+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef ROUTES_H
#define ROUTES_H
-#include "common.h"
-#include "model.h"
-#include "gate.h"
+#include "world.h"
+#include "world_info.h"
+#include "world_gate.h"
#include "shaders/vblend.h"
#include "shaders/route.h"
+#include "shaders/routeui.h"
-struct subworld_routes
+enum route_special_type
{
- struct route_node
- {
- v3f co, right, up, h;
- u32 next[2];
-
- u32 is_gate, gate_id, current_refs, ref_count;
- u32 route_ids[4]; /* Gates can be linked into up to four routes */
- }
- *nodes;
-
- u32 node_count,
- node_cap;
-
- struct route
- {
- const char *name;
- v4f colour;
-
- u32 start;
- mdl_submesh sm;
-
- int active;
- float factive;
- }
- *routes;
-
- u32 route_count,
- route_cap;
-
- struct route_gate
- {
- teleport_gate gate;
-
- u32 node_id;
-
- double time_passed; /* When did we last pass this gate? */
- u32 passed_version; /* Incremented on every reset */
- }
- *gates;
-
- u32 gate_count,
- gate_cap;
-
- u32 active_gate,
- current_run_version;
-
- scene scene_lines;
+ k_route_special_type_gate = 1,
+ k_route_special_type_collector = 2
};
-static struct subworld_routes *subworld_routes(void);
-
static void debug_sbpath( struct route_node *rna, struct route_node *rnb,
u32 colour, float xoffset )
{
}
}
+/*
+ * Get a list of node ids in stack, and return how many there is
+ */
static u32 world_routes_get_path( u32 starter, u32 stack[64] )
{
- struct subworld_routes *r = subworld_routes();
+ struct subworld_routes *r = &world.routes;
u32 stack_i[64];
stack[0] = starter;
return 0;
}
-static void world_routes_verify_run( u32 route, double new_pass_time )
+/*
+ * Free a segment from the UI bar to be reused later
+ */
+static void world_routes_ui_popfirst( u32 route )
+{
+ struct subworld_routes *r = &world.routes;
+ struct route *pr = &r->routes[route];
+
+ if( pr->ui.segment_count )
+ {
+ pr->ui.segment_start ++;
+
+ if( pr->ui.segment_start == 32 )
+ pr->ui.segment_start = 0;
+
+ pr->ui.segment_count --;
+ }
+}
+
+/*
+ * Reset ui bar completely
+ */
+static void world_routes_ui_clear( u32 route )
+{
+ struct subworld_routes *r = &world.routes;
+ struct route *pr = &r->routes[route];
+ pr->ui.segment_start = (pr->ui.segment_start + pr->ui.segment_count) %
+ k_max_ui_segments;
+ pr->ui.segment_count = 0;
+}
+
+/*
+ * Break a index range into two pieces over the edge of the maximum it can
+ * store. s1 is 0 always, so its a ring buffer.
+ */
+static void world_routes_ui_split_indices( u32 s0, u32 count, u32 *c0, u32 *c1 )
+{
+ *c0 = (VG_MIN( s0+count, k_route_ui_max_indices )) - s0;
+ *c1 = count-(*c0);
+}
+
+/*
+ * Place a set of indices into gpu array automatically splits
+ * across bounds
+ */
+static void world_routes_ui_set_indices( struct route *pr,
+ u16 *indices, u32 count )
+{
+ u32 c0, c1;
+ world_routes_ui_split_indices( pr->ui.indices_head, count, &c0, &c1 );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pr->ui.ebo );
+
+ if( c0 )
+ {
+ glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, pr->ui.indices_head*sizeof(u16),
+ c0*sizeof(u16), indices );
+ }
+
+ if( c1 )
+ {
+ glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, 0, c1*sizeof(u16), indices+c0 );
+ pr->ui.indices_head = c1;
+ }
+ else
+ pr->ui.indices_head += c0;
+}
+
+/*
+ * Place a set of vertices into gpu array
+ */
+static u32 world_routes_ui_set_verts( struct route *pr, v2f *verts, u32 count )
+{
+ if( pr->ui.vertex_head + count >= k_route_ui_max_verts )
+ pr->ui.vertex_head = 0;
+
+ u32 vert_start = pr->ui.vertex_head;
+ pr->ui.vertex_head += count;
+
+ glBindBuffer( GL_ARRAY_BUFFER, pr->ui.vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, (GLintptr)(vert_start*sizeof(v2f)),
+ sizeof(v2f)*count, verts );
+
+ return vert_start;
+}
+
+/*
+ * Update the last (count) vertices positions, does not add any.
+ * Data must already be written to, and not cross either array boundaries.
