if( surf
->info
.surface_prop
< vg_list_size(colours
) ){
679 v4_copy( colours
[surf
->info
.surface_prop
], col
);
682 f32 brightness
= v3_dot(vn
,light_dir
)*0.5f
+0.5f
;
683 v3_muls( col
, brightness
, col
);
685 for( u32 j
=0; j
<4; j
++ ){
686 vert
->colour
[j
] = col
[j
] * 255.0f
;
694 VG_STATIC
void world_routes_surface_grid( world_instance
*world
,
695 pointcloud_buffer
*pcbuf
)
697 i32
const k_gridlines
= 32,
701 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
702 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
703 v4f colour
= {0.2f
,0.2f
,0.2f
,1.0f
};
704 v3f dir
= {0.0f
,-1.0f
,0.0f
};
706 for( u32 k
=0; k
<2; k
++ ){
710 for( i32 x
=0; x
<=k_gridlines
; x
++ ){
711 f32 t
= (float)x
/ (float)k_gridlines
,
712 px
= vg_lerpf( pcbuf
->boundary
[0][a
], pcbuf
->boundary
[1][a
], t
);
714 for( i32 z
=0; z
<=k_gridres
; z
++ ){
715 f32 tz
= (float)z
/ (float)k_gridres
,
716 pz
= vg_lerpf(pcbuf
->boundary
[0][b
],pcbuf
->boundary
[1][b
], tz
);
724 bh_iter_init_ray( 0, &it
, ro
, dir
, INFINITY
);
727 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
728 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
731 for( u32 i
=0; i
<3; i
++ ){
732 v3_copy( world
->scene_geo
.arrvertices
[tri
[i
]].co
, vs
[i
] );
736 if( ray_tri( vs
, ro
, dir
, &t
) ){
737 v3_muladds( ro
, dir
, t
, hit
);
738 struct world_surface
*m1
=
739 world_tri_index_surface( world
, tri
[0] );
741 if( !(m1
->info
.flags
& k_material_flag_preview_visibile
) )
744 if( world
->water
.enabled
)
745 if( hit
[1] < world
->water
.height
)
748 if( pcbuf
->count
>= pcbuf
->max
) return;
750 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
753 v3_sub( hit
, pcbuf
->boundary
[0], co
);
754 v3_mul( co
, inv_ext
, co
);
756 for( u32 i
=0; i
<3; i
++ ){
757 vert
->pos
[i
] = (co
[i
]-0.5f
) * 32767.0f
;
760 for( u32 i
=0; i
<4; i
++ ){
761 vert
->colour
[i
] = colour
[i
] * 255.0f
;
771 * Create the strips of colour that run through the world along course paths
773 VG_STATIC
void world_gen_routes_generate(void)
775 world_instance
*world
= world_loading_instance();
776 vg_info( "Generating route meshes\n" );
779 vg_rand_seed( 2000 );
780 vg_async_item
*call_scene
= scene_alloc_async( &world
->scene_lines
,
781 &world
->mesh_route_lines
,
784 vg_async_item
*call_pointcloud
= NULL
;
785 pointcloud_buffer
*pcbuf
= NULL
;
787 if( world_loader
.generate_point_cloud
){
788 call_pointcloud
= vg_async_alloc(
789 sizeof(pointcloud_buffer
) +
790 sizeof(pointcloud_vert
)*POINTCLOUD_POINTS
);
791 pcbuf
= call_pointcloud
->payload
;
793 pcbuf
->max
= POINTCLOUD_POINTS
;
794 pcbuf
->op
= k_pointcloud_op_clear
;
797 v3_sub( world
->scene_geo
.bbx
[1], world
->scene_geo
.bbx
[0], ext
);
798 f32 maxe
= v3_maxf( ext
);
799 v3_fill( v0
, maxe
* 0.5f
);
800 v3_muladds( world
->scene_geo
.bbx
[0], ext
, 0.5f
, mid
);
801 v3_add( mid
, v0
, pcbuf
->boundary
[1] );
802 v3_sub( mid
, v0
, pcbuf
->boundary
[0] );
805 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
806 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
808 gate
->route_count
= 0;
811 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
812 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
, i
);
817 for( u32 k
=0; k
<mdl_arrcount(&world
->ent_route
); k
++ ){
818 ent_route
*route
= mdl_arritm( &world
->ent_route
, k
);
820 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
821 int i0
= route
->checkpoints_start
+i
,
