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 highscore_record temp
;
35 temp
.trackid
= route
->official_track_id
;
36 temp
.datetime
= time(NULL
);
39 temp
.time
= time_centiseconds
;
41 highscores_push_record( &temp
);
44 struct track_info
*ti
= &track_infos
[ route
->official_track_id
];
47 if( ti
->achievement_id
){
48 steam_set_achievement( ti
->achievement_id
);
49 steam_store_achievements();
53 vg_warn( "There is no associated track for this record...\n" );
58 VG_STATIC
void world_routes_clear( world_instance
*world
)
60 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
61 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
62 route
->active_checkpoint
= 0xffff;
65 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_gate
); i
++ ){
66 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, i
);
67 rg
->timing_version
= 0;
68 rg
->timing_time
= 0.0;
71 world_static
.current_run_version
+= 4;
72 world_static
.last_use
= 0.0;
75 VG_STATIC
void world_routes_time_lap( world_instance
*world
, ent_route
*route
)
77 vg_info( "------- time lap %s -------\n",
78 mdl_pstr(&world
->meta
,route
->pstr_name
) );
80 double start_time
= 0.0;
85 for( u32 i
=0; i
<route
->checkpoints_count
; i
++ ){
86 u32 cpid
= (i
+route
->active_checkpoint
) % route
->checkpoints_count
;
87 cpid
+= route
->checkpoints_start
;
89 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, cpid
);
90 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
91 rg
= mdl_arritm( &world
->ent_gate
, rg
->target
);
94 route
->timing_base
= rg
->timing_time
;
98 start_time
= rg
->timing_time
;
100 if( last_version
+1 == rg
->timing_version
) valid_count
++;
101 else valid_count
= 0;
104 last_version
= rg
->timing_version
;
105 vg_info( "%u %f\n", rg
->timing_version
, rg
->timing_time
);
108 if( world_static
.current_run_version
== last_version
+1 ){
111 if( route
->checkpoints_count
== 1 ){
112 route
->timing_base
= world_static
.time
;
115 else valid_count
= 0;
117 vg_info( "%u %f\n", world_static
.current_run_version
, world_static
.time
);
119 if( valid_count
==route
->checkpoints_count
){
120 double lap_time
= world_static
.time
- start_time
;
121 world_routes_local_set_record( world
, route
, lap_time
);
124 route
->valid_checkpoints
= valid_count
+1;
126 vg_info( "valid: %u\n", valid_count
);
127 vg_info( "----------------------------\n" );
131 * When going through a gate this is called for bookkeeping purposes
133 VG_STATIC
void world_routes_activate_entry_gate( world_instance
*world
,
136 world_static
.last_use
= world_static
.time
;
138 /* disable all routes and leave the world */
139 if( rg
->type
== k_gate_type_nonlocel
){
140 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
141 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
142 route
->active_checkpoint
= 0xffff;
147 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, rg
->target
);
149 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
150 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
152 u32 active_prev
= route
->active_checkpoint
;
153 route
->active_checkpoint
= 0xffff;
155 for( u32 j
=0; j
<4; j
++ ){
156 if( dest
->routes
[j
] == i
){
157 for( u32 k
=0; k
<route
->checkpoints_count
; k
++ ){
158 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
,
159 route
->checkpoints_start
+k
);
161 ent_gate
*gk
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
162 gk
= mdl_arritm( &world
->ent_gate
, gk
->target
);
164 route
->active_checkpoint
= k
;
165 world_routes_time_lap( world
, route
);
174 dest
->timing_version
= world_static
.current_run_version
;
175 dest
->timing_time
= world_static
.time
;
177 world_static
.current_run_version
++;
180 /* draw lines along the paths */
181 VG_STATIC
void world_routes_debug( world_instance
*world
)
183 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
184 ent_route_node
*rn
= mdl_arritm(&world
->ent_route_node
,i
);
185 vg_line_pt3( rn
->co
, 0.25f
, VG__WHITE
);
188 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
189 ent_route
*route
= mdl_arritm(&world
->ent_route
, i
);
191 u32 colours
[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
195 if( route
