2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #include "world_gate.h"
13 #include "shaders/vblend.h"
16 #include "shaders/scene_route.h"
17 #include "shaders/routeui.h"
21 void world_routes_local_set_record( world_instance
*world
, ent_route
*route
,
24 vg_success( " NEW LAP TIME: %f\n", lap_time
);
26 if( route
->official_track_id
!= 0xffffffff ){
27 double time_centiseconds
= lap_time
* 100.0;
28 if( time_centiseconds
> (float)0xfffe ) /* skill issue */
31 highscore_record temp
;
32 temp
.trackid
= route
->official_track_id
;
33 temp
.datetime
= time(NULL
);
36 temp
.time
= time_centiseconds
;
38 highscores_push_record( &temp
);
40 struct track_info
*ti
= &track_infos
[ route
->official_track_id
];
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
= 0xffffffff;
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_global
.current_run_version
+= 4;
68 world_global
.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 total_time
= 0.0;
80 for( u32 i
=0; i
<route
->checkpoints_count
; i
++ ){
81 u32 cpid
= route
->checkpoints_start
+(i
+route
->active_checkpoint
);
82 cpid
= cpid
% route
->checkpoints_count
;
84 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, cpid
);
85 ent_gate
*rg
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
86 rg
= mdl_arritm( &world
->ent_gate
, rg
->target
);
89 total_time
= rg
->timing_time
;
91 if( last_version
+1 != rg
->timing_version
)
95 last_version
= rg
->timing_version
;
96 vg_info( "%u %f\n", rg
->timing_version
, rg
->timing_time
);
99 vg_info( "%u %f\n", world_global
.current_run_version
, world_global
.time
);
101 if( validated
&& (world_global
.current_run_version
== last_version
+1)){
102 total_time
= world_global
.time
- total_time
;
103 world_routes_local_set_record( world
, route
, total_time
);
105 vg_info( "----------------------------\n" );
109 * When going through a gate this is called for bookkeeping purposes
111 VG_STATIC
void world_routes_activate_entry_gate( world_instance
*world
,
114 ent_gate
*dest
= mdl_arritm( &world
->ent_gate
, rg
->target
);
116 world_global
.last_use
= world_global
.time
;
118 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
119 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
121 u32 active_prev
= route
->active_checkpoint
;
122 route
->active_checkpoint
= 0xffffffff;
124 for( u32 j
=0; j
<4; j
++ ){
125 if( dest
->routes
[j
] == i
){
126 for( u32 k
=0; k
<route
->checkpoints_count
; k
++ ){
127 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
,
128 route
->checkpoints_start
+k
);
130 ent_gate
*gk
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
132 route
->active_checkpoint
= k
;
133 world_routes_time_lap( world
, route
);
142 dest
->timing_version
= world_global
.current_run_version
;
143 dest
->timing_time
= world_global
.time
;
145 world_global
.current_run_version
++;
148 /* draw lines along the paths */
149 VG_STATIC
void world_routes_debug( world_instance
*world
)
151 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
152 ent_route_node
*rn
= mdl_arritm(&world
->ent_route_node
,i
);
153 vg_line_pt3( rn
->co
, 0.25f
, VG__WHITE
);
156 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
157 ent_route
*route
= mdl_arritm(&world
->ent_route
, i
);
159 u32 colours
[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
163 if( route
->active_checkpoint
!= 0xffffffff ){
164 cc
= colours
[i
%vg_list_size(colours
)];
167 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
168 int i0
= route
->checkpoints_start
+i
,
169 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
171 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
172 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
174 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
175 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
);
178 v3_copy( start_gate
->co
[1], p0
);
180 for( int j
=0; j
<c0
->path_count
; j
++ ){
181 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
184 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
187 v3_copy( rn
->co