822 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
824 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
825 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
827 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
828 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
829 start_gate
->route_count
++;
831 if( !c0
->path_count
)
834 for( int j
=0; j
<c0
->path_count
; j
++ ){
835 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
837 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
844 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
845 world_routes_gen_meshes( world
, i
, &world
->scene_lines
, pcbuf
);
848 if( world_loader
.generate_point_cloud
){
850 area
= world_routes_scatter_surface_points( world
, pcbuf
, 16.0f
);
851 world_routes_surface_grid( world
, pcbuf
);
853 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_gate
); i
++ ){
854 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
856 world_routes_pointcloud_tower( world
, pcbuf
, gate
->co
[0],
858 (v4f
){0.2f
,0.2f
,0.2f
,1.0f
} );
861 vg_info( "Distrubuted %u points over %fkm^2!\n",
862 pcbuf
->count
, area
/1e6f
);
864 if( world_loader
.location
== k_world_load_type_local
){
867 vg_strnull( &path
, path_buf
, 4096 );
868 vg_strcat( &path
, "maps/" );
869 vg_strcat( &path
, world_loader
.name
);
870 vg_strcat( &path
, "/preview.bin" );
872 if( !vg_strgood( &path
) ) vg_fatal_error( "Path too long\n" );
873 FILE *fp
= fopen( path_buf
, "wb" );
874 if( !fp
) vg_fatal_error( "Cannot open '%s' for writing\n", path_buf
);
876 fwrite( pcbuf
, sizeof(pcbuf
) +
877 sizeof(struct pointcloud_vert
)*pcbuf
->count
, 1, fp
);
881 vg_async_dispatch( call_pointcloud
, async_pointcloud_sub
);
884 vg_async_dispatch( call_scene
, async_scene_upload
);
885 world_routes_clear( world
);
888 /* load all routes from model header */
889 VG_STATIC
void world_gen_routes_ent_init(void)
891 world_instance
*world
= world_loading_instance();
892 vg_info( "Initializing routes\n" );
894 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
895 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
896 for( u32 j
=0; j
<4; j
++ ){
897 gate
->routes
[j
] = 0xffff;
901 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
902 ent_route
*route
= mdl_arritm(&world
->ent_route
,i
);
903 mdl_transform_m4x3( &route
->transform
, route
->board_transform
);
905 route
->official_track_id
= 0xffffffff;
906 for( u32 j
=0; j
<vg_list_size(track_infos
); j
++ ){
907 if( !strcmp(track_infos
[j
].name
,
908 mdl_pstr(&world
->meta
,route
->pstr_name
))){
909 route
->official_track_id
= j
;
913 for( u32 j
=0; j
<route
->checkpoints_count
; j
++ ){
914 u32 id
= route
->checkpoints_start
+ j
;
915 ent_checkpoint
*cp
= mdl_arritm(&world
->ent_checkpoint
,id
);
917 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
919 for( u32 k
=0; k
<4; k
++ ){
920 if( gate
->routes
[k
] == 0xffff ){
926 if( gate
->type
== k_gate_type_teleport
){
927 gate
= mdl_arritm(&world
->ent_gate
, gate
->target
);
929 for( u32 k
=0; k
<4; k
++ ){
930 if( gate
->routes
[k
] == i
){
931 vg_error( "already assigned route to gate\n" );
934 if( gate
->routes
[k
] == 0xffff ){
943 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
944 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
947 world_routes_clear( world
);
951 * -----------------------------------------------------------------------------
953 * -----------------------------------------------------------------------------