->active_checkpoint
!= 0xffff ){
196 cc
= colours
[i
%vg_list_size(colours
)];
199 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
200 int i0
= route
->checkpoints_start
+i
,
201 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
203 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
204 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
206 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
207 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
);
210 v3_copy( start_gate
->co
[1], p0
);
212 for( int j
=0; j
<c0
->path_count
; j
++ ){
213 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
216 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
219 v3_copy( rn
->co
, p1
);
220 vg_line( p0
, p1
, cc
);
224 v3_copy( end_gate
->co
[0], p1
);
225 vg_line( p0
, p1
, cc
);
231 void world_routes_pointcloud_spot( world_instance
*world
,
232 pointcloud_buffer
*pcbuf
,
233 v3f co
, f32 radius
, u32 samples
, v4f colour
)
236 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
237 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
239 for( u32 j
=0; j
<samples
; j
++ ){
240 if( pcbuf
->count
>= pcbuf
->max
)
243 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
245 v3f sample
, jitter
, point
;
246 vg_rand_sphere( jitter
);
247 v3_muladds( co
, jitter
, radius
, sample
);
249 if( bh_closest_point( world
->geo_bh
, sample
, point
, radius
*1.5f
) == -1 ){
250 v3_copy( sample
, point
);
254 v3_sub( point
, pcbuf
->boundary
[0], pos
);
255 v3_mul( pos
, inv_ext
, pos
);
257 for( u32 i
=0; i
<3; i
++ ){
258 vert
->pos
[i
] = (pos
[i
]-0.5f
) * 32767.0f
;
261 float dist
= 1.0f
-(v3_length(jitter
));
263 for( u32 i
=0; i
<4; i
++ ){
264 vert
->colour
[i
] = colour
[i
] * 255.0f
* dist
*dist
;
278 void world_routes_pointcloud_tower( world_instance
*world
,
279 pointcloud_buffer
*pcbuf
,
280 v3f co
, f32 radius
, f32 height
,
281 u32 samples
, v4f colour
)
284 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
285 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
287 for( u32 j
=0; j
<samples
; j
++ ){
288 if( pcbuf
->count
>= pcbuf
->max
)
291 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
294 point
[0] = vg_randf64()*2.0f
-1.0f
;
296 point
[2] = vg_randf64()*2.0f
-1.0f
;
297 v3_normalize( point
);
298 v3_muls( point
, sqrtf(vg_randf64()), point
);
300 f32 h
= vg_randf64();
301 point
[1] = h
*h
*h
*height
;
305 v3_add( point
, co
, point
);
306 v3_sub( point
, pcbuf
->boundary
[0], point
);
307 v3_mul( point
, inv_ext
, point
);
310 for( u32 i
=0; i
<3; i
++ ){
311 vert
->pos
[i
] = (point
[i
]-0.5f
) * 32767.0f
;
314 for( u32 i
=0; i
<4; i
++ ){
315 vert
->colour
[i
] = colour
[i
] * 255.0f
;
321 void world_routes_place_curve( world_instance
*world
, ent_route
*route
,
322 v4f h
[3], v3f n0
, v3f n2
, scene_context
*scene
,
323 pointcloud_buffer
*pcbuf
)
329 float total_length
= 0.0f
,
333 v3_copy( h
[0], last
);
334 for( int it
=0; it
<128; it
++ ){
335 t
= (float)(it
+1) * (1.0f
/128.0f
);
336 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
337 total_length
+= v3_dist( p
, last
);
341 float patch_size
= 4.0f
,
342 patch_count
= ceilf( total_length
/ patch_size
);
345 v3_copy( h
[0], last
);
347 for( int it
=0; it
<128; it
++ ){
348 float const k_sample_dist
= 0.0025f
,
351 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
352 eval_bezier3( h
[0], h
[1], h
[2], t
+k_sample_dist
, pd
);
354 travel_length
+= v3_dist( p
, last
);
356 float mod
= k_sample_dist
/ v3_dist( p
, pd
);
360 v3_muls( n0
, -(1.0f
-t
), up
);
361 v3_muladds( up
, n2
, -t
, up
);
365 v3_cross( up
, v0
, right
);
366 v3_normalize( right
);
368 float cur_x
= (1.0f
-t
)*h
[0][3] + t
*h
[2][3];
370 v3f sc
, sa
, sb
, down
;
371 v3_muladds( p
, right
, cur_x
* k_line_width
, sc
);
372 v3_muladds( sc
, up
, 1.5f
, sc
);
373 v3_muladds( sc
, right
, k_line_width
*0.95f
, sa
);
374 v3_muladds( sc
, right
, 0.0f
, sb
);
375 v3_muls( up
, -1.0f
, down
);
381 int resa
= ray_world( world
, sa
, down
, &ha
),
382 resb
= ray_world( world
, sb
, down
, &hb
);
385 world_routes_pointcloud_spot( world
, pcbuf
, ha
.pos
,
386 12.0f
, 10, route
->colour
);
390 struct world_surface