, p1
);
188 vg_line( p0
, p1
, cc
);
192 v3_copy( end_gate
->co
[0], p1
);
193 vg_line( p0
, p1
, cc
);
198 VG_STATIC
void world_routes_place_curve( world_instance
*world
,
199 v4f h
[3], v3f n0
, v3f n2
)
205 float total_length
= 0.0f
,
209 v3_copy( h
[0], last
);
210 for( int it
=0; it
<128; it
++ ){
211 t
= (float)(it
+1) * (1.0f
/128.0f
);
212 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
213 total_length
+= v3_dist( p
, last
);
217 float patch_size
= 4.0f
,
218 patch_count
= ceilf( total_length
/ patch_size
);
221 v3_copy( h
[0], last
);
223 for( int it
=0; it
<128; it
++ ){
224 float const k_sample_dist
= 0.0025f
,
227 eval_bezier3( h
[0], h
[1], h
[2], t
, p
);
228 eval_bezier3( h
[0], h
[1], h
[2], t
+k_sample_dist
, pd
);
230 travel_length
+= v3_dist( p
, last
);
232 float mod
= k_sample_dist
/ v3_dist( p
, pd
);
236 v3_muls( n0
, -(1.0f
-t
), up
);
237 v3_muladds( up
, n2
, -t
, up
);
241 v3_cross( up
, v0
, right
);
242 v3_normalize( right
);
244 float cur_x
= (1.0f
-t
)*h
[0][3] + t
*h
[2][3];
246 v3f sc
, sa
, sb
, down
;
247 v3_muladds( p
, right
, cur_x
* k_line_width
, sc
);
248 v3_muladds( sc
, up
, 1.5f
, sc
);
249 v3_muladds( sc
, right
, k_line_width
*0.95f
, sa
);
250 v3_muladds( sc
, right
, 0.0f
, sb
);
251 v3_muls( up
, -1.0f
, down
);
256 if( ray_world( world
, sa
, down
, &ha
) &&
257 ray_world( world
, sb
, down
, &hb
))
261 v3_muladds( ha
.pos
, up
, 0.06f
, va
.co
);
262 v3_muladds( hb
.pos
, up
, 0.06f
, vb
.co
);
264 scene_vert_pack_norm( &va
, up
);
265 scene_vert_pack_norm( &vb
, up
);
267 float t1
= (travel_length
/ total_length
) * patch_count
;
273 scene_push_vert( world
->scene_lines
, &va
);
274 scene_push_vert( world
->scene_lines
, &vb
);
277 /* Connect them with triangles */
278 scene_push_tri( world
->scene_lines
, (u32
[3]){
279 last_valid
+0-2, last_valid
+1-2, last_valid
+2-2} );
280 scene_push_tri( world
->scene_lines
, (u32
[3]){
281 last_valid
+1-2, last_valid
+3-2, last_valid
+2-2} );
284 last_valid
= world
->scene_lines
->vertex_count
;
300 VG_STATIC
void world_routes_create_mesh( world_instance
*world
, u32 route_id
)
302 ent_route
*route
= mdl_arritm( &world
->ent_route
, route_id
);
305 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
306 int i0
= route
->checkpoints_start
+i
,
307 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
309 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
310 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
312 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
313 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
315 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
);
319 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, start_gate
->co
[0], p
[0] );
320 p
[0][3] = start_gate
->ref_count
;
321 p
[0][3] -= (float)start_gate
->ref_total
* 0.5f
;
322 start_gate
->ref_count
++;
324 if( !c0
->path_count
)
327 /* this is so that we get nice flow through the gates */
328 v3f temp_alignments
[2];
329 ent_gate
*both
[] = { start_gate
, end_gate
};
331 for( int j
=0; j
<2; j
++ ){
332 int pi
= c0
->path_start
+ ((j
==1)? c0
->path_count
-1: 0);
334 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
, pi
);
335 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
338 v3_sub( rn
->co
, both
[j
]->co
[0], v0
);
339 float d
= v3_dot( v0
, both
[j
]->to_world
[2] );
341 v3_muladds( both
[j
]->co
[0], both
[j
]->to_world
[2], d
,
342 temp_alignments
[j
] );
343 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, temp_alignments
[j
], temp_alignments
[j
]);
347 for( int j
=0; j
<c0
->path_count
; j
++ ){
348 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
350 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
352 if( j
==0 || j
==c0
->path_count
-1 )
354 v3_copy( temp_alignments
[0], p
[1] );
356 v3_copy( temp_alignments
[1], p
[1] );
358 v3_copy( rn
->co
, p
[1] );
360 p
[1][3] = rn
->ref_count
;
361 p
[1][3] -= (float)rn
->ref_total
* 0.5f
;
364 if( j
+1 < c0
->path_count
){
365 index
= mdl_arritm( &world
->ent_path_index