956 VG_STATIC
void world_routes_init(void)
958 world_static
.current_run_version
= 200;
959 world_static
.time
= 300.0;
960 world_static
.last_use
= 0.0;
962 shader_scene_route_register();
963 shader_routeui_register();
966 VG_STATIC
void world_routes_update( world_instance
*world
)
968 world_static
.time
+= vg
.time_delta
;
970 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
971 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
973 int target
= route
->active_checkpoint
== 0xffff? 0: 1;
974 route
->factive
= vg_lerpf( route
->factive
, target
, 0.6f
*vg
.time_delta
);
977 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
978 struct text_particle
*particle
= &world_render
.text_particles
[i
];
979 rb_object_debug( &particle
->obj
, VG__RED
);
983 VG_STATIC
void world_routes_fixedupdate( world_instance
*world
)
987 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
988 struct text_particle
*particle
= &world_render
.text_particles
[i
];
990 if( rb_global_has_space() ){
991 rb_ct
*buf
= rb_global_buffer();
993 int l
= rb_sphere__scene( particle
->obj
.rb
.to_world
,
994 &particle
->obj
.inf
.sphere
,
995 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
997 for( int j
=0; j
<l
; j
++ ){
998 buf
[j
].rba
= &particle
->obj
.rb
;
999 buf
[j
].rbb
= &world
->rb_geo
.rb
;
1002 rb_contact_count
+= l
;
1006 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
1008 for( int i
=0; i
<rb_contact_count
; i
++ ){
1009 rb_contact_restitution( rb_contact_buffer
+i
, vg_randf64() );
1012 for( int i
=0; i
<6; i
++ ){
1013 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
1016 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1017 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1018 rb_iter( &particle
->obj
.rb
);
1021 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1022 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1023 rb_update_transform( &particle
->obj
.rb
);
1027 VG_STATIC
void bind_terrain_noise(void);
1028 VG_STATIC
void world_bind_light_array( world_instance
*world
,
1029 GLuint shader
, GLuint location
,
1031 VG_STATIC
void world_bind_light_index( world_instance
*world
,
1032 GLuint shader
, GLuint location
,
1035 VG_STATIC
void world_routes_update_timer_texts( world_instance
*world
)
1037 world_render
.timer_text_count
= 0;
1039 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1040 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1042 if( route
->active_checkpoint
!= 0xffff ){
1043 u32 next
= route
->active_checkpoint
+1;
1044 next
= next
% route
->checkpoints_count
;
1045 next
+= route
->checkpoints_start
;
1047 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
1048 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
1049 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, gate
->target
);
1053 if( dest
->routes
[j
] == i
){
1063 struct timer_text
*text
=
1064 &world_render
.timer_texts
[ world_render
.timer_text_count
++ ];
1067 text
->route
= route
;
1069 if( route
->valid_checkpoints
>= route
->checkpoints_count
){
1070 double lap_time
= world_static
.time
- route
->timing_base
,
1071 time_centiseconds
= lap_time
* 100.0;
1073 if( time_centiseconds
> (float)0xfffe ) time_centiseconds
= 0.0;
1075 u16 centiseconds
= time_centiseconds
,
1076 seconds
= centiseconds
/ 100,
1077 minutes
= seconds
/ 60;
1079 centiseconds
%= 100;
1083 if( minutes
> 9 ) minutes
= 9;
1087 highscore_intr( text
->text
, minutes
, 1, ' ' ); j
++;
