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
;
42 highscores_push_record( &temp
);
45 struct track_info
*ti
= &track_infos
[ route
->official_track_id
];
48 if( ti
->achievement_id
){
49 steam_set_achievement( ti
->achievement_id
);
50 steam_store_achievements();
54 vg_warn( "There is no associated track for this record...\n" );
59 VG_STATIC
void world_routes_clear( world_instance
*world
)
61 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_route
); i
++ ){
62 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
63 route
->active_checkpoint
= 0xffff;
66 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_gate
); i
++ ){
67 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, i
);
68 rg
->timing_version
= 0;
69 rg
->timing_time
= 0.0;
72 world_static
.current_run_version
+= 4;
73 world_static
.last_use
= 0.0;
76 VG_STATIC
void world_routes_time_lap( world_instance
*world
, ent_route
*route
)
78 vg_info( "------- time lap %s -------\n",
79 mdl_pstr(&world
->meta
,route
->pstr_name
) );
81 double start_time
= 0.0;
86 for( u32 i
=0; i
<route
->checkpoints_count
; i
++ ){
87 u32 cpid
= (i
+route
->active_checkpoint
) % route
->checkpoints_count
;
88 cpid
+= route
->checkpoints_start
;
90 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, cpid
);
91 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
92 rg
= mdl_arritm( &world
->ent_gate
, rg
->target
);
95 route
->timing_base
= rg
->timing_time
;
99 start_time
= rg
->timing_time
;
101 if( last_version
+1 == rg
->timing_version
) valid_count
++;
102 else valid_count
= 0;
105 last_version
= rg
->timing_version
;
106 vg_info( "%u %f\n", rg
->timing_version
, rg
->timing_time
);
109 if( world_static
.current_run_version
== last_version
+1 ){
112 if( route
->checkpoints_count
== 1 ){
113 route
->timing_base
= world_static
.time
;
116 else valid_count
= 0;
118 vg_info( "%u %f\n", world_static
.current_run_version
, world_static
.time
);
120 if( valid_count
==route
->checkpoints_count
){
121 double lap_time
= world_static
.time
- start_time
;
122 world_routes_local_set_record( world
, route
, lap_time
);
125 route
->valid_checkpoints
= valid_count
+1;
127 vg_info( "valid: %u\n", valid_count
);
128 vg_info( "----------------------------\n" );
132 * When going through a gate this is called for bookkeeping purposes
134 VG_STATIC
void world_routes_activate_entry_gate( world_instance
*world
,
137 world_static
.last_use
= world_static
.time
;
139 /* disable all routes and leave the world */
140 if( rg
->type
== k_gate_type_nonlocel
){
141 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
142 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
143 route
->active_checkpoint
= 0xffff;
148 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, rg
->target
);
150 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
151 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
153 u32 active_prev
= route
->active_checkpoint
;
154 route
->active_checkpoint
= 0xffff;
156 for( u32 j
=0; j
<4; j
++ ){
157 if( dest
->routes
[j
] == i
){
158 for( u32 k
=0; k
<route
->checkpoints_count
; k
++ ){
159 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
,
160 route
->checkpoints_start
+k
);
162 ent_gate
*gk
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
163 gk
= mdl_arritm( &world
->ent_gate
, gk
->target
);
165 route
->active_checkpoint
= k
;
166 world_routes_time_lap( world
, route
);
175 dest
->timing_version
= world_static
.current_run_version
;
176 dest
->timing_time
= world_static
.time
;
178 world_static
.current_run_version
++;
181 /* draw lines along the paths */
182 VG_STATIC
void world_routes_debug( world_instance
*world
)
184 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
185 ent_route_node
*rn
= mdl_arritm(&world
->ent_route_node
,i
);
186 vg_line_pt3( rn
->co
, 0.25f
, VG__WHITE
);
189 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
190 ent_route
*route
= mdl_arritm(&world
->ent_route
, i
);
192 u32 colours
[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
196 if( route
->active_checkpoint
!= 0xffff ){
197 cc
= colours
[i
%vg_list_size(colours
)];
200 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