*surfa
= ray_hit_surface( world
, &ha
),
391 *surfb
= ray_hit_surface( world
, &hb
);
393 if( (surfa
->info
.flags
& k_material_flag_skate_target
) &&
394 (surfb
->info
.flags
& k_material_flag_skate_target
) )
398 float gap
= vg_fractf(cur_x
*0.5f
)*0.02f
;
400 v3_muladds( ha
.pos
, up
, 0.06f
+gap
, va
.co
);
401 v3_muladds( hb
.pos
, up
, 0.06f
+gap
, vb
.co
);
403 scene_vert_pack_norm( &va
, up
);
404 scene_vert_pack_norm( &vb
, up
);
406 float t1
= (travel_length
/ total_length
) * patch_count
;
412 scene_push_vert( scene
, &va
);
413 scene_push_vert( scene
, &vb
);
416 /* Connect them with triangles */
417 scene_push_tri( scene
, (u32
[3]){
418 last_valid
+0-2, last_valid
+1-2, last_valid
+2-2} );
419 scene_push_tri( scene
, (u32
[3]){
420 last_valid
+1-2, last_valid
+3-2, last_valid
+2-2} );
423 last_valid
= scene
->vertex_count
;
442 VG_STATIC
void world_routes_gen_meshes( world_instance
*world
, u32 route_id
,
444 pointcloud_buffer
*pcbuf
)
446 ent_route
*route
= mdl_arritm( &world
->ent_route
, route_id
);
448 colour
[0] = route
->colour
[0] * 255.0f
;
449 colour
[1] = route
->colour
[1] * 255.0f
;
450 colour
[2] = route
->colour
[2] * 255.0f
;
451 colour
[3] = route
->colour
[3] * 255.0f
;
455 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
456 int i0
= route
->checkpoints_start
+i
,
457 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
459 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
460 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
462 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
463 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
465 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
),
466 *collector
= mdl_arritm( &world
->ent_gate
, end_gate
->target
);
470 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, start_gate
->co
[0], p
[0] );
471 p
[0][3] = start_gate
->ref_count
;
472 p
[0][3] -= (float)start_gate
->route_count
* 0.5f
;
473 start_gate
->ref_count
++;
475 if( !c0
->path_count
)
478 /* this is so that we get nice flow through the gates */
479 v3f temp_alignments
[2];
480 ent_gate
*both
[] = { start_gate
, end_gate
};
482 for( int j
=0; j
<2; j
++ ){
483 int pi
= c0
->path_start
+ ((j
==1)? c0
->path_count
-1: 0);
485 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
, pi
);
486 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
489 v3_sub( rn
->co
, both
[j
]->co
[0], v0
);
490 float d
= v3_dot( v0
, both
[j
]->to_world
[2] );
492 v3_muladds( both
[j
]->co
[0], both
[j
]->to_world
[2], d
,
493 temp_alignments
[j
] );
494 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, temp_alignments
[j
], temp_alignments
[j
]);
498 for( int j
=0; j
<c0
->path_count
; j
++ ){
499 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
501 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
503 if( j
==0 || j
==c0
->path_count
-1 )
505 v3_copy( temp_alignments
[0], p
[1] );
507 v3_copy( temp_alignments
[1], p
[1] );
509 v3_copy( rn
->co
, p
[1] );
511 p
[1][3] = rn
->ref_count
;
512 p
[1][3] -= (float)rn
->ref_total
* 0.5f
;
515 if( j
+1 < c0
->path_count
){
516 index
= mdl_arritm( &world
->ent_path_index
,
517 c0
->path_start
+j
+1 );
518 rn
= mdl_arritm( &world
->ent_route_node
, index
->index
);
520 if( j
+1 == c0
->path_count
-1 )
521 v3_lerp( p
[1], temp_alignments
[1], 0.5f
, p
[2] );
523 v3_lerp( p
[1], rn
->co
, 0.5f
, p
[2] );
525 p
[2][3] = rn
->ref_count
;
526 p
[2][3] -= (float)rn
->ref_total
* 0.5f
;
529 v3_copy( end_gate
->co
[0], p
[2] );
530 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, p
[2], p
[2] );
531 p
[2][3] = collector
->ref_count
;
533 if( i
== route
->checkpoints_count
-1)
536 p
[2][3] -= (float)collector
->route_count
* 0.5f
;
537 //collector->ref_count ++;
540 /* p0,p1,p2 bezier patch is complete
541 * --------------------------------------*/
542 v3f surf0
, surf2
, n0
, n2
;
544 if( bh_closest_point( world
->geo_bh
, p
[0], surf0
, 5.0f
) == -1 )
545 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[0], surf0
);
547 if( bh_closest_point( world
->geo_bh
, p
[2], surf2
, 5.0f
) == -1 )
548 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[2], surf2
);
