#include "model.h"
#include "gate.h"
+#include "shaders/vblend.h"
+#include "shaders/route.h"
+
struct subworld_routes
{
struct route_node
{
- v3f co, right, h;
+ v3f co, right, up, h;
u32 next[2];
- u32 is_gate, gate_id;
+ u32 is_gate, gate_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
}
*nodes;
v4f colour;
u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
}
*routes;
{
teleport_gate gate;
- u32 route_ids[4]; /* Gates can be linked into up to four routes */
u32 route_count,
node_id;
}
u32 gate_count,
gate_cap;
+
+ u32 active_gate;
+
+ scene scene_lines;
};
static struct subworld_routes *subworld_routes(void);
-/*
- * TODO list:
- * when a gate is passed through it needs to trigger into an active state
- */
+static void debug_sbpath( struct route_node *rna, struct route_node *rnb,
+ u32 colour, float xoffset )
+{
+ v3f p0, h0, p1, h1, l, p;
+
+ v3_copy( rna->co, p0 );
+ v3_muladds( rna->co, rna->h, 1.0f, h0 );
+ v3_copy( rnb->co, p1 );
+ v3_muladds( rnb->co, rnb->h, -1.0f, h1 );
+
+ v3_muladds( p0, rna->right, xoffset, p0 );
+ v3_muladds( h0, rna->right, xoffset, h0 );
+ v3_muladds( p1, rnb->right, xoffset, p1 );
+ v3_muladds( h1, rnb->right, xoffset, h1 );
+
+ v3_copy( p0, l );
+
+ for( int i=0; i<5; i++ )
+ {
+ float t = (float)(i+1)/5.0f;
+ eval_bezier_time( p0, p1, h0, h1, t, p );
+ vg_line( p, l, colour );
+ v3_copy( p, l );
+ }
+}
+
+static void world_routes_activate_gate( u32 id )
+{
+ struct subworld_routes *r = subworld_routes();
+ struct route_gate *ig = &r->gates[id];
+ struct route_node *pnode = &r->nodes[ig->node_id],
+ *pdest = &r->nodes[pnode->next[0]];
+
+ r->active_gate = id;
+
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+
+ route->active = 0;
+ for( int j=0; j<pdest->ref_count; j++ )
+ {
+ if( pdest->route_ids[j] == i )
+ {
+ route->active = 1;
+ break;
+ }
+ }
+ }
+}
+
+static u32 world_routes_get_path( struct route *route, u32 stack[64] )
+{
+ struct subworld_routes *r = subworld_routes();
+ u32 stack_i[64];
+
+ stack[0] = route->start;
+ stack_i[0] = 0;
+
+ u32 si = 1;
+ int loop_complete = 0;
+
+ while( si )
+ {
+ if( stack_i[si-1] == 2 )
+ {
+ si --;
+ continue;
+ }
+
+ struct route_node *rn = &r->nodes[stack[si-1]];
+ u32 nextid = rn->next[stack_i[si-1]];
+ stack_i[si-1] ++;
+
+ if( nextid != 0xffffffff )
+ {
+ if( nextid == stack[0] )
+ {
+ loop_complete = 1;
+ break;
+ }
+
+ int valid = 1;
+ for( int sj=0; sj<si; sj++ )
+ {
+ if( stack[sj] == nextid )
+ {
+ valid = 0;
+ break;
+ }
+ }
+
+ if( valid )
+ {
+ stack_i[si] = 0;
+ stack[si] = nextid;
+ si ++;
+ continue;
+ }
+ }
+ }
+
+ if( loop_complete )
+ return si;
+
+ return 0;
+}
static void world_routes_debug(void)
{
struct route_node *rn = &r->nodes[i];
vg_line_pt3( rn->co, 1.0f, rn->is_gate? 0xffffff00: 0xff00b2ff );
}
+
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+
+ u32 stack[64];
+ u32 si = world_routes_get_path( route, stack );
+
+ u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
+ 0xff5442f5 };
+
+ u32 cc = colours[i%vg_list_size(colours)];
+
+ for( int sj=0; sj<si; sj++ )
+ {
+ int sk = (sj+1)%si;
+ debug_sbpath( &r->nodes[stack[sj]], &r->nodes[stack[sk]], cc,
+ (float)i );
+ }
+ }
+