+ */
+static u32 world_routes_ui_update_verts( struct route *pr,
+ v2f *verts, u32 count )
+{
+ u32 vert_start = pr->ui.vertex_head-count;
+
+ glBindBuffer( GL_ARRAY_BUFFER, pr->ui.vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, (GLintptr)(vert_start*sizeof(v2f)),
+ sizeof(v2f)*count, verts );
+
+ return vert_start;
+}
+
+/*
+ * Current/active segment of this UI bar
+ */
+static struct route_ui_segment *world_routes_ui_curseg( struct route *pr )
+{
+ u32 index = (pr->ui.segment_start+pr->ui.segment_count-1)%k_max_ui_segments;
+ return &pr->ui.segments[ index ];
+}
+
+/*
+ * Start a new segment in the UI bar, will create a split on the last one if
+ * there is one active currently. (api)
+ */
+static void world_routes_ui_newseg( u32 route )
+{
+ struct subworld_routes *r = &world.routes;
+ struct route *pr = &r->routes[route];
+
+ pr->ui.last_notch = 0.0;
+
+ glBindVertexArray( pr->ui.vao );
+ if( pr->ui.segment_count )
+ {
+ float const k_gap_width = 1.0f;
+
+ struct route_ui_segment *cseg = world_routes_ui_curseg(pr);
+
+ v2f verts[2];
+ verts[0][0] = cseg->length-k_gap_width;
+ verts[0][1] = 0.5f;
+ verts[1][0] = cseg->length-k_gap_width;
+ verts[1][1] = -0.5f;
+
+ world_routes_ui_update_verts( pr, verts, 2 );
+ }
+
+ pr->ui.segment_count ++;
+ struct route_ui_segment *segment = world_routes_ui_curseg(pr);
+
+ v2f verts[4];
+ verts[0][0] = 0.0f;
+ verts[0][1] = 0.5f;
+ verts[1][0] = 0.0f;
+ verts[1][1] = -0.5f;
+ verts[2][0] = 0.0f;
+ verts[2][1] = 0.5f;
+ verts[3][0] = 0.0f;
+ verts[3][1] = -0.5f;
+
+ u32 vert_start = world_routes_ui_set_verts( pr, verts, 4 );
+
+ u16 indices[6];
+ indices[0] = vert_start + 0;
+ indices[1] = vert_start + 1;
+ indices[2] = vert_start + 3;
+ indices[3] = vert_start + 0;
+ indices[4] = vert_start + 3;
+ indices[5] = vert_start + 2;
+
+ segment->vertex_start = vert_start;
+ segment->vertex_count = 4;
+ segment->index_start = pr->ui.indices_head;
+ segment->index_count = 6;
+ segment->notches = 0;
+
+ world_routes_ui_set_indices( pr, indices, 6 );
+}
+
+/*
+ * Extend the end of the bar
+ */
+static void world_routes_ui_updatetime( u32 route, float time )
+{
+ struct subworld_routes *r = &world.routes;
+ struct route *pr = &r->routes[route];
+
+ v2f verts[2];
+ verts[0][0] = time;
+ verts[0][1] = 0.5f;
+ verts[1][0] = time;
+ verts[1][1] = -0.5f;
+
+ u32 vert_start = pr->ui.vertex_head-2;
+
+ glBindVertexArray( pr->ui.vao );
+ world_routes_ui_update_verts( pr, verts, 2 );
+
+ struct route_ui_segment *cseg = world_routes_ui_curseg(pr);
+ cseg->length = time;
+}
+
+/*
+ * Create a notch in the bar, used when a reset is triggered by the user
+ */
+static void world_routes_ui_notch( u32 route, float time )
+{
+ return; /* FIXME: Temporarily disabled */
+
+ struct subworld_routes *r = &world.routes;
+ struct route *pr = &r->routes[route];
+
+ if( (time - pr->ui.last_notch) > 1.0 )
+ {
+ struct route_ui_segment *segment = world_routes_ui_curseg(pr);
+ if( segment->notches == k_max_ui_splits_per_segment )
+ return;
+
+ segment->notches ++;
+
+ v2f verts[8];
+
+ float const k_notch_width = 1.0f;
+
+ float xa = time-k_notch_width,
+ xb = time-k_notch_width * 0.5f,
+ xc = time;
+
+ verts[0][0] = xa;
+ verts[0][1] = 0.5f;
+ verts[1][0] = xa;
+ verts[1][1] = -0.5f;
+
+ verts[2][0] = xb;
+ verts[2][1] = 0.25f;
+ verts[3][0] = xb;
+ verts[3][1] = -0.25f;
+
+ verts[4][0] = xc;
+ verts[4][1] = 0.5f;
+ verts[5][0] = xc;
+ verts[5][1] = -0.5f;
+
+ verts[6][0] = xc;
+ verts[6][1] = 0.5f;
+ verts[7][0] = xc;
+ verts[7][1] = -0.5f;
+
+ glBindVertexArray( pr->ui.vao );
+ u32 vert_start_mod = world_routes_ui_update_verts( pr, verts, 2 ),
+ vert_start_new = world_routes_ui_set_verts( pr, verts+2, 6 );
+
+ u16 indices[18];
+ indices[ 0] = vert_start_mod+1;