550 v3_sub( surf0
, p
[0], n0
);
551 v3_sub( surf2
, p
[2], n2
);
555 world_routes_place_curve( world
, route
, p
, n0
, n2
, sc
, pcbuf
);
558 v4_copy( p
[2], p
[0] );
562 scene_copy_slice( sc
, &route
->sm
);
566 struct world_surface
*world_tri_index_surface( world_instance
*world
,
569 VG_STATIC f64
world_routes_scatter_surface_points( world_instance
*world
,
570 pointcloud_buffer
*pcbuf
,
573 static f32 densities
[] = {
574 [k_surface_prop_concrete
] = 2.0f
,
575 [k_surface_prop_grass
] = 0.8f
,
576 [k_surface_prop_metal
] = 1.0f
,
577 [k_surface_prop_wood
] = 2.5f
,
578 [k_surface_prop_tiles
] = 4.0f
581 /* calculate total area */
582 f64 total_area
= 0.0f
;
583 for( u32 i
=0; i
<world
->scene_geo
.indice_count
/3; i
++ ){
584 u32
*tri
= &world
->scene_geo
.arrindices
[i
*3];
585 struct world_surface
*surf
= world_tri_index_surface( world
, tri
[0] );
587 if( surf
->info
.shader
== k_shader_boundary
||
588 surf
->info
.shader
== k_shader_invisible
) continue;
590 if( !(surf
->info
.flags
& k_material_flag_preview_visibile
) ) continue;
592 scene_vert
*va
= &world
->scene_geo
.arrvertices
[tri
[0]],
593 *vb
= &world
->scene_geo
.arrvertices
[tri
[1]],
594 *vc
= &world
->scene_geo
.arrvertices
[tri
[2]];
597 v3_sub( vb
->co
, va
->co
, v0
);
598 v3_sub( vc
->co
, va
->co
, v1
);
599 v3_cross( v0
, v1
, vn
);
600 if( vn
[1] < 0.0f
) continue;
603 if( surf
->info
.surface_prop
< vg_list_size(densities
) )
604 density
= densities
[surf
->info
.surface_prop
];
605 total_area
+= v3_length(vn
)*0.5f
*density
;
610 u8 colour
[] = { 80,80,80,255 };
611 v3f light_dir
= {0.3f
,0.8f
,0.1f
};
612 v3_normalize( light_dir
);
615 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
616 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
618 for( u32 i
=0; i
<world
->scene_geo
.indice_count
/3; i
++ ){
619 u32
*tri
= &world
->scene_geo
.arrindices
[i
*3];
620 struct world_surface
*surf
= world_tri_index_surface( world
, tri
[0] );
622 if( surf
->info
.shader
== k_shader_boundary
||
623 surf
->info
.shader
== k_shader_invisible
) continue;
625 if( !(surf
->info
.flags
& k_material_flag_preview_visibile
) ) continue;
627 scene_vert
*va
= &world
->scene_geo
.arrvertices
[tri
[0]],
628 *vb
= &world
->scene_geo
.arrvertices
[tri
[1]],
629 *vc
= &world
->scene_geo
.arrvertices
[tri
[2]];
632 v3_sub( vb
->co
, va
->co
, v0
);
633 v3_sub( vc
->co
, va
->co
, v1
);
634 v3_cross( v0
, v1
, vn
);
635 if( vn
[1] < 0.0f
) continue;
638 if( surf
->info
.surface_prop
< vg_list_size(densities
) )
639 density
= densities
[surf
->info
.surface_prop
];
641 f32 area
= v3_length(vn
)*0.5f
*density
;
646 while( accum
> rate
){
649 if( pcbuf
->count
>= pcbuf
->max
) return total_area
;
651 v2f co
= { vg_randf64(), vg_randf64() };
652 if( v2_length2(co
) > 0.5f
){
658 v3_muls( v0
, co
[0], pt
);
659 v3_muladds( pt
, v1
, co
[1], pt
);
660 v3_add( va
->co
, pt
, pt
);
662 if( pt
[1] < world
->water
.height
) continue;
663 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
666 v3_sub( pt
, pcbuf
->boundary
[0], pos
);
667 v3_mul( pos
, inv_ext
, pos
);
669 for( u32 i
=0; i
<3; i
++ ){
670 vert
->pos
[i
] = (pos
[i
]-0.5f
) * 32767.0f
;
673 static v4f colours
[] = {
674 [k_surface_prop_concrete
] = { 0.13, 0.15, 0.17, 1.0 },
675 [k_surface_prop_grass
] = { 0.07, 0.1, 0.14, 1.0 },
676 [k_surface_prop_metal
] = { 0.15, 0.19, 0.22, 1.0 },
677 [k_surface_prop_wood
] = { 0.1, 0.13, 0.17, 1.0 },
678 [k_surface_prop_tiles
] = { 0.05, 0.06, 0.07, 1.0 },
681 v4f col
= {0.0f
,0.0f
,0.0f
,0.0f
};
682 if( surf
->info
.surface_prop
< vg_list_size(colours
) ){
683 v4_copy( colours
[surf
->info
.surface_prop
], col
);
686 f32 brightness
= v3_dot(vn
,light_dir
)*0.5f
+0.5f
;
687 v3_muls( col
, brightness
, col
);
689 for( u32 j
=0; j
<4; j
++ ){
690 vert
->colour
[j
] = col
[j
] * 255.0f
;
698 VG_STATIC
void world_routes_surface_grid( world_instance
*world
,
699 pointcloud_buffer
*pcbuf
)
701 i32
const k_gridlines
= 32,
705 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
706 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
707 v4f colour
= {0.2f
,0.2f
,0.2f
,1.0f
};
708 v3f dir
= {0.0f
,-1.0f
,0.0f
};
710 for( u32 k