201 int i0
= route
->checkpoints_start
+i
,
202 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
204 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
205 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
207 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
208 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
);
211 v3_copy( start_gate
->co
[1], p0
);
213 for( int j
=0; j
<c0
->path_count
; j
++ ){
214 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
217 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
220 v3_copy( rn
->co
, p1
);
221 vg_line( p0
, p1
, cc
);
225 v3_copy( end_gate
->co
[0], p1
);
226 vg_line( p0
, p1
, cc
);
232 void world_routes_pointcloud_spot( world_instance
*world
,
233 pointcloud_buffer
*pcbuf
,
234 v3f co
, f32 radius
, u32 samples
, v4f colour
)
237 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
238 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
240 for( u32 j
=0; j
<samples
; j
++ ){
241 if( pcbuf
->count
>= pcbuf
->max
)
244 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
246 v3f sample
, jitter
, point
;
247 vg_rand_sphere( jitter
);
248 v3_muladds( co
, jitter
, radius
, sample
);
250 if( bh_closest_point( world
->geo_bh
, sample
, point
, radius
*1.5f
) == -1 ){
251 v3_copy( sample
, point
);
255 v3_sub( point
, pcbuf
->boundary
[0], pos
);
256 v3_mul( pos
, inv_ext
, pos
);
258 for( u32 i
=0; i
<3; i
++ ){
259 vert
->pos
[i
] = (pos
[i
]-0.5f
) * 32767.0f
;
262 float dist
= 1.0f
-(v3_length(jitter
));
264 for( u32 i
=0; i
<4; i
++ ){
265 vert
->colour
[i
] = colour
[i
] * 255.0f
* dist
*dist
;
279 void world_routes_pointcloud_tower( world_instance
*world
,
280 pointcloud_buffer
*pcbuf
,
281 v3f co
, f32 radius
, f32 height
,
282 u32 samples
, v4f colour
)
285 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
286 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
288 for( u32 j
=0; j
<samples
; j
++ ){
289 if( pcbuf
->count
>= pcbuf
->max
)
292 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
295 point
[0] = vg_randf64()*2.0f
-1.0f
;
297 point
[2] = vg_randf64()*2.0f
-1.0f
;
298 v3_normalize( point
);
299 v3_muls( point
, sqrtf(vg_randf64()), point
);
301 f32 h
= vg_randf64();
302 point
[1] = h
*h
*h
*height
;
306 v3_add( point
, co
, point
);
307 v3_sub( point
, pcbuf
->boundary
[0], point
);
308 v3_mul( point
, inv_ext
, point
);
311 for( u32 i
=0; i
<3; i
++ ){
312 vert
->pos
[i
] = (point
[i
]-0.5f
) * 32767.0f
;
315 for( u32 i
=0; i
<4; i
++ ){
316 vert
->colour
[i
] = colour
[i
] * 255.0f
;
322 void world_routes_place_curve( world_instance
*world
, ent_route
*route
,
323 v4f h
[3], v3f n0
, v3f n2
, scene_context
*scene
,
324 pointcloud_buffer
*pcbuf
)
330 float total_length
= 0.0f
,
334 v3_copy( h
[0], last
);
335 for( int it
=0; it
<128; it
++ ){
336 t
= (float)(it
+1) * (1.0f
/128.0f
);
337 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
338 total_length
+= v3_dist( p
, last
);
342 float patch_size
= 4.0f
,
343 patch_count
= ceilf( total_length
/ patch_size
);
346 v3_copy( h
[0], last
);
348 for( int it
=0; it
<128; it
++ ){
349 float const k_sample_dist
= 0.0025f
,
352 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
353 eval_bezier3( h
[0], h
[1], h
[2], t
+k_sample_dist
, pd
);
355 travel_length
+= v3_dist( p
, last
);
357 float mod
= k_sample_dist
/ v3_dist( p
, pd
);
361 v3_muls( n0
, -(1.0f
-t
), up
);
362 v3_muladds( up
, n2
, -t
, up
);
366 v3_cross( up
, v0
, right
);
367 v3_normalize( right
);
369 float cur_x
= (1.0f
-t
)*h
[0][3] + t
*h
[2][3];
371 v3f sc
, sa
, sb
, down
;
372 v3_muladds( p
, right
, cur_x
* k_line_width
, sc
);
373 v3_muladds( sc
, up
, 1.5f
, sc
);
374 v3_muladds( sc
, right
, k_line_width
*0.95f
, sa
);
375 v3_muladds( sc
, right
, 0.0f
, sb
);
376 v3_muls( up
, -1.0f
, down
);
382 int resa
= ray_world( world
, sa
, down
, &ha
),
383 resb
= ray_world( world
, sb
, down
, &hb
);
386 world_routes_pointcloud_spot( world
, pcbuf
, ha
.pos
,
387 12.0f
, 10, route
->colour
);
391 struct world_surface
*surfa
= ray_hit_surface( world
, &ha
),
392 *surfb
= ray_hit_surface( world
, &hb
);
394 if( (surfa