+ for( int i=0; i<r->node_count; i++ )
+ {
+ struct route_node *ri = &r->nodes[i],
+ *rj = NULL;
+
+ for( int j=0; j<2; j++ )
+ {
+ if( ri->next[j] != 0xffffffff )
+ {
+ rj = &r->nodes[ri->next[j]];
+ vg_line( ri->co, rj->co, 0x20ffffff );
+ }
+ }
+ }
}
static void world_routes_free(void)
{
if( *uid )
*uid = mdl_node_from_id( mdl, *uid )->sub_uid;
+ else
+ *uid = 0xffffffff;
}
-static void world_routes_init( mdl_header *mdl )
+static void world_routes_gen_meshes(void)
+{
+ struct subworld_routes *r = subworld_routes();
+ scene_init( &r->scene_lines );
+
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+
+ u32 stack[64];
+ u32 si = world_routes_get_path( route, stack );
+
+ u32 last_valid = 0;
+
+ for( int sj=0; sj<si; sj++ )
+ {
+ int sk=(sj+1)%si;
+
+ struct route_node *rnj = &r->nodes[ stack[sj] ],
+ *rnk = &r->nodes[ stack[sk] ],
+ *rnl;
+
+ if( rnj->is_gate && rnk->is_gate )
+ {
+ last_valid = 0;
+ continue;
+ }
+
+ float base_x0 = (float)rnj->ref_count*-0.5f + (float)rnj->current_refs,
+ base_x1 = (float)rnk->ref_count*-0.5f + (float)rnk->current_refs;
+
+ if( rnk->is_gate )
+ {
+ rnl = &r->nodes[ rnk->next[0] ];
+ base_x1 = (float)rnl->ref_count*-0.5f + (float)rnl->current_refs;
+ }
+
+ if( sk == 0 )
+ {
+ base_x1 -= 1.0f;
+ }
+
+ v3f p0, h0, p1, h1, p, pd;
+
+ v3_copy( rnj->co, p0 );
+ v3_muladds( rnj->co, rnj->h, 1.0f, h0 );
+ v3_copy( rnk->co, p1 );
+ v3_muladds( rnk->co, rnk->h, -1.0f, h1 );
+
+ float t=0.0f;
+ int it = 0;
+
+ for( int it=0; it<256; it ++ )
+ {
+ float const k_sample_dist = 0.02f;
+ eval_bezier_time( p0,p1,h0,h1, t,p );
+ eval_bezier_time( p0,p1,h0,h1, t+k_sample_dist,pd );
+
+ float mod = k_sample_dist / v3_dist( p, pd );
+
+ v3f v0,up, right;
+ v3_muls( rnj->up, 1.0f-t, up );
+ v3_muladds( up, rnk->up, t, up );
+
+ v3_sub( pd,p,v0 );
+ v3_cross( up, v0, right );
+ v3_normalize( right );
+
+ float cur_x = (1.0f-t)*base_x0 + t*base_x1;
+
+ v3f sc, sa, sb, down;
+ v3_muladds( p, right, cur_x, sc );
+ v3_muladds( sc, up, 1.5f, sc );
+ v3_muladds( sc, right, 0.45f, sa );
+ v3_muladds( sc, right, -0.45f, sb );
+ v3_muls( up, -1.0f, down );
+
+ ray_hit ha, hb;
+ ha.dist = 8.0f;
+ hb.dist = 8.0f;
+ if(ray_world( sa, down, &ha ) &&
+ ray_world( sb, down, &hb ))
+ {
+ mdl_vert va, vb;
+
+ v3_muladds( ha.pos, up, 0.06f, va.co );
+ v3_muladds( hb.pos, up, 0.06f, vb.co );
+ v3_copy( up, va.norm );
+ v3_copy( up, vb.norm );
+ v3_zero( va.colour );
+ v3_zero( vb.colour );
+ v2_zero( va.uv );
+ v2_zero( vb.uv );
+
+ scene_push_vert( &r->scene_lines, &va );
+ scene_push_vert( &r->scene_lines, &vb );
+
+ if( last_valid )
+ {
+ /* Connect them with triangles */
+ scene_push_tri( &r->scene_lines, (u32[3]){
+ last_valid+0-2, last_valid+1-2, last_valid+2-2} );
+ scene_push_tri( &r->scene_lines, (u32[3]){
+ last_valid+1-2, last_valid+3-2, last_valid+2-2} );
+ }
+
+ last_valid = r->scene_lines.vertex_count;
+ }
+ else
+ last_valid = 0;
+
+ t += 1.0f*mod;
+
+ if( t >= 1.0f )
+ {
+ /* TODO special case for end of loop, need to add triangles
+ * between first and last rungs */
+ break;
+ }
+ }
+
+ rnj->current_refs ++;
+ }
+
+ scene_copy_slice( &r->scene_lines, &route->sm );
+ }
+
