}
VG_STATIC
-void world_routes_place_curve( world_instance *world,
+void world_routes_pointcloud_spot( world_instance *world,
+ pointcloud_buffer *pcbuf,
+ v3f co, f32 radius, u32 samples, v4f colour )
+{
+ v3f inv_ext;
+ v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
+ v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
+
+ for( u32 j=0; j<samples; j++ ){
+ if( pcbuf->count >= pcbuf->max )
+ return;
+
+ pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
+
+ v3f sample, jitter, point;
+ vg_rand_sphere( jitter );
+ v3_muladds( co, jitter, radius, sample );
+
+ if( bh_closest_point( world->geo_bh, sample, point, radius*1.5f ) == -1 ){
+ v3_copy( sample, point );
+ }
+
+ v3f pos;
+ v3_sub( point, pcbuf->boundary[0], pos );
+ v3_mul( pos, inv_ext, pos );
+
+ for( u32 i=0; i<3; i++ ){
+ vert->pos[i] = (pos[i]-0.5f) * 32767.0f;
+ }
+
+ float dist = 1.0f-(v3_length(jitter));
+
+ for( u32 i=0; i<4; i++ ){
+ vert->colour[i] = colour[i] * 255.0f * dist*dist;
+ }
+ }
+}
+
+VG_STATIC
+void world_routes_place_curve( world_instance *world, ent_route *route,
v4f h[3], v3f n0, v3f n2, scene_context *scene,
- struct pointcloud_vert *points,
- u32 *point_count, v4f colour )
+ pointcloud_buffer *pcbuf )
{
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 ){
+ world_routes_pointcloud_spot( world, pcbuf, ha.pos,
+ 12.0f, 10, route->colour );
}
if( resa && resb ){
}
}
-VG_STATIC
-void world_routes_create_mesh( world_instance *world, u32 route_id,
- scene_context *sc,
- struct pointcloud_vert *points,
- u32 *point_count )
+VG_STATIC void world_routes_gen_meshes( world_instance *world, u32 route_id,
+ scene_context *sc,
+ pointcloud_buffer *pcbuf )
{
ent_route *route = mdl_arritm( &world->ent_route, route_id );
u8 colour[4];
v3_normalize( n0 );
v3_normalize( n2 );
- world_routes_place_curve( world, p, n0, n2, sc, points, point_count,
- route->colour );
+ world_routes_place_curve( world, route, p, n0, n2, sc, pcbuf );
/* --- */
v4_copy( p[2], p[0] );
VG_STATIC
struct world_surface *world_tri_index_surface( world_instance *world,
u32 index );
+
+VG_STATIC f64 world_routes_scatter_surface_points( world_instance *world,
+ pointcloud_buffer *pcbuf,
+ f32 rate )
+{
+ static f32 densities[] = {
+ [k_surface_prop_concrete] = 2.0f,
+ [k_surface_prop_grass] = 0.8f,
+ [k_surface_prop_metal] = 1.0f,
+ [k_surface_prop_wood] = 2.5f,
+ [k_surface_prop_tiles] = 4.0f
+ };
+
+ /* calculate total area */
+ f64 total_area = 0.0f;
+ 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;
+
+ f32 density = 1.0f;
+ if( surf->info.surface_prop < vg_list_size(densities) )
+ density = densities[surf->info.surface_prop];
+ total_area += v3_length(vn)*0.5f*density;
+ }
+
+ f32 accum = 0.0f;
+
+ u8 colour[] = { 80,80,80,255 };
+ v3f light_dir = {0.3f,0.8f,0.1f};
+ v3_normalize( light_dir );
+
+ v3f inv_ext;
+ v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
+ v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
+
+ 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;
+
+ f32 density = 1.0f;
+ if( surf->info.surface_prop < vg_list_size(densities) )
+ density = densities[surf->info.surface_prop];
+
+ f32 area = v3_length(vn)*0.5f*density;
+ accum += area;
+
+ v3_normalize( vn );
+
+ while( accum > rate ){
+ accum -= rate;
+
+ if( pcbuf->count >= pcbuf->max ) return total_area;
+
+ 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;
+ pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
+
+ v3f pos;
+ v3_sub( pt, pcbuf->boundary[0], pos );