->info
.flags
& k_material_flag_skate_target
) &&
395 (surfb
->info
.flags
& k_material_flag_skate_target
) )
399 float gap
= vg_fractf(cur_x
*0.5f
)*0.02f
;
401 v3_muladds( ha
.pos
, up
, 0.06f
+gap
, va
.co
);
402 v3_muladds( hb
.pos
, up
, 0.06f
+gap
, vb
.co
);
404 scene_vert_pack_norm( &va
, up
);
405 scene_vert_pack_norm( &vb
, up
);
407 float t1
= (travel_length
/ total_length
) * patch_count
;
413 scene_push_vert( scene
, &va
);
414 scene_push_vert( scene
, &vb
);
417 /* Connect them with triangles */
418 scene_push_tri( scene
, (u32
[3]){
419 last_valid
+0-2, last_valid
+1-2, last_valid
+2-2} );
420 scene_push_tri( scene
, (u32
[3]){
421 last_valid
+1-2, last_valid
+3-2, last_valid
+2-2} );
424 last_valid
= scene
->vertex_count
;
443 VG_STATIC
void world_routes_gen_meshes( world_instance
*world
, u32 route_id
,
445 pointcloud_buffer
*pcbuf
)
447 ent_route
*route
= mdl_arritm( &world
->ent_route
, route_id
);
449 colour
[0] = route
->colour
[0] * 255.0f
;
450 colour
[1] = route
->colour
[1] * 255.0f
;
451 colour
[2] = route
->colour
[2] * 255.0f
;
452 colour
[3] = route
->colour
[3] * 255.0f
;
456 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
457 int i0
= route
->checkpoints_start
+i
,
458 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
460 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
461 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
463 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
464 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
466 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
),
467 *collector
= mdl_arritm( &world
->ent_gate
, end_gate
->target
);
471 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, start_gate
->co
[0], p
[0] );
472 p
[0][3] = start_gate
->ref_count
;
473 p
[0][3] -= (float)start_gate
->route_count
* 0.5f
;
474 start_gate
->ref_count
++;
476 if( !c0
->path_count
)
479 /* this is so that we get nice flow through the gates */
480 v3f temp_alignments
[2];
481 ent_gate
*both
[] = { start_gate
, end_gate
};
483 for( int j
=0; j
<2; j
++ ){
484 int pi
= c0
->path_start
+ ((j
==1)? c0
->path_count
-1: 0);
486 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
, pi
);
487 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
490 v3_sub( rn
->co
, both
[j
]->co
[0], v0
);
491 float d
= v3_dot( v0
, both
[j
]->to_world
[2] );
493 v3_muladds( both
[j
]->co
[0], both
[j
]->to_world
[2], d
,
494 temp_alignments
[j
] );
495 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, temp_alignments
[j
], temp_alignments
[j
]);
499 for( int j
=0; j
<c0
->path_count
; j
++ ){
500 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
502 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
504 if( j
==0 || j
==c0
->path_count
-1 )
506 v3_copy( temp_alignments
[0], p
[1] );
508 v3_copy( temp_alignments
[1], p
[1] );
510 v3_copy( rn
->co
, p
[1] );
512 p
[1][3] = rn
->ref_count
;
513 p
[1][3] -= (float)rn
->ref_total
* 0.5f
;
516 if( j
+1 < c0
->path_count
){
517 index
= mdl_arritm( &world
->ent_path_index
,
518 c0
->path_start
+j
+1 );
519 rn
= mdl_arritm( &world
->ent_route_node
, index
->index
);
521 if( j
+1 == c0
->path_count
-1 )
522 v3_lerp( p
[1], temp_alignments
[1], 0.5f
, p
[2] );
524 v3_lerp( p
[1], rn
->co
, 0.5f
, p
[2] );
526 p
[2][3] = rn
->ref_count
;
527 p
[2][3] -= (float)rn
->ref_total
* 0.5f
;
530 v3_copy( end_gate
->co
[0], p
[2] );
531 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, p
[2], p
[2] );
532 p
[2][3] = collector
->ref_count
;
534 if( i
== route
->checkpoints_count
-1)
537 p
[2][3] -= (float)collector
->route_count
* 0.5f
;
538 //collector->ref_count ++;
541 /* p0,p1,p2 bezier patch is complete
542 * --------------------------------------*/
543 v3f surf0
, surf2
, n0
, n2
;
545 if( bh_closest_point( world
->geo_bh
, p
[0], surf0
, 5.0f
) == -1 )
546 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[0], surf0
);
548 if( bh_closest_point( world
->geo_bh
, p
[2], surf2
, 5.0f
) == -1 )
549 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[2], surf2
);
551 v3_sub( surf0
, p
[0], n0
);
552 v3_sub( surf2
, p
[2], n2
);
556 world_routes_place_curve( world