,
366 c0
->path_start
+j
+1 );
367 rn
= mdl_arritm( &world
->ent_route_node
, index
->index
);
369 if( j
+1 == c0
->path_count
-1 )
370 v3_lerp( p
[1], temp_alignments
[1], 0.5f
, p
[2] );
372 v3_lerp( p
[1], rn
->co
, 0.5f
, p
[2] );
374 p
[2][3] = rn
->ref_count
;
375 p
[2][3] -= (float)rn
->ref_total
* 0.5f
;
378 v3_copy( end_gate
->co
[0], p
[2] );
379 v3_add( (v3f
){0.0f
,0.1f
,0.0f
}, p
[2], p
[2] );
380 p
[2][3] = end_gate
->ref_count
;
381 p
[2][3] -= (float)end_gate
->ref_total
* 0.5f
;
382 end_gate
->ref_count
++;
385 /* p0,p1,p2 bezier patch is complete
386 * --------------------------------------*/
387 v3f surf0
, surf2
, n0
, n2
;
389 if( bh_closest_point( world
->geo_bh
, p
[0], surf0
, 5.0f
) == -1 )
390 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[0], surf0
);
392 if( bh_closest_point( world
->geo_bh
, p
[2], surf2
, 5.0f
) == -1 )
393 v3_add( (v3f
){0.0f
,-0.1f
,0.0f
}, p
[2], surf2
);
395 v3_sub( surf0
, p
[0], n0
);
396 v3_sub( surf2
, p
[2], n2
);
400 world_routes_place_curve( world
, p
, n0
, n2
);
403 v4_copy( p
[2], p
[0] );
407 scene_copy_slice( world
->scene_lines
, &route
->sm
);
411 * Create the strips of colour that run through the world along course paths
413 VG_STATIC
void world_routes_generate( world_instance
*world
)
415 vg_info( "Generating route meshes\n" );
416 world
->scene_lines
= scene_init( world_global
.generic_heap
, 200000, 300000 );
418 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
419 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
424 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route_node
); i
++ ){
425 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
, i
);
430 for( u32 k
=0; k
<mdl_arrcount(&world
->ent_route
); k
++ ){
431 ent_route
*route
= mdl_arritm( &world
->ent_route
, k
);
433 for( int i
=0; i
<route
->checkpoints_count
; i
++ ){
434 int i0
= route
->checkpoints_start
+i
,
435 i1
= route
->checkpoints_start
+((i
+1)%route
->checkpoints_count
);
437 ent_checkpoint
*c0
= mdl_arritm(&world
->ent_checkpoint
, i0
),
438 *c1
= mdl_arritm(&world
->ent_checkpoint
, i1
);
440 ent_gate
*start_gate
= mdl_arritm( &world
->ent_gate
, c0
->gate_index
);
441 start_gate
= mdl_arritm( &world
->ent_gate
, start_gate
->target
);
443 ent_gate
*end_gate
= mdl_arritm( &world
->ent_gate
, c1
->gate_index
);
444 start_gate
->ref_total
++;
446 if( !c0
->path_count
)
449 for( int j
=0; j
<c0
->path_count
; j
++ ){
450 ent_path_index
*index
= mdl_arritm( &world
->ent_path_index
,
452 ent_route_node
*rn
= mdl_arritm( &world
->ent_route_node
,
456 if( j
+1 < c0
->path_count
){
459 end_gate
->ref_total
++;
465 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ )
466 world_routes_create_mesh( world
, i
);
468 vg_acquire_thread_sync();
470 scene_upload( world
->scene_lines
, &world
->mesh_route_lines
);
472 vg_release_thread_sync();
473 vg_linear_del( world_global
.generic_heap
, world
->scene_lines
);
475 world_routes_clear( world
);
478 /* load all routes from model header */
479 VG_STATIC
void world_routes_ent_init( world_instance
*world
)
481 vg_info( "Initializing routes\n" );
483 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
484 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
485 for( u32 j
=0; j
<4; j
++ ){
486 gate
->routes
[j
] = 0xffff;
490 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
491 ent_route
*route
= mdl_arritm(&world
->ent_route
,i
);
492 mdl_transform_m4x3( &route
->transform
, route
->board_transform
);
494 route
->official_track_id
= 0xffffffff;
495 for( u32 j
=0; j
<vg_list_size(track_infos
); j
++ ){
496 if( !strcmp(track_infos
[j
].name
,
497 mdl_pstr(&world
->meta
,route
->pstr_name
))){
498 route
->official_track_id
= j
;
502 for( u32 j
=0; j
<route
->checkpoints_count
; j
++ ){
503 u32 id
= route
->checkpoints_start
+ j
;
504 ent_checkpoint
*cp
= mdl_arritm(&world
->ent_checkpoint
,id
);
506 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
508 for( u32 k
=0; k
<4; k
++ ){
509 if( gate
->routes
[k
] == 0xffff ){
515 if( gate
->type