=0; k
<2; k
++ ){
714 for( i32 x
=0; x
<=k_gridlines
; x
++ ){
715 f32 t
= (float)x
/ (float)k_gridlines
,
716 px
= vg_lerpf( pcbuf
->boundary
[0][a
], pcbuf
->boundary
[1][a
], t
);
718 for( i32 z
=0; z
<=k_gridres
; z
++ ){
719 f32 tz
= (float)z
/ (float)k_gridres
,
720 pz
= vg_lerpf(pcbuf
->boundary
[0][b
],pcbuf
->boundary
[1][b
], tz
);
728 bh_iter_init_ray( 0, &it
, ro
, dir
, INFINITY
);
731 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
732 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
735 for( u32 i
=0; i
<3; i
++ ){
736 v3_copy( world
->scene_geo
.arrvertices
[tri
[i
]].co
, vs
[i
] );
740 if( ray_tri( vs
, ro
, dir
, &t
) ){
741 v3_muladds( ro
, dir
, t
, hit
);
742 struct world_surface
*m1
=
743 world_tri_index_surface( world
, tri
[0] );
745 if( !(m1
->info
.flags
& k_material_flag_preview_visibile
) )
748 if( world
->water
.enabled
)
749 if( hit
[1] < world
->water
.height
)
752 if( pcbuf
->count
>= pcbuf
->max
) return;
754 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
757 v3_sub( hit
, pcbuf
->boundary
[0], co
);
758 v3_mul( co
, inv_ext
, co
);
760 for( u32 i
=0; i
<3; i
++ ){
761 vert
->pos
[i
] = (co
[i
]-0.5f
) * 32767.0f
;
764 for( u32 i
=0; i
<4; i
++ ){
765 vert
->colour
[i
] = colour
[i
] * 255.0f
;
775 * Create the strips of colour that run through the world along course paths
777 VG_STATIC
void world_gen_routes_generate(void)
779 world_instance
*world
= world_loading_instance();
780 vg_info( "Generating route meshes\n" );
783 vg_rand_seed( 2000 );
784 vg_async_item
*call_scene
= scene_alloc_async( &world
->scene_lines
,
785 &world
->mesh_route_lines
,
788 vg_async_item
*call_pointcloud
= NULL
;
789 pointcloud_buffer
*pcbuf
= NULL
;
791 if( world_loader
.generate_point_cloud
){
792 call_pointcloud
= vg_async_alloc(
793 sizeof(pointcloud_buffer
) +
794 sizeof(pointcloud_vert
)*POINTCLOUD_POINTS
);
795 pcbuf
= call_pointcloud
->payload
;
797 pcbuf
->max
= POINTCLOUD_POINTS
;
798 pcbuf
->op
= k_pointcloud_op_clear
;
801 v3_sub( world
->scene_geo
.bbx
[1], world
->scene_geo
.bbx
[0], ext
);
802 f32 maxe
= v3_maxf( ext
);
803 v3_fill( v0
, maxe
* 0.5f
);
804 v3_muladds( world
->scene_geo
.bbx
[0], ext
, 0.5f
, mid
);
805 v3_add( mid
, v0
, pcbuf
->boundary
[1] );
806 v3_sub( mid
, v0
, pcbuf
->boundary
[0] );
809 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
810 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
812 gate
->route_count
= 0;
815 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
816 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
, i
);
821 for( u32 k
=0; k
<mdl_arrcount(&world
->ent_route
); k
++ ){
822 ent_route
*route
= mdl_arritm( &world
->ent_route
, k
);
824 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
825 int i0
= route
->checkpoints_start
+i
,
826 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
828 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
829 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
831 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
832 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
833 start_gate
->route_count
++;
835 if( !c0
->path_count
)
838 for( int j
=0; j
<c0
->path_count
; j
++ ){
839 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
841 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
848 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
849 world_routes_gen_meshes( world
, i
, &world
->scene_lines
, pcbuf
);
852 if( world_loader
.generate_point_cloud
){
854 area
= world_routes_scatter_surface_points( world
, pcbuf
, 16.0f
);
855 world_routes_surface_grid( world
, pcbuf
);
857 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_gate
); i
++ ){
858 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
860 world_routes_pointcloud_tower( world
, pcbuf
, gate
->co
[0],
862 (v4f
){0.2f
,0.2f
,0.2f
,1.0f
} );
865 vg_info( "Distrubuted %u points over %fkm^2!\n",
866 pcbuf
->count
, area
/1e6f
);
868 if( world_loader
.location
== k_world_load_type_local
){
871 vg_strnull( &path
, path_buf
, 4096 );
872 vg_strcat( &path
, "maps/" );
873 vg_strcat( &path
, world_loader
.name
);
874 vg_strcat( &path
, "/preview.bin" );