, route
, p
, n0
, n2
, sc
, pcbuf
);
559 v4_copy( p
[2], p
[0] );
563 scene_copy_slice( sc
, &route
->sm
);
567 struct world_surface
*world_tri_index_surface( world_instance
*world
,
570 VG_STATIC f64
world_routes_scatter_surface_points( world_instance
*world
,
571 pointcloud_buffer
*pcbuf
,
574 static f32 densities
[] = {
575 [k_surface_prop_concrete
] = 2.0f
,
576 [k_surface_prop_grass
] = 0.8f
,
577 [k_surface_prop_metal
] = 1.0f
,
578 [k_surface_prop_wood
] = 2.5f
,
579 [k_surface_prop_tiles
] = 4.0f
582 /* calculate total area */
583 f64 total_area
= 0.0f
;
584 for( u32 i
=0; i
<world
->scene_geo
.indice_count
/3; i
++ ){
585 u32
*tri
= &world
->scene_geo
.arrindices
[i
*3];
586 struct world_surface
*surf
= world_tri_index_surface( world
, tri
[0] );
588 if( surf
->info
.shader
== k_shader_boundary
||
589 surf
->info
.shader
== k_shader_invisible
) continue;
591 if( !(surf
->info
.flags
& k_material_flag_preview_visibile
) ) continue;
593 scene_vert
*va
= &world
->scene_geo
.arrvertices
[tri
[0]],
594 *vb
= &world
->scene_geo
.arrvertices
[tri
[1]],
595 *vc
= &world
->scene_geo
.arrvertices
[tri
[2]];
598 v3_sub( vb
->co
, va
->co
, v0
);
599 v3_sub( vc
->co
, va
->co
, v1
);
600 v3_cross( v0
, v1
, vn
);
601 if( vn
[1] < 0.0f
) continue;
604 if( surf
->info
.surface_prop
< vg_list_size(densities
) )
605 density
= densities
[surf
->info
.surface_prop
];
606 total_area
+= v3_length(vn
)*0.5f
*density
;
611 u8 colour
[] = { 80,80,80,255 };
612 v3f light_dir
= {0.3f
,0.8f
,0.1f
};
613 v3_normalize( light_dir
);
616 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
617 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
619 for( u32 i
=0; i
<world
->scene_geo
.indice_count
/3; i
++ ){
620 u32
*tri
= &world
->scene_geo
.arrindices
[i
*3];
621 struct world_surface
*surf
= world_tri_index_surface( world
, tri
[0] );
623 if( surf
->info
.shader
== k_shader_boundary
||
624 surf
->info
.shader
== k_shader_invisible
) continue;
626 if( !(surf
->info
.flags
& k_material_flag_preview_visibile
) ) continue;
628 scene_vert
*va
= &world
->scene_geo
.arrvertices
[tri
[0]],
629 *vb
= &world
->scene_geo
.arrvertices
[tri
[1]],
630 *vc
= &world
->scene_geo
.arrvertices
[tri
[2]];
633 v3_sub( vb
->co
, va
->co
, v0
);
634 v3_sub( vc
->co
, va
->co
, v1
);
635 v3_cross( v0
, v1
, vn
);
636 if( vn
[1] < 0.0f
) continue;
639 if( surf
->info
.surface_prop
< vg_list_size(densities
) )
640 density
= densities
[surf
->info
.surface_prop
];
642 f32 area
= v3_length(vn
)*0.5f
*density
;
647 while( accum
> rate
){
650 if( pcbuf
->count
>= pcbuf
->max
) return total_area
;
652 v2f co
= { vg_randf64(), vg_randf64() };
653 if( v2_length2(co
) > 0.5f
){
659 v3_muls( v0
, co
[0], pt
);
660 v3_muladds( pt
, v1
, co
[1], pt
);
661 v3_add( va
->co
, pt
, pt
);
663 if( pt
[1] < world
->water
.height
) continue;
664 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
667 v3_sub( pt
, pcbuf
->boundary
[0], pos
);
668 v3_mul( pos
, inv_ext
, pos
);
670 for( u32 i
=0; i
<3; i
++ ){
671 vert
->pos
[i
] = (pos
[i
]-0.5f
) * 32767.0f
;
674 static v4f colours
[] = {
675 [k_surface_prop_concrete
] = { 0.13, 0.15, 0.17, 1.0 },
676 [k_surface_prop_grass
] = { 0.07, 0.1, 0.14, 1.0 },
677 [k_surface_prop_metal
] = { 0.15, 0.19, 0.22, 1.0 },
678 [k_surface_prop_wood
] = { 0.1, 0.13, 0.17, 1.0 },
679 [k_surface_prop_tiles
] = { 0.05, 0.06, 0.07, 1.0 },
682 v4f col
= {0.0f
,0.0f
,0.0f
,0.0f
};
683 if( surf
->info
.surface_prop
< vg_list_size(colours
) ){
684 v4_copy( colours
[surf
->info
.surface_prop
], col
);
687 f32 brightness
= v3_dot(vn
,light_dir
)*0.5f
+0.5f
;
688 v3_muls( col
, brightness
, col
);
690 for( u32 j
=0; j
<4; j
++ ){
691 vert
->colour
[j
] = col
[j
] * 255.0f
;
699 VG_STATIC
void world_routes_surface_grid( world_instance
*world
,
700 pointcloud_buffer
*pcbuf
)
702 i32
const k_gridlines
= 32,
706 v3_sub( pcbuf
->boundary
[1], pcbuf
->boundary
[0], inv_ext
);
707 v3_div( (v3f
){1.0f
,1.0f
,1.0f
}, inv_ext
, inv_ext
);
708 v4f colour
= {0.2f
,0.2f
,0.2f
,1.0f
};
709 v3f dir
= {0.0f
,-1.0f
,0.0f
};
711 for( u32 k
=0; k
<2; k
++ ){
715 for( i32 x
=0; x
<=k_gridlines
; x
++ ){