1088 text
->text
[j
++] = ':';
1091 if( seconds
>= 10 || minutes
){
1092 highscore_intr( text
->text
+j
, seconds
, 2, '0' ); j
+=2;
1095 highscore_intr( text
->text
+j
, seconds
, 1, '0' ); j
++;
1098 text
->text
[j
++] = '.';
1099 highscore_intr( text
->text
+j
, centiseconds
, 1, '0' ); j
++;
1100 text
->text
[j
] = '\0';
1103 highscore_intr( text
->text
, route
->valid_checkpoints
, 1, ' ' );
1104 text
->text
[1] = '/';
1105 highscore_intr( text
->text
+2, route
->checkpoints_count
+1, 1, ' ' );
1106 text
->text
[3] = '\0';
1109 float align_r
= font3d_string_width( &gui
.font
, 0, text
->text
);
1113 { -0.92f
, h0
, depth
},
1114 { 0.92f
- align_r
, h0
, depth
},
1115 { -0.92f
, h1
, depth
},
1116 { 0.92f
- align_r
, h1
, depth
},
1119 if( dest
->route_count
== 1 ){
1120 positions
[0][0] = -align_r
*0.5f
;
1121 positions
[0][1] = h1
;
1124 m3x3_copy( gate
->to_world
, text
->transform
);
1125 float ratio
= v3_length(text
->transform
[0]) /
1126 v3_length(text
->transform
[1]);
1128 m3x3_scale( text
->transform
, (v3f
){ size
, size
*ratio
, 0.1f
} );
1129 m4x3_mulv( gate
->to_world
, positions
[j
], text
->transform
[3] );
1134 VG_STATIC
void world_routes_fracture( world_instance
*world
, ent_gate
*gate
,
1135 v3f imp_co
, v3f imp_v
)
1137 world_render
.text_particle_count
= 0;
1139 for( u32 i
=0; i
<world_render
.timer_text_count
; i
++ ){
1140 struct timer_text
*text
= &world_render
.timer_texts
[i
];
1142 if( text
->gate
!= gate
) continue;
1145 m4x3_mul( gate
->transport
, text
->transform
, transform
);
1149 m4x3_decompose( transform
, co
, q
, s
);
1155 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1156 v3_muls( text
->route
->colour
, brightness
, colour
);
1157 colour
[3] = 1.0f
-text
->route
->factive
;
1159 for( u32 j
=0;; j
++ ){
1160 char c
= text
->text
[j
];
1163 ent_glyph
*glyph
= font3d_glyph( &gui
.font
, 0, c
);
1164 if( !glyph
) continue;
1166 if( c
>= (u32
)'0' && c
<= (u32
)'9' && glyph
->indice_count
){
1167 struct text_particle
*particle
=
1168 &world_render
.text_particles
[world_render
.text_particle_count
++];
1170 particle
->glyph
= glyph
;
1171 v4_copy( colour
, particle
->colour
);
1174 v2_muls( glyph
->size
, 0.5f
, origin
);
1179 v3_add( offset
, origin
, world_co
);
1180 m4x3_mulv( transform
, world_co
, world_co
);
1182 float r
= vg_maxf( s
[0]*glyph
->size
[0], s
[1]*glyph
->size
[1] )*0.5f
;
1184 m3x3_identity( particle
->mlocal
);
1185 m3x3_scale( particle
->mlocal
, s
);
1187 v3_muls( origin
, -1.0f
, particle
->mlocal
[3] );
1189 v3_copy( world_co
, particle
->obj
.rb
.co
);
1190 v3_muls( imp_v
, 1.0f
+vg_randf64(), particle
->obj
.rb
.v
);
1191 particle
->obj
.rb
.v
[1] += 2.0f
;
1193 v4_copy( q
, particle
->obj
.rb
.q
);
1194 particle
->obj
.rb
.w
[0] = vg_randf64()*2.0f
-1.0f
;
1195 particle
->obj
.rb
.w
[1] = vg_randf64()*2.0f
-1.0f
;
1196 particle
->obj
.rb
.w
[2] = vg_randf64()*2.0f
-1.0f
;
1198 particle
->obj
.type
= k_rb_shape_sphere
;
1199 particle
->obj
.inf
.sphere
.radius
= r
*0.6f
;
1201 rb_init_object( &particle
->obj
);
1203 offset
[0] += glyph
->size
[0];
1208 VG_STATIC
void render_world_routes( world_instance
*world
, camera
*cam
,
1211 m4x3f identity_matrix
;
1212 m4x3_identity( identity_matrix
);
1214 shader_scene_route_use();
1215 shader_scene_route_uTexGarbage(0);
1216 world_link_lighting_ub( world
, _shader_scene_route
.id
);
1217 world_bind_position_texture( world
, _shader_scene_route
.id
,
1218 _uniform_scene_route_g_world_depth