876 if( !vg_strgood( &path
) ) vg_fatal_error( "Path too long\n" );
877 FILE *fp
= fopen( path_buf
, "wb" );
878 if( !fp
) vg_fatal_error( "Cannot open '%s' for writing\n", path_buf
);
880 fwrite( pcbuf
, sizeof(pcbuf
) +
881 sizeof(struct pointcloud_vert
)*pcbuf
->count
, 1, fp
);
885 vg_async_dispatch( call_pointcloud
, async_pointcloud_sub
);
888 vg_async_dispatch( call_scene
, async_scene_upload
);
889 world_routes_clear( world
);
892 /* load all routes from model header */
893 VG_STATIC
void world_gen_routes_ent_init(void)
895 world_instance
*world
= world_loading_instance();
896 vg_info( "Initializing routes\n" );
898 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
899 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
900 for( u32 j
=0; j
<4; j
++ ){
901 gate
->routes
[j
] = 0xffff;
905 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
906 ent_route
*route
= mdl_arritm(&world
->ent_route
,i
);
907 mdl_transform_m4x3( &route
->transform
, route
->board_transform
);
909 route
->official_track_id
= 0xffffffff;
910 for( u32 j
=0; j
<vg_list_size(track_infos
); j
++ ){
911 if( !strcmp(track_infos
[j
].name
,
912 mdl_pstr(&world
->meta
,route
->pstr_name
))){
913 route
->official_track_id
= j
;
917 for( u32 j
=0; j
<route
->checkpoints_count
; j
++ ){
918 u32 id
= route
->checkpoints_start
+ j
;
919 ent_checkpoint
*cp
= mdl_arritm(&world
->ent_checkpoint
,id
);
921 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
923 for( u32 k
=0; k
<4; k
++ ){
924 if( gate
->routes
[k
] == 0xffff ){
930 if( gate
->type
== k_gate_type_teleport
){
931 gate
= mdl_arritm(&world
->ent_gate
, gate
->target
);
933 for( u32 k
=0; k
<4; k
++ ){
934 if( gate
->routes
[k
] == i
){
935 vg_error( "already assigned route to gate\n" );
938 if( gate
->routes
[k
] == 0xffff ){
947 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
948 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
951 world_routes_clear( world
);
955 * -----------------------------------------------------------------------------
957 * -----------------------------------------------------------------------------
960 VG_STATIC
void world_routes_init(void)
962 world_static
.current_run_version
= 200;
963 world_static
.time
= 300.0;
964 world_static
.last_use
= 0.0;
966 shader_scene_route_register();
967 shader_routeui_register();
970 VG_STATIC
void world_routes_update( world_instance
*world
)
972 world_static
.time
+= vg
.time_delta
;
974 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
975 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
977 int target
= route
->active_checkpoint
== 0xffff? 0: 1;
978 route
->factive
= vg_lerpf( route
->factive
, target
, 0.6f
*vg
.time_delta
);
981 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
982 struct text_particle
*particle
= &world_render
.text_particles
[i
];
983 rb_object_debug( &particle
->obj
, VG__RED
);
987 VG_STATIC
void world_routes_fixedupdate( world_instance
*world
)
991 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
992 struct text_particle
*particle
= &world_render
.text_particles
[i
];
994 if( rb_global_has_space() ){
995 rb_ct
*buf
= rb_global_buffer();
997 int l
= rb_sphere__scene( particle
->obj
.rb
.to_world
,
998 &particle
->obj
.inf
.sphere
,
999 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
1001 for( int j
=0; j
<l
; j
++ ){
1002 buf
[j
].rba
= &particle
->obj
.rb
;
1003 buf
[j
].rbb
= &world
->rb_geo
.rb
;
1006 rb_contact_count
+= l
;
1010 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
1012 for( int i
=0; i
<rb_contact_count
; i
++ ){
1013 rb_contact_restitution( rb_contact_buffer
+i
, vg_randf64() );
1016 for( int i
=0; i
<6; i
++ ){
1017 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
1020 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1021 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1022 rb_iter( &particle
->obj
.rb
);
1025 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1026 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1027 rb_update_transform( &particle
->obj
.rb
);
1031 VG_STATIC
void bind_terrain_noise(void);
1032 VG_STATIC
void world_bind_light_array( world_instance
*world