716 f32 t
= (float)x
/ (float)k_gridlines
,
717 px
= vg_lerpf( pcbuf
->boundary
[0][a
], pcbuf
->boundary
[1][a
], t
);
719 for( i32 z
=0; z
<=k_gridres
; z
++ ){
720 f32 tz
= (float)z
/ (float)k_gridres
,
721 pz
= vg_lerpf(pcbuf
->boundary
[0][b
],pcbuf
->boundary
[1][b
], tz
);
729 bh_iter_init_ray( 0, &it
, ro
, dir
, INFINITY
);
732 while( bh_next( world
->geo_bh
, &it
, &idx
) ){
733 u32
*tri
= &world
->scene_geo
.arrindices
[ idx
*3 ];
736 for( u32 i
=0; i
<3; i
++ ){
737 v3_copy( world
->scene_geo
.arrvertices
[tri
[i
]].co
, vs
[i
] );
741 if( ray_tri( vs
, ro
, dir
, &t
) ){
742 v3_muladds( ro
, dir
, t
, hit
);
743 struct world_surface
*m1
=
744 world_tri_index_surface( world
, tri
[0] );
746 if( !(m1
->info
.flags
& k_material_flag_preview_visibile
) )
749 if( world
->water
.enabled
)
750 if( hit
[1] < world
->water
.height
)
753 if( pcbuf
->count
>= pcbuf
->max
) return;
755 pointcloud_vert
*vert
= &pcbuf
->buf
[ pcbuf
->count
++ ];
758 v3_sub( hit
, pcbuf
->boundary
[0], co
);
759 v3_mul( co
, inv_ext
, co
);
761 for( u32 i
=0; i
<3; i
++ ){
762 vert
->pos
[i
] = (co
[i
]-0.5f
) * 32767.0f
;
765 for( u32 i
=0; i
<4; i
++ ){
766 vert
->colour
[i
] = colour
[i
] * 255.0f
;
776 * Create the strips of colour that run through the world along course paths
778 VG_STATIC
void world_gen_routes_generate(void)
780 world_instance
*world
= world_loading_instance();
781 vg_info( "Generating route meshes\n" );
784 vg_rand_seed( 2000 );
785 vg_async_item
*call_scene
= scene_alloc_async( &world
->scene_lines
,
786 &world
->mesh_route_lines
,
789 vg_async_item
*call_pointcloud
= NULL
;
790 pointcloud_buffer
*pcbuf
= NULL
;
792 if( world_loader
.generate_point_cloud
){
793 call_pointcloud
= vg_async_alloc(
794 sizeof(pointcloud_buffer
) +
795 sizeof(pointcloud_vert
)*POINTCLOUD_POINTS
);
796 pcbuf
= call_pointcloud
->payload
;
798 pcbuf
->max
= POINTCLOUD_POINTS
;
799 pcbuf
->op
= k_pointcloud_op_clear
;
802 v3_sub( world
->scene_geo
.bbx
[1], world
->scene_geo
.bbx
[0], ext
);
803 f32 maxe
= v3_maxf( ext
);
804 v3_fill( v0
, maxe
* 0.5f
);
805 v3_muladds( world
->scene_geo
.bbx
[0], ext
, 0.5f
, mid
);
806 v3_add( mid
, v0
, pcbuf
->boundary
[1] );
807 v3_sub( mid
, v0
, pcbuf
->boundary
[0] );
810 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
811 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
813 gate
->route_count
= 0;
816 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
817 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
, i
);
822 for( u32 k
=0; k
<mdl_arrcount(&world
->ent_route
); k
++ ){
823 ent_route
*route
= mdl_arritm( &world
->ent_route
, k
);
825 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
826 int i0
= route
->checkpoints_start
+i
,
827 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
829 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
830 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
832 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
833 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
834 start_gate
->route_count
++;
836 if( !c0
->path_count
)
839 for( int j
=0; j
<c0
->path_count
; j
++ ){
840 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
842 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
849 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
850 world_routes_gen_meshes( world
, i
, &world
->scene_lines
, pcbuf
);
853 if( world_loader
.generate_point_cloud
){
855 area
= world_routes_scatter_surface_points( world
, pcbuf
, 16.0f
);
856 world_routes_surface_grid( world
, pcbuf
);
858 for( u32 i
=0; i
<mdl_arrcount( &world
->ent_gate
); i
++ ){
859 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
861 world_routes_pointcloud_tower( world
, pcbuf
, gate
->co
[0],
863 (v4f
){0.2f
,0.2f
,0.2f
,1.0f
} );
866 vg_info( "Distrubuted %u points over %fkm^2!\n",
867 pcbuf
->count
, area
/1e6f
);
869 if( world_loader
.location
== k_world_load_type_local
){
872 vg_strnull( &path
, path_buf
, 4096 );
873 vg_strcat( &path
, "maps/" );
874 vg_strcat( &path
, world_loader
.name
);
875 vg_strcat( &path
, "/preview.bin" );
877 if( !vg_strgood( &path
) ) vg_fatal_error( "Path too long\n" );
