#include "world.h"
#include "world_gate.h"
#include "font.h"
+#include "pointcloud.h"
#if 0
#include "shaders/vblend.h"
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;
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 ),
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++ ){
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] );
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 );
}
}
- 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 );
}