,
1033 GLuint shader
, GLuint location
,
1035 VG_STATIC
void world_bind_light_index( world_instance
*world
,
1036 GLuint shader
, GLuint location
,
1039 VG_STATIC
void world_routes_update_timer_texts( world_instance
*world
)
1041 world_render
.timer_text_count
= 0;
1043 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1044 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1046 if( route
->active_checkpoint
!= 0xffff ){
1047 u32 next
= route
->active_checkpoint
+1;
1048 next
= next
% route
->checkpoints_count
;
1049 next
+= route
->checkpoints_start
;
1051 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
1052 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
1053 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, gate
->target
);
1057 if( dest
->routes
[j
] == i
){
1067 struct timer_text
*text
=
1068 &world_render
.timer_texts
[ world_render
.timer_text_count
++ ];
1071 text
->route
= route
;
1073 if( route
->valid_checkpoints
>= route
->checkpoints_count
){
1074 double lap_time
= world_static
.time
- route
->timing_base
,
1075 time_centiseconds
= lap_time
* 100.0;
1077 if( time_centiseconds
> (float)0xfffe ) time_centiseconds
= 0.0;
1079 u16 centiseconds
= time_centiseconds
,
1080 seconds
= centiseconds
/ 100,
1081 minutes
= seconds
/ 60;
1083 centiseconds
%= 100;
1087 if( minutes
> 9 ) minutes
= 9;
1091 highscore_intr( text
->text
, minutes
, 1, ' ' ); j
++;
1092 text
->text
[j
++] = ':';
1095 if( seconds
>= 10 || minutes
){
1096 highscore_intr( text
->text
+j
, seconds
, 2, '0' ); j
+=2;
1099 highscore_intr( text
->text
+j
, seconds
, 1, '0' ); j
++;
1102 text
->text
[j
++] = '.';
1103 highscore_intr( text
->text
+j
, centiseconds
, 1, '0' ); j
++;
1104 text
->text
[j
] = '\0';
1107 highscore_intr( text
->text
, route
->valid_checkpoints
, 1, ' ' );
1108 text
->text
[1] = '/';
1109 highscore_intr( text
->text
+2, route
->checkpoints_count
+1, 1, ' ' );
1110 text
->text
[3] = '\0';
1113 float align_r
= font3d_string_width( &gui
.font
, 0, text
->text
);
1117 { -0.92f
, h0
, depth
},
1118 { 0.92f
- align_r
, h0
, depth
},
1119 { -0.92f
, h1
, depth
},
1120 { 0.92f
- align_r
, h1
, depth
},
1123 if( dest
->route_count
== 1 ){
1124 positions
[0][0] = -align_r
*0.5f
;
1125 positions
[0][1] = h1
;
1128 m3x3_copy( gate
->to_world
, text
->transform
);
1129 float ratio
= v3_length(text
->transform
[0]) /
1130 v3_length(text
->transform
[1]);
1132 m3x3_scale( text
->transform
, (v3f
){ size
, size
*ratio
, 0.1f
} );
1133 m4x3_mulv( gate
->to_world
, positions
[j
], text
->transform
[3] );
1138 VG_STATIC
void world_routes_fracture( world_instance
*world
, ent_gate
*gate
,
1139 v3f imp_co
, v3f imp_v
)
1141 world_render
.text_particle_count
= 0;
1143 for( u32 i
=0; i
<world_render
.timer_text_count
; i
++ ){
1144 struct timer_text
*text
= &world_render
.timer_texts
[i
];
1146 if( text
->gate
!= gate
) continue;
1149 m4x3_mul( gate
->transport
, text
->transform
, transform
);
1153 m4x3_decompose( transform
, co
, q
, s
);
1159 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1160 v3_muls( text
->route
->colour
, brightness
, colour
);
1161 colour
[3] = 1.0f
-text
->route
->factive
;
1163 for( u32 j
=0;; j
++ ){
1164 char c
= text
->text
[j
];
1167 ent_glyph
*glyph
= font3d_glyph( &gui
.font
, 0, c
);
1168 if( !glyph
) continue;
1170 if( c
>= (u32
)'0' && c
<= (u32
)'9' && glyph
->indice_count
){
1171 struct text_particle
*particle
=
1172 &world_render
.text_particles
[world_render
.text_particle_count
++];
1174 particle
->glyph
= glyph
;
1175 v4_copy( colour
, particle
->colour
);
1178 v2_muls( glyph
->size
, 0.5f
, origin
);
1183 v3_add( offset
, origin
, world_co
);
1184 m4x3_mulv( transform
, world_co
, world_co
);
1186 float r
= vg_maxf( s
[0]*glyph
->size
[0], s
[1]*glyph
->size
[1] )*0.5f
;
1188 m3x3_identity( particle
->mlocal
);
1189 m3x3_scale( particle
->mlocal
, s
);
1191 v3_muls( origin
, -1.0f
, particle
->mlocal
[3] );
1193 v3_copy( world_co
, particle
->obj
.rb
.co
);
1194 v3_muls( imp_v
, 1.0f
+vg_randf64(), particle
->obj
.rb
.v
);
1195 particle
->obj
.rb
.v
[1] += 2.0f
;
1197 v4_copy( q
, particle
->obj
.rb
.q
);
1198 particle
->obj
.rb