878 FILE *fp
= fopen( path_buf
, "wb" );
879 if( !fp
) vg_fatal_error( "Cannot open '%s' for writing\n", path_buf
);
881 fwrite( pcbuf
, sizeof(pcbuf
) +
882 sizeof(struct pointcloud_vert
)*pcbuf
->count
, 1, fp
);
886 vg_async_dispatch( call_pointcloud
, async_pointcloud_sub
);
889 vg_async_dispatch( call_scene
, async_scene_upload
);
890 world_routes_clear( world
);
893 /* load all routes from model header */
894 VG_STATIC
void world_gen_routes_ent_init(void)
896 world_instance
*world
= world_loading_instance();
897 vg_info( "Initializing routes\n" );
899 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
900 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
901 for( u32 j
=0; j
<4; j
++ ){
902 gate
->routes
[j
] = 0xffff;
906 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
907 ent_route
*route
= mdl_arritm(&world
->ent_route
,i
);
908 mdl_transform_m4x3( &route
->transform
, route
->board_transform
);
910 route
->official_track_id
= 0xffffffff;
911 for( u32 j
=0; j
<vg_list_size(track_infos
); j
++ ){
912 if( !strcmp(track_infos
[j
].name
,
913 mdl_pstr(&world
->meta
,route
->pstr_name
))){
914 route
->official_track_id
= j
;
918 for( u32 j
=0; j
<route
->checkpoints_count
; j
++ ){
919 u32 id
= route
->checkpoints_start
+ j
;
920 ent_checkpoint
*cp
= mdl_arritm(&world
->ent_checkpoint
,id
);
922 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
924 for( u32 k
=0; k
<4; k
++ ){
925 if( gate
->routes
[k
] == 0xffff ){
931 if( gate
->type
== k_gate_type_teleport
){
932 gate
= mdl_arritm(&world
->ent_gate
, gate
->target
);
934 for( u32 k
=0; k
<4; k
++ ){
935 if( gate
->routes
[k
] == i
){
936 vg_error( "already assigned route to gate\n" );
939 if( gate
->routes
[k
] == 0xffff ){
948 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
949 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
952 world_routes_clear( world
);
956 * -----------------------------------------------------------------------------
958 * -----------------------------------------------------------------------------
961 VG_STATIC
void world_routes_init(void)
963 world_static
.current_run_version
= 200;
964 world_static
.time
= 300.0;
965 world_static
.last_use
= 0.0;
967 shader_scene_route_register();
968 shader_routeui_register();
971 VG_STATIC
void world_routes_update( world_instance
*world
)
973 world_static
.time
+= vg
.time_delta
;
975 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
976 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
978 int target
= route
->active_checkpoint
== 0xffff? 0: 1;
979 route
->factive
= vg_lerpf( route
->factive
, target
, 0.6f
*vg
.time_delta
);
982 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
983 struct text_particle
*particle
= &world_render
.text_particles
[i
];
984 rb_object_debug( &particle
->obj
, VG__RED
);
988 VG_STATIC
void world_routes_fixedupdate( world_instance
*world
)
992 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
993 struct text_particle
*particle
= &world_render
.text_particles
[i
];
995 if( rb_global_has_space() ){
996 rb_ct
*buf
= rb_global_buffer();
998 int l
= rb_sphere__scene( particle
->obj
.rb
.to_world
,
999 &particle
->obj
.inf
.sphere
,
1000 NULL
, &world
->rb_geo
.inf
.scene
, buf
);
1002 for( int j
=0; j
<l
; j
++ ){
1003 buf
[j
].rba
= &particle
->obj
.rb
;
1004 buf
[j
].rbb
= &world
->rb_geo
.rb
;
1007 rb_contact_count
+= l
;
1011 rb_presolve_contacts( rb_contact_buffer
, rb_contact_count
);
1013 for( int i
=0; i
<rb_contact_count
; i
++ ){
1014 rb_contact_restitution( rb_contact_buffer
+i
, vg_randf64() );
1017 for( int i
=0; i
<6; i
++ ){
1018 rb_solve_contacts( rb_contact_buffer
, rb_contact_count
);
1021 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1022 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1023 rb_iter( &particle
->obj
.rb
);
1026 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1027 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1028 rb_update_transform( &particle
->obj
.rb
);
1032 VG_STATIC
void bind_terrain_noise(void);
1033 VG_STATIC
void world_bind_light_array( world_instance
*world
,
1034 GLuint shader
, GLuint location
,