== k_gate_type_teleport
){
516 gate
= mdl_arritm(&world
->ent_gate
, gate
->target
);
518 for( u32 k
=0; k
<4; k
++ ){
519 if( gate
->routes
[k
] == 0xffff ){
528 world_routes_clear( world
);
532 * -----------------------------------------------------------------------------
534 * -----------------------------------------------------------------------------
537 VG_STATIC
void world_routes_init(void)
539 world_global
.current_run_version
= 200;
540 world_global
.time
= RESET_MAX_TIME
*2.0;
541 world_global
.last_use
= 0.0;
543 shader_scene_route_register();
544 shader_routeui_register();
547 VG_STATIC
void world_routes_update( world_instance
*world
)
549 world_global
.time
+= vg
.time_delta
;
551 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
552 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
554 int target
= route
->active_checkpoint
== 0xffffffff? 0: 1;
555 route
->factive
= vg_lerpf( route
->factive
, target
, 0.6f
*vg
.time_delta
);
559 VG_STATIC
void bind_terrain_noise(void);
560 VG_STATIC
void world_bind_light_array( world_instance
*world
,
561 GLuint shader
, GLuint location
,
563 VG_STATIC
void world_bind_light_index( world_instance
*world
,
564 GLuint shader
, GLuint location
,
567 VG_STATIC
void render_world_routes( world_instance
*world
, camera
*cam
,
570 m4x3f identity_matrix
;
571 m4x3_identity( identity_matrix
);
573 shader_scene_route_use();
574 shader_scene_route_uTexGarbage(0);
575 world_link_lighting_ub( world
, _shader_scene_route
.id
);
576 world_bind_position_texture( world
, _shader_scene_route
.id
,
577 _uniform_scene_route_g_world_depth
, 2 );
578 world_bind_light_array( world
, _shader_scene_route
.id
,
579 _uniform_scene_route_uLightsArray
, 3 );
580 world_bind_light_index( world
, _shader_scene_route
.id
,
581 _uniform_scene_route_uLightsIndex
, 4 );
582 bind_terrain_noise();
584 shader_scene_route_uPv( cam
->mtx
.pv
);
585 shader_scene_route_uPvmPrev( cam
->mtx_prev
.pv
);
586 shader_scene_route_uMdl( identity_matrix
);
587 shader_scene_route_uCamera( cam
->transform
[3] );
588 shader_scene_route_uBoard0( TEMP_BOARD_0
);
589 shader_scene_route_uBoard1( TEMP_BOARD_1
);
591 mesh_bind( &world
->mesh_route_lines
);
593 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
594 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
597 v3_lerp( (v3f
){0.7f
,0.7f
,0.7f
}, route
->colour
, route
->factive
, colour
);
598 colour
[3] = route
->factive
*0.2f
;
600 shader_scene_route_uColour( colour
);
601 mdl_draw_submesh( &route
->sm
);
604 shader_model_gate_use();
605 shader_model_gate_uPv( cam
->mtx
.pv
);
606 shader_model_gate_uCam( cam
->pos
);
607 shader_model_gate_uTime( vg
.time
*0.25f
);
608 shader_model_gate_uInvRes( (v2f
){
609 1.0f
/ (float)vg
.window_x
,
610 1.0f
/ (float)vg
.window_y
});
612 mesh_bind( &world_global
.mesh_gate
);
614 /* skip writing into the motion vectors for this */
615 /* TODO: draw future gate if the one we're looking through is to be passed,
616 * instead of current gate */
617 glDrawBuffers( 1, (GLenum
[]){ GL_COLOR_ATTACHMENT0
} );
619 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_route
); i
++ ){
620 ent_route
*route
= mdl_arritm( &world
->ent_route
, i
);
622 if( route
->active_checkpoint
!= 0xffffffff ){
624 float brightness
= 0.3f
+ world
->ub_lighting
.g_day_phase
;
625 v3_muls( route
->colour
, brightness
, colour
);
626 colour
[3] = 1.0f
-route
->factive
;
628 shader_model_gate_uColour( colour
);
630 u32 next
= route
->active_checkpoint
+1+layer_depth
;
631 next
= next
% route
->checkpoints_count
;
632 next
+= route
->checkpoints_start
;
634 ent_checkpoint
*cp
= mdl_arritm( &world
->ent_checkpoint
, next
);
635 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, cp
->gate_index
);
636 shader_model_gate_uMdl( gate
->to_world
);
638 for( u32 j
=0; j
<4; j
++ ){
639 if( gate
->routes
[j
] == i
){
640 mdl_draw_submesh( &world_global
.sm_gate_marker
[j
] );
646 glDrawBuffers( 2, (GLenum
[]){ GL_COLOR_ATTACHMENT0
, GL_COLOR_ATTACHMENT1
} );
649 #endif /* ROUTES_H */