.w
[0] = vg_randf64()*2.0f
-1.0f
;
1199 particle
->obj
.rb
.w
[1] = vg_randf64()*2.0f
-1.0f
;
1200 particle
->obj
.rb
.w
[2] = vg_randf64()*2.0f
-1.0f
;
1202 particle
->obj
.type
= k_rb_shape_sphere
;
1203 particle
->obj
.inf
.sphere
.radius
= r
*0.6f
;
1205 rb_init_object( &particle
->obj
);
1207 offset
[0] += glyph
->size
[0];
1212 VG_STATIC
void render_world_routes( world_instance
*world
, camera
*cam
,
1215 m4x3f identity_matrix
;
1216 m4x3_identity( identity_matrix
);
1218 shader_scene_route_use();
1219 shader_scene_route_uTexGarbage(0);
1220 world_link_lighting_ub( world
, _shader_scene_route
.id
);
1221 world_bind_position_texture( world
, _shader_scene_route
.id
,
1222 _uniform_scene_route_g_world_depth
, 2 );
1223 world_bind_light_array( world
, _shader_scene_route
.id
,
1224 _uniform_scene_route_uLightsArray
, 3 );
1225 world_bind_light_index( world
, _shader_scene_route
.id
,
1226 _uniform_scene_route_uLightsIndex
, 4 );
1227 bind_terrain_noise();
1229 shader_scene_route_uPv( cam
->mtx
.pv
);
1230 shader_scene_route_uPvmPrev( cam
->mtx_prev
.pv
);
1231 shader_scene_route_uMdl( identity_matrix
);
1232 shader_scene_route_uCamera( cam
->transform
[3] );
1234 mesh_bind( &world
->mesh_route_lines
);
1236 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1237 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1240 v3_lerp( (v3f
){0.7f
,0.7f
,0.7f
}, route
->colour
, route
->factive
, colour
);
1241 colour
[3] = route
->factive
*0.2f
;
1243 shader_scene_route_uColour( colour
);
1244 mdl_draw_submesh( &route
->sm
);
1248 * ---------------------------------------------------- */
1249 if( layer_depth
== 0 ){
1250 font3d_bind( &gui
.font
, cam
);
1252 for( u32 i
=0; i
<world_render
.timer_text_count
; i
++ ){
1253 struct timer_text
*text
= &world_render
.timer_texts
[i
];
1256 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1257 v3_muls( text
->route
->colour
, brightness
, colour
);
1258 colour
[3] = 1.0f
-text
->route
->factive
;
1260 shader_model_font_uColour( colour
);
1261 font3d_simple_draw( &gui
.font
, 0, text
->text
, cam
, text
->transform
);
1264 shader_model_font_uOffset( (v4f
){0.0f
,0.0f
,0.0f
,1.0f
} );
1266 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1267 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1271 m4x3_expand( particle
->mdl
, prev_mtx
);
1272 m4x4_mul( cam
->mtx_prev
.pv
, prev_mtx
, prev_mtx
);
1274 shader_model_font_uPvmPrev( prev_mtx
);
1278 rb_extrapolate( &particle
->obj
.rb
, model
[3], q
);
1281 m4x3_mul( model
, particle
->mlocal
, particle
->mdl
);
1282 shader_model_font_uMdl( particle
->mdl
);
1283 shader_model_font_uColour( particle
->colour
);
1285 mesh_drawn( particle
->glyph
->indice_start
,
1286 particle
->glyph
->indice_count
);
1291 * ---------------------------------------------------- */
1293 shader_model_gate_use();
1294 shader_model_gate_uPv( cam
->mtx
.pv
);
1295 shader_model_gate_uCam( cam
->pos
);
1296 shader_model_gate_uTime( vg
.time
*0.25f
);
1297 shader_model_gate_uInvRes( (v2f
){
1298 1.0f
/ (float)vg
.window_x
,
1299 1.0f
/ (float)vg
.window_y
});
1301 mesh_bind( &world_gates
.mesh
);
1303 /* skip writing into the motion vectors for this */
1304 glDrawBuffers( 1, (GLenum
[]){ GL_COLOR_ATTACHMENT0
} );
1306 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1307 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1309 if( route
->active_checkpoint
!= 0xffff ){
1311 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1312 v3_muls( route
->colour
, brightness
, colour
);
1313 colour
[3] = 1.0f
-route
->factive
;
1315 shader_model_gate_uColour( colour
);
1317 u32 next
= route
->active_checkpoint
+1+layer_depth
;
1318 next
= next
% route
->checkpoints_count
;
1319 next
+= route
->checkpoints_start
;
1321 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
1322 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
1323 shader_model_gate_uMdl( gate
->to_world
);
1325 for( u32 j
=0; j
<4; j
++ ){
1326 if( gate
->routes
[j
] == i
){
1327 mdl_draw_submesh( &world_gates
.sm_marker
[j
] );
1333 glDrawBuffers( 2, (GLenum
[]){ GL_COLOR_ATTACHMENT0
, GL_COLOR_ATTACHMENT1
} );
1336 #endif /* ROUTES_C */