point maps (wip)
[carveJwlIkooP6JGAAIwe30JlM.git] / world_routes.h
index 9308daa3b6a9e74cc660cbf3afcb97dedab47cae..62fe06913bb1e8da83347c9b00dd325c5c0e3e67 100644 (file)
@@ -9,6 +9,7 @@
 #include "world.h"
 #include "world_gate.h"
 #include "font.h"
+#include "pointcloud.h"
 
 #if 0
 #include "shaders/vblend.h"
@@ -230,7 +231,9 @@ VG_STATIC void world_routes_debug( world_instance *world )
 
 VG_STATIC 
 void world_routes_place_curve( world_instance *world,
-                               v4f h[3], v3f n0, v3f n2, scene_context *scene )
+                               v4f h[3], v3f n0, v3f n2, scene_context *scene,
+                               struct pointcloud_vert *points, 
+                               u32 *point_count, v4f colour )
 {
    float t;
    v3f p, pd;
@@ -290,6 +293,37 @@ void world_routes_place_curve( world_instance *world,
 
       int resa = ray_world( world, sa, down, &ha ),
           resb = ray_world( world, sb, down, &hb );
+      
+      for( u32 j=0; j<10; j++ ){
+      if( *point_count < POINTCLOUD_POINTS ){
+         struct pointcloud_vert *vert = &points[*point_count];
+         *point_count = (*point_count) + 1;
+
+         v3f sample, jitter, pcpoint;
+         vg_rand_sphere( jitter );
+         v3_muladds( ha.pos, jitter, 8.0f, sample );
+
+         if( bh_closest_point( world->geo_bh, sample, pcpoint, 10.0f ) == -1 ){
+            v3_copy( sample, pcpoint );
+         }
+
+         v3f pos, vol;
+         v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol );
+         v3_sub( pcpoint, world->scene_geo.bbx[0], pos );
+         v3_div( pos, vol, pos );
+
+         for( u32 i=0; i<3; i++ ){
+            vert->pos[i] = vg_clampf(pos[i], 0.0f,1.0f) * 65535.0f;
+            vert->norm[i] = ha.normal[i] * 127.0f;
+         }
+
+         float dist = 1.0f-(v3_length(jitter));
+
+         for( u32 i=0; i<4; i++ ){
+            vert->colour[i] = colour[i] * 255.0f * dist*dist;
+         }
+      }
+      }
 
       if( resa && resb ){
          struct world_surface *surfa = ray_hit_surface( world, &ha ),
@@ -346,9 +380,17 @@ void world_routes_place_curve( world_instance *world,
 
 VG_STATIC 
 void world_routes_create_mesh( world_instance *world, u32 route_id, 
-                               scene_context *sc )
+                               scene_context *sc,
+                               struct pointcloud_vert *points, 
+                               u32 *point_count )
 {
    ent_route *route = mdl_arritm( &world->ent_route, route_id );
+   u8 colour[4];
+   colour[0] = route->colour[0] * 255.0f;
+   colour[1] = route->colour[1] * 255.0f;
+   colour[2] = route->colour[2] * 255.0f;
+   colour[3] = route->colour[3] * 255.0f;
+
    u32 last_valid = 0;
 
    for( int i=0; i<route->checkpoints_count; i++ ){
@@ -451,7 +493,8 @@ void world_routes_create_mesh( world_instance *world, u32 route_id,
          v3_normalize( n0 );
          v3_normalize( n2 );
 
-         world_routes_place_curve( world, p, n0, n2, sc );
+         world_routes_place_curve( world, p, n0, n2, sc, points, point_count,
+                                   route->colour );
 
          /* --- */
          v4_copy( p[2], p[0] );
@@ -461,15 +504,25 @@ void world_routes_create_mesh( world_instance *world, u32 route_id,
    scene_copy_slice( sc, &route->sm );
 }
 
+VG_STATIC 
+struct world_surface *world_tri_index_surface( world_instance *world, 
+                                                 u32 index );
 /* 
  * Create the strips of colour that run through the world along course paths
  */
 VG_STATIC void world_routes_generate( world_instance *world )
 {
    vg_info( "Generating route meshes\n" );
+   vg_async_stall();
+
+   vg_rand_seed( 2000 );
    vg_async_item *call = scene_alloc_async( &world->scene_lines, 
                                             &world->mesh_route_lines,
                                             200000, 300000 );
+   vg_async_item *call1 = 
+      vg_async_alloc( sizeof(struct pointcloud_vert)*POINTCLOUD_POINTS );
+   u32 generated_points = 0;
+   struct pointcloud_vert *cloud_data = call1->payload;
 
    for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
       ent_gate *gate = mdl_arritm( &world->ent_gate, i );
@@ -510,10 +563,118 @@ VG_STATIC void world_routes_generate( world_instance *world )
       }
    }
 