1036 VG_STATIC
void world_bind_light_index( world_instance
*world
,
1037 GLuint shader
, GLuint location
,
1040 VG_STATIC
void world_routes_update_timer_texts( world_instance
*world
)
1042 world_render
.timer_text_count
= 0;
1044 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1045 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1047 if( route
->active_checkpoint
!= 0xffff ){
1048 u32 next
= route
->active_checkpoint
+1;
1049 next
= next
% route
->checkpoints_count
;
1050 next
+= route
->checkpoints_start
;
1052 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
1053 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
1054 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, gate
->target
);
1058 if( dest
->routes
[j
] == i
){
1068 struct timer_text
*text
=
1069 &world_render
.timer_texts
[ world_render
.timer_text_count
++ ];
1072 text
->route
= route
;
1074 if( route
->valid_checkpoints
>= route
->checkpoints_count
){
1075 double lap_time
= world_static
.time
- route
->timing_base
,
1076 time_centiseconds
= lap_time
* 100.0;
1078 if( time_centiseconds
> (float)0xfffe ) time_centiseconds
= 0.0;
1080 u16 centiseconds
= time_centiseconds
,
1081 seconds
= centiseconds
/ 100,
1082 minutes
= seconds
/ 60;
1084 centiseconds
%= 100;
1088 if( minutes
> 9 ) minutes
= 9;
1092 highscore_intr( text
->text
, minutes
, 1, ' ' ); j
++;
1093 text
->text
[j
++] = ':';
1096 if( seconds
>= 10 || minutes
){
1097 highscore_intr( text
->text
+j
, seconds
, 2, '0' ); j
+=2;
1100 highscore_intr( text
->text
+j
, seconds
, 1, '0' ); j
++;
1103 text
->text
[j
++] = '.';
1104 highscore_intr( text
->text
+j
, centiseconds
, 1, '0' ); j
++;
1105 text
->text
[j
] = '\0';
1108 highscore_intr( text
->text
, route
->valid_checkpoints
, 1, ' ' );
1109 text
->text
[1] = '/';
1110 highscore_intr( text
->text
+2, route
->checkpoints_count
+1, 1, ' ' );
1111 text
->text
[3] = '\0';
1114 float align_r
= font3d_string_width( &gui
.font
, 0, text
->text
);
1118 { -0.92f
, h0
, depth
},
1119 { 0.92f
- align_r
, h0
, depth
},
1120 { -0.92f
, h1
, depth
},
1121 { 0.92f
- align_r
, h1
, depth
},
1124 if( dest
->route_count
== 1 ){
1125 positions
[0][0] = -align_r
*0.5f
;
1126 positions
[0][1] = h1
;
1129 m3x3_copy( gate
->to_world
, text
->transform
);
1130 float ratio
= v3_length(text
->transform
[0]) /
1131 v3_length(text
->transform
[1]);
1133 m3x3_scale( text
->transform
, (v3f
){ size
, size
*ratio
, 0.1f
} );
1134 m4x3_mulv( gate
->to_world
, positions
[j
], text
->transform
[3] );
1139 VG_STATIC
void world_routes_fracture( world_instance
*world
, ent_gate
*gate
,
1140 v3f imp_co
, v3f imp_v
)
1142 world_render
.text_particle_count
= 0;
1144 for( u32 i
=0; i
<world_render
.timer_text_count
; i
++ ){
1145 struct timer_text
*text
= &world_render
.timer_texts
[i
];
1147 if( text
->gate
!= gate
) continue;
1150 m4x3_mul( gate
->transport
, text
->transform
, transform
);
1154 m4x3_decompose( transform
, co
, q
, s
);
1160 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1161 v3_muls( text
->route
->colour
, brightness
, colour
);
1162 colour
[3] = 1.0f
-text
->route
->factive
;
1164 for( u32 j
=0;; j
++ ){
1165 char c
= text
->text
[j
];
1168 ent_glyph
*glyph
= font3d_glyph( &gui
.font
, 0, c
);
1169 if( !glyph
) continue;
1171 if( c
>= (u32
)'0' && c
<= (u32
)'9' && glyph
->indice_count
){
1172 struct text_particle
*particle
=
1173 &world_render
.text_particles
[world_render
.text_particle_count
++];
1175 particle
->glyph
= glyph
;
1176 v4_copy( colour
, particle
->colour
);
1179 v2_muls( glyph
->size
, 0.5f
, origin
);
1184 v3_add( offset
, origin
, world_co
);
1185 m4x3_mulv( transform
, world_co
, world_co
);
1187 float r
= vg_maxf( s
[0]*glyph
->size
[0], s
[1]*glyph
->size
[1] )*0.5f
;
1189 m3x3_identity( particle
->mlocal
);
1190 m3x3_scale( particle
->mlocal
, s
);
1192 v3_muls( origin
, -1.0f
, particle
->mlocal
[3] );
1194 v3_copy( world_co
, particle
->obj
.rb
.co
);
1195 v3_muls( imp_v
, 1.0f
+vg_randf64(), particle
->obj
.rb
.v
);
1196 particle
->obj
.rb
.v
[1] += 2.0f
;
1198 v4_copy( q
, particle
->obj
.rb
.q
);
1199 particle
->obj
.rb
.w
[0] = vg_randf64()*2.0f
-1.0f
;