, 2 );
1219 world_bind_light_array( world
, _shader_scene_route
.id
,
1220 _uniform_scene_route_uLightsArray
, 3 );
1221 world_bind_light_index( world
, _shader_scene_route
.id
,
1222 _uniform_scene_route_uLightsIndex
, 4 );
1223 bind_terrain_noise();
1225 shader_scene_route_uPv( cam
->mtx
.pv
);
1226 shader_scene_route_uPvmPrev( cam
->mtx_prev
.pv
);
1227 shader_scene_route_uMdl( identity_matrix
);
1228 shader_scene_route_uCamera( cam
->transform
[3] );
1230 mesh_bind( &world
->mesh_route_lines
);
1232 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1233 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1236 v3_lerp( (v3f
){0.7f
,0.7f
,0.7f
}, route
->colour
, route
->factive
, colour
);
1237 colour
[3] = route
->factive
*0.2f
;
1239 shader_scene_route_uColour( colour
);
1240 mdl_draw_submesh( &route
->sm
);
1244 * ---------------------------------------------------- */
1245 if( layer_depth
== 0 ){
1246 font3d_bind( &gui
.font
, cam
);
1248 for( u32 i
=0; i
<world_render
.timer_text_count
; i
++ ){
1249 struct timer_text
*text
= &world_render
.timer_texts
[i
];
1252 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1253 v3_muls( text
->route
->colour
, brightness
, colour
);
1254 colour
[3] = 1.0f
-text
->route
->factive
;
1256 shader_model_font_uColour( colour
);
1257 font3d_simple_draw( &gui
.font
, 0, text
->text
, cam
, text
->transform
);
1260 shader_model_font_uOffset( (v4f
){0.0f
,0.0f
,0.0f
,1.0f
} );
1262 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1263 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1267 m4x3_expand( particle
->mdl
, prev_mtx
);
1268 m4x4_mul( cam
->mtx_prev
.pv
, prev_mtx
, prev_mtx
);
1270 shader_model_font_uPvmPrev( prev_mtx
);
1274 rb_extrapolate( &particle
->obj
.rb
, model
[3], q
);
1277 m4x3_mul( model
, particle
->mlocal
, particle
->mdl
);
1278 shader_model_font_uMdl( particle
->mdl
);
1279 shader_model_font_uColour( particle
->colour
);
1281 mesh_drawn( particle
->glyph
->indice_start
,
1282 particle
->glyph
->indice_count
);
1287 * ---------------------------------------------------- */
1289 shader_model_gate_use();
1290 shader_model_gate_uPv( cam
->mtx
.pv
);
1291 shader_model_gate_uCam( cam
->pos
);
1292 shader_model_gate_uTime( vg
.time
*0.25f
);
1293 shader_model_gate_uInvRes( (v2f
){
1294 1.0f
/ (float)vg
.window_x
,
1295 1.0f
/ (float)vg
.window_y
});
1297 mesh_bind( &world_gates
.mesh
);
1299 /* skip writing into the motion vectors for this */
1300 glDrawBuffers( 1, (GLenum
[]){ GL_COLOR_ATTACHMENT0
} );
1302 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1303 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1305 if( route
->active_checkpoint
!= 0xffff ){
1307 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1308 v3_muls( route
->colour
, brightness
, colour
);
1309 colour
[3] = 1.0f
-route
->factive
;
1311 shader_model_gate_uColour( colour
);
1313 u32 next
= route
->active_checkpoint
+1+layer_depth
;
1314 next
= next
% route
->checkpoints_count
;
1315 next
+= route
->checkpoints_start
;
1317 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
1318 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
1319 shader_model_gate_uMdl( gate
->to_world
);
1321 for( u32 j
=0; j
<4; j
++ ){
1322 if( gate
->routes
[j
] == i
){
1323 mdl_draw_submesh( &world_gates
.sm_marker
[j
] );
1329 glDrawBuffers( 2, (GLenum
[]){ GL_COLOR_ATTACHMENT0
, GL_COLOR_ATTACHMENT1
} );
1332 #endif /* ROUTES_C */