+ v3_mul( pos, inv_ext, pos );
+
+ for( u32 i=0; i<3; i++ ){
+ vert->pos[i] = (pos[i]-0.5f) * 32767.0f;
+ }
+
+ static v4f colours[] = {
+ [k_surface_prop_concrete] = { 0.13, 0.15, 0.17, 1.0 },
+ [k_surface_prop_grass] = { 0.07, 0.1, 0.14, 1.0 },
+ [k_surface_prop_metal] = { 0.15, 0.19, 0.22, 1.0 },
+ [k_surface_prop_wood] = { 0.1, 0.13, 0.17, 1.0 },
+ [k_surface_prop_tiles] = { 0.05, 0.06, 0.07, 1.0 },
+ };
+
+ v4f col = {0.0f,0.0f,0.0f,0.0f};
+ if( surf->info.surface_prop < vg_list_size(colours) ){
+ v4_copy( colours[surf->info.surface_prop], col );
+ }
+
+ f32 brightness = v3_dot(vn,light_dir)*0.5f+0.5f;
+ v3_muls( col, brightness, col );
+
+ for( u32 j=0; j<4; j++ ){
+ vert->colour[j] = col[j] * 255.0f;
+ }
+ }
+ }
+
+ return total_area;
+}
+
+VG_STATIC void world_routes_surface_grid( world_instance *world,
+ pointcloud_buffer *pcbuf )
+{
+ i32 const k_gridlines = 63,
+ k_gridres = 255;
+
+ v3f inv_ext;
+ v3_sub( pcbuf->boundary[1], pcbuf->boundary[0], inv_ext );
+ v3_div( (v3f){1.0f,1.0f,1.0f}, inv_ext, inv_ext );
+ v4f colour = {0.2f,0.2f,0.2f,1.0f};
+
+ for( u32 k=0; k<2; k++ ){
+ u32 a = k*2,
+ b = (k^0x1)*2;
+
+ for( i32 x=0; x<=k_gridlines; x++ ){
+ f32 t = (float)x / (float)k_gridlines,
+ px = vg_lerpf( pcbuf->boundary[0][a], pcbuf->boundary[1][a], t );
+
+ for( i32 z=0; z<=k_gridres; z++ ){
+ f32 tz = (float)z / (float)k_gridres,
+ pz = vg_lerpf(pcbuf->boundary[0][b],pcbuf->boundary[1][b], tz);
+
+ v3f ro;
+ ro[a] = px;
+ ro[1] = 1000.0f;
+ ro[b] = pz;
+
+ ray_hit hit;
+ hit.dist = INFINITY;
+
+ if( ray_world( world, ro, (v3f){0.0f,-1.0f,0.0f}, &hit )){
+ struct world_surface *m1 = ray_hit_surface( world, &hit );
+
+ if( world->water.enabled )
+ if( hit.pos[1] < world->water.height )
+ continue;
+
+ if( pcbuf->count >= pcbuf->max ) return;
+
+ pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
+
+ v3f co;
+ v3_sub( hit.pos, pcbuf->boundary[0], co );
+ v3_mul( co, inv_ext, co );
+
+ for( u32 i=0; i<3; i++ ){
+ vert->pos[i] = (co[i]-0.5f) * 32767.0f;
+ }
+
+ for( u32 i=0; i<4; i++ ){
+ vert->colour[i] = colour[i] * 255.0f;
+ }
+ }
+ }
+ }
+ }
+}
+
/*
* Create the strips of colour that run through the world along course paths
*/
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;
+ vg_async_item *call_scene = scene_alloc_async( &world->scene_lines,
+ &world->mesh_route_lines,
+ 200000, 300000 );
+ vg_async_item *call_pointcloud = vg_async_alloc(
+ sizeof(pointcloud_buffer) +
+ sizeof(pointcloud_vert)*POINTCLOUD_POINTS );
+ pointcloud_buffer *pcbuf = call_pointcloud->payload;
+ pcbuf->count = 0;
+ pcbuf->max = POINTCLOUD_POINTS;
+ pcbuf->op = k_pointcloud_op_clear;
+
+ v3f ext, mid, v0;
+ v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], ext );
+ f32 maxe = v3_maxf( ext );
+ v3_fill( v0, maxe * 0.5f );
+ v3_muladds( world->scene_geo.bbx[0], ext, 0.5f, mid );
+ v3_add( mid, v0, pcbuf->boundary[1] );
+ v3_sub( mid, v0, pcbuf->boundary[0] );
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,
- cloud_data, &generated_points );
+ world_routes_gen_meshes( world, i, &world->scene_lines, pcbuf );
}
+ f64 area = 0.0;
+ area = world_routes_scatter_surface_points( world, pcbuf, 16.0f );
+ world_routes_surface_grid( world, pcbuf );
+ vg_info( "Distrubuted %u points over %fkm^2!\n", pcbuf->count, area/1e6f );
- {
- 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 );
+ vg_async_dispatch( call_scene, async_scene_upload );
+ vg_async_dispatch( call_pointcloud, async_pointcloud_sub );
world_routes_clear( world );
}