+ scene_upload( &r->scene_lines );
+ scene_free_offline_buffers( &r->scene_lines );
+}
+
+static void bind_terrain_textures(void);
+static void render_world_routes( m4x4f projection, v3f camera )
+{
+ struct subworld_routes *r = subworld_routes();
+
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
+
+ shader_route_use();
+ shader_route_uTexGarbage(0);
+ shader_link_standard_ub( _shader_route.id, 2 );
+ bind_terrain_textures();
+
+ shader_route_uPv( projection );
+ shader_route_uMdl( identity_matrix );
+ shader_route_uCamera( camera );
+
+ scene_bind( &r->scene_lines );
+
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+ route->factive = vg_lerpf( route->factive, route->active, 0.01f );
+
+ v4f colour;
+ v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
+ colour[3] = 1.0f;
+
+ shader_route_uColour( colour );
+ mdl_draw_submesh( &route->sm );
+ }
+}
+
+static void world_routes_register(void)
+{
+ shader_route_register();
+}
+
+static void world_routes_loadfrom( mdl_header *mdl )
{
struct subworld_routes *r = subworld_routes();
r->nodes = NULL;
v3_copy( transform[0], rn->right );
v3_normalize( rn->right );
- v3_copy( transform[2], rn->h );
+ v3_copy( transform[1], rn->up );
+ v3_normalize( rn->up );
+ v3_muls( transform[2], -1.0f, rn->h );
v3_copy( transform[3], rn->co );
+ rn->ref_count = 0;
+ rn->current_refs = 0;
if( pnode->classtype == k_classtype_gate )
{
rn->gate_id = r->gate_count;
rn->is_gate = 1;
- struct route_gate *rg = &r->gates[r->gate_count];
- rg->node_id = r->node_count;
-
/* TODO */
-
- r->gate_count ++;
+ if( inf->target )
+ {
+ mdl_node *pother = mdl_node_from_id( mdl, inf->target );
+
+ if( pother->classtype == k_classtype_gate )
+ {
+ struct route_gate *rg = &r->gates[r->gate_count];
+ rg->node_id = r->node_count;
+
+ v3_copy( pnode->co, rg->gate.co[0] );
+ v3_copy( pother->co, rg->gate.co[1] );
+ v4_copy( pnode->q, rg->gate.q[0] );
+ v4_copy( pother->q, rg->gate.q[1] );
+ v2_copy( inf->dims, rg->gate.dims );
+
+ gate_transform_update( &rg->gate );
+
+ r->gate_count ++;
+ }
+ }
}
else
{
struct route *route = &r->routes[r->route_count];
- v4_zero( route->colour );
+ v3_copy( inf->colour, route->colour );
+ route->colour[3] = 1.0f;
+
route->name = NULL;
route->start = inf->id_start;
+ route->active = 0;
+ route->factive = 0.0f;
r->route_count ++;
}
for( int j=0; j<2; j++ )
world_id_fixup( &rn->next[j], mdl );
-
- if( rn->is_gate )
- world_id_fixup( &rn->gate_id, mdl );
}
- for( int i=0; i<r->gate_count; i++ )
+ for( int i=0; i<r->route_count; i++ )
{
- struct route_gate *rg = &r->gates[i];
- world_id_fixup( &rg->node_id, mdl );
+ struct route *route = &r->routes[i];
+ world_id_fixup( &route->start, mdl );
}
+ /*
+ * Gather references
+ */
for( int i=0; i<r->route_count; i++ )
{
struct route *route = &r->routes[i];
- world_id_fixup( &route->start, mdl );
+
+ u32 stack[64];
+ u32 si = world_routes_get_path( route, stack );
+
+ for( int sj=0; sj<si; sj++ )
+ {
+ struct route_node *rn = &r->nodes[ stack[sj] ];
+ rn->route_ids[ rn->ref_count ++ ] = i;
+
+ if( rn->ref_count > 4 )
+ vg_warn( "Too many references on route node %i\n", i );
+ }
}
+
+ world_routes_gen_meshes();
}
#endif /* ROUTES_H */