1200 particle
->obj
.rb
.w
[1] = vg_randf64()*2.0f
-1.0f
;
1201 particle
->obj
.rb
.w
[2] = vg_randf64()*2.0f
-1.0f
;
1203 particle
->obj
.type
= k_rb_shape_sphere
;
1204 particle
->obj
.inf
.sphere
.radius
= r
*0.6f
;
1206 rb_init_object( &particle
->obj
);
1208 offset
[0] += glyph
->size
[0];
1213 VG_STATIC
void render_world_routes( world_instance
*world
, camera
*cam
,
1216 m4x3f identity_matrix
;
1217 m4x3_identity( identity_matrix
);
1219 shader_scene_route_use();
1220 shader_scene_route_uTexGarbage(0);
1221 world_link_lighting_ub( world
, _shader_scene_route
.id
);
1222 world_bind_position_texture( world
, _shader_scene_route
.id
,
1223 _uniform_scene_route_g_world_depth
, 2 );
1224 world_bind_light_array( world
, _shader_scene_route
.id
,
1225 _uniform_scene_route_uLightsArray
, 3 );
1226 world_bind_light_index( world
, _shader_scene_route
.id
,
1227 _uniform_scene_route_uLightsIndex
, 4 );
1228 bind_terrain_noise();
1230 shader_scene_route_uPv( cam
->mtx
.pv
);
1231 shader_scene_route_uPvmPrev( cam
->mtx_prev
.pv
);
1232 shader_scene_route_uMdl( identity_matrix
);
1233 shader_scene_route_uCamera( cam
->transform
[3] );
1235 mesh_bind( &world
->mesh_route_lines
);
1237 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1238 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1241 v3_lerp( (v3f
){0.7f
,0.7f
,0.7f
}, route
->colour
, route
->factive
, colour
);
1242 colour
[3] = route
->factive
*0.2f
;
1244 shader_scene_route_uColour( colour
);
1245 mdl_draw_submesh( &route
->sm
);
1249 * ---------------------------------------------------- */
1250 if( layer_depth
== 0 ){
1251 font3d_bind( &gui
.font
, cam
);
1253 for( u32 i
=0; i
<world_render
.timer_text_count
; i
++ ){
1254 struct timer_text
*text
= &world_render
.timer_texts
[i
];
1257 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1258 v3_muls( text
->route
->colour
, brightness
, colour
);
1259 colour
[3] = 1.0f
-text
->route
->factive
;
1261 shader_model_font_uColour( colour
);
1262 font3d_simple_draw( &gui
.font
, 0, text
->text
, cam
, text
->transform
);
1265 shader_model_font_uOffset( (v4f
){0.0f
,0.0f
,0.0f
,1.0f
} );
1267 for( u32 i
=0; i
<world_render
.text_particle_count
; i
++ ){
1268 struct text_particle
*particle
= &world_render
.text_particles
[i
];
1272 m4x3_expand( particle
->mdl
, prev_mtx
);
1273 m4x4_mul( cam
->mtx_prev
.pv
, prev_mtx
, prev_mtx
);
1275 shader_model_font_uPvmPrev( prev_mtx
);
1279 rb_extrapolate( &particle
->obj
.rb
, model
[3], q
);
1282 m4x3_mul( model
, particle
->mlocal
, particle
->mdl
);
1283 shader_model_font_uMdl( particle
->mdl
);
1284 shader_model_font_uColour( particle
->colour
);
1286 mesh_drawn( particle
->glyph
->indice_start
,
1287 particle
->glyph
->indice_count
);
1292 * ---------------------------------------------------- */
1294 shader_model_gate_use();
1295 shader_model_gate_uPv( cam
->mtx
.pv
);
1296 shader_model_gate_uCam( cam
->pos
);
1297 shader_model_gate_uTime( vg
.time
*0.25f
);
1298 shader_model_gate_uInvRes( (v2f
){
1299 1.0f
/ (float)vg
.window_x
,
1300 1.0f
/ (float)vg
.window_y
});
1302 mesh_bind( &world_gates
.mesh
);
1304 /* skip writing into the motion vectors for this */
1305 glDrawBuffers( 1, (GLenum
[]){ GL_COLOR_ATTACHMENT0
} );
1307 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
1308 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
1310 if( route
->active_checkpoint
!= 0xffff ){
1312 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
1313 v3_muls( route
->colour
, brightness
, colour
);
1314 colour
[3] = 1.0f
-route
->factive
;
1316 shader_model_gate_uColour( colour
);
1318 u32 next
= route
->active_checkpoint
+1+layer_depth
;
1319 next
= next
% route
->checkpoints_count
;
1320 next
+= route
->checkpoints_start
;
1322 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
1323 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
1324 shader_model_gate_uMdl( gate
->to_world
);
1326 for( u32 j
=0; j
<4; j
++ ){
1327 if( gate
->routes
[j
] == i
){
1328 mdl_draw_submesh( &world_gates
.sm_marker
[j
] );
1334 glDrawBuffers( 2, (GLenum
[]){ GL_COLOR_ATTACHMENT0
, GL_COLOR_ATTACHMENT1
} );
1337 #endif /* ROUTES_C */