-   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ )
-      world_routes_create_mesh( world, i, &world->scene_lines );
+   for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+      world_routes_create_mesh( world, i, &world->scene_lines,
+                                cloud_data, &generated_points );
+   }
+
+
+   {
+   vg_info( "Executing awesome algorithm!\n" );
+
+   f32 accum = 0.0f;
+   
+   v3f vol;
+   v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol );
+   v3_div( (v3f){1.0f,1.0f,1.0f}, vol, vol );
+
+   u8 colour[] = { 80,80,80,255 };
+   v3f light_dir = {0.3f,0.8f,0.1f};
+   v3_normalize( light_dir );
+
+   for( u32 k=1; k<=10; k++ ){
+      f32 rate = 50.0f * (1.0f/(float)k);
+
+      for( u32 i=0; i<world->scene_geo.indice_count/3; i++ ){
+         u32 *tri = &world->scene_geo.arrindices[i*3];
+         struct world_surface *surf = world_tri_index_surface( world, tri[0] );
+
+         if( surf->info.shader == k_shader_boundary ||
+             surf->info.shader == k_shader_invisible ) continue;
+
+         if( !(surf->info.flags & k_material_flag_preview_visibile) ) continue;
+
+         scene_vert *va = &world->scene_geo.arrvertices[tri[0]],
+                    *vb = &world->scene_geo.arrvertices[tri[1]],
+                    *vc = &world->scene_geo.arrvertices[tri[2]];
+
+         v3f v0, v1, vn;
+         v3_sub( vb->co, va->co, v0 );
+         v3_sub( vc->co, va->co, v1 );
+         v3_cross( v0, v1, vn );
+         if( vn[1] < 0.0f ) continue;
+
+         accum += v3_length(vn)*0.5f;
 
+         v3_normalize( vn );
+
+         while( accum > rate ){
+            accum -= rate;
+
+            if( generated_points >= POINTCLOUD_POINTS ){
+               goto too_many_points;
+            }
+
+            v2f co = { vg_randf64(), vg_randf64() };
+            if( v2_length2(co) > 0.5f ){
+               co[0] = 1.0f-co[0];
+               co[1] = 1.0f-co[1];
+            }
+
+            v3f pt;
+            v3_muls( v0, co[0], pt );
+            v3_muladds( pt, v1, co[1], pt );
+            v3_add( va->co, pt, pt );
+
+            if( pt[1] < world->water.height ) continue;
+            struct pointcloud_vert *vert = &cloud_data[generated_points ++];
+
+            v3f pos;
+            v3_sub( pt, world->scene_geo.bbx[0], pos );
+            v3_mul( pos, vol, pos );
+
+            for( u32 j=0; j<3; j++ ){
+               vert->pos[j] = vg_clampf(pos[j],0.0f,1.0f) * 65535.0f;
+               vert->norm[j] = vg_clampf(vn[j],-1.0f,1.0f) * 127.0f;
+            }
+
+            f32 brightness = vg_clampf( v3_dot( vn, light_dir ), 0.0f, 1.0f );
+
+            v4f col = {0.0f,0.0f,0.0f,0.0f};
+            if( surf->info.surface_prop == k_surface_prop_wood ){
+               v4_copy( (v4f){0.66f,0.6f,0.5f}, col );
+            }
+            else if( surf->info.surface_prop == k_surface_prop_grass ){
+               v4_copy( (v4f){0.42f,0.5f,0.33f}, col );
+            }
+            else if( surf->info.surface_prop == k_surface_prop_concrete ){
+               v4_copy( (v4f){0.57f,0.57f,0.55f}, col );
+            }
+            else if( surf->info.surface_prop == k_surface_prop_metal ){
+               v4_copy( (v4f){0.76f,0.76f,0.75f}, col );
+            }
+            else{
+               v4_copy( (v4f){0.2f,0.2f,0.2f}, col );
+            }
+
+            v4_copy( (v4f){0.2f,0.2f,0.26f}, col );
+            v3_muls( col, brightness*0.25f, col );
+
+            for( u32 j=0; j<4; j++ ){
+               vert->colour[j] = col[j] * 255.0f;
+            }
+         }
+      }
+   }
+
+too_many_points:
+   vg_info( "finished awesome algorithm! yipee (%u)!\n", generated_points );
+   }
+
+   call1->size = generated_points;
    vg_async_dispatch( call, async_scene_upload );
+   vg_async_dispatch( call1, async_pointcloud_sub );
+
    world_routes_clear( world );
 }