+ indices[ 1] = vert_start_new+0;
+ indices[ 2] = vert_start_mod+0;
+ indices[ 3] = vert_start_mod+1;
+ indices[ 4] = vert_start_new+1;
+ indices[ 5] = vert_start_new+0;
+
+ indices[ 6] = vert_start_new+0;
+ indices[ 7] = vert_start_new+1;
+ indices[ 8] = vert_start_new+3;
+ indices[ 9] = vert_start_new+0;
+ indices[10] = vert_start_new+3;
+ indices[11] = vert_start_new+2;
+
+ indices[12] = vert_start_new+3;
+ indices[13] = vert_start_new+4;
+ indices[14] = vert_start_new+2;
+ indices[15] = vert_start_new+3;
+ indices[16] = vert_start_new+5;
+ indices[17] = vert_start_new+4;
+
+ world_routes_ui_set_indices( pr, indices, 18 );
+
+ pr->ui.last_notch = time;
+
+ segment->vertex_count += 6;
+ segment->index_count += 18;
+ }
+}
+
+static void world_routes_ui_draw_segment( struct route_ui_segment *segment )
{
- struct subworld_routes *r = subworld_routes();
- if( r->current_run_version == 0 ) return;
+ u32 c0, c1;
+ world_routes_ui_split_indices( segment->index_start,
+ segment->index_count, &c0, &c1 );
+ if( c0 )
+ glDrawElements( GL_TRIANGLES, c0, GL_UNSIGNED_SHORT,
+ (void *)(segment->index_start*sizeof(u16)));
+ if( c1 )
+ glDrawElements( GL_TRIANGLES, c1, GL_UNSIGNED_SHORT, (void *)(0) );
+}
+
+/*
+ * Draws full bar at Y offset(offset).
+ */
+static void world_routes_ui_draw( u32 route, v4f colour, float offset )
+{
+ float const k_bar_height = 0.05f,
+ k_bar_scale_x = 0.005f;
+
+ struct subworld_routes *r = &world.routes;
+ struct route *pr = &r->routes[route];
+
+ float cx = pr->ui.xpos;
+
+ shader_routeui_use();
+ glBindVertexArray( pr->ui.vao );
+
+ float fade_amt = r->time - pr->ui.fade_timer_start;
+ fade_amt = vg_clampf( fade_amt / 1.0f, 0.0f, 1.0f );
+
+ float fade_block_size = 0.0f,
+ main_block_size = 0.0f;
+
+ for( u32 i=0; i<pr->ui.fade_count; i++ )
+ {
+ u32 j = (pr->ui.fade_start + i) % k_max_ui_segments;
+ struct route_ui_segment *segment = &pr->ui.segments[j];
+
+ fade_block_size += segment->length;
+ }
+
+ cx -= fade_block_size * fade_amt;
+
+ v4f fade_colour;
+ v4_copy( colour, fade_colour );
+ fade_colour[3] *= 1.0f-fade_amt;
+
+ /* 1 minute timer */
+ float timer_delta = (r->time - r->last_use) * (1.0/45.0),
+ timer_scale = 1.0f - vg_minf( timer_delta, 1.0f );
+
+ /*
+ * Draw fadeout bar
+ */
+
+ float height = pr->factive*k_bar_height * timer_scale,
+ base = -1.0f + (offset+0.5f)*k_bar_height * timer_scale;
+
+ shader_routeui_uColour( fade_colour );
+ for( u32 i=0; i<pr->ui.fade_count; i++ )
+ {
+ u32 j = (pr->ui.fade_start + i) % k_max_ui_segments;
+ struct route_ui_segment *segment = &pr->ui.segments[j];
+
+ shader_routeui_uOffset( (v4f){ cx*k_bar_scale_x, base,
+ k_bar_scale_x, height } );
+
+ world_routes_ui_draw_segment( segment );
+ cx += segment->length;
+ }
+
+ /*
+ * Draw main bar
+ */
+ shader_routeui_uColour( colour );
+ for( u32 i=0; i<pr->ui.segment_count; i++ )
+ {
+ u32 j = (pr->ui.segment_start + i) % k_max_ui_segments;
+ struct route_ui_segment *segment = &pr->ui.segments[j];
+
+ shader_routeui_uOffset( (v4f){ cx*k_bar_scale_x, base,
+ k_bar_scale_x, height } );
+
+ world_routes_ui_draw_segment( segment );
+ cx += segment->length;
+
+ main_block_size += segment->length;
+ }
+
+ pr->ui.xpos = vg_lerpf( pr->ui.xpos, -main_block_size * 0.5f, 0.03f );
+}
+
+static void world_routes_local_set_record( u32 route, double lap_time )
+{
+ vg_success( " NEW LAP TIME: %f\n", lap_time );
+
+ struct subworld_routes *r = &world.routes;
+ struct route *pr = &r->routes[route];
+
+ if( pr->track_id != 0xffffffff )
+ {
+ double time_centiseconds = lap_time * 100.0;
+ if( time_centiseconds > (float)0xfffe )
+ return;
+
+ highscore_record temp;
+ temp.trackid = pr->track_id;
+ temp.datetime = time(NULL);
+ temp.playerid = 0;
+ temp.points = 0;
+ temp.time = time_centiseconds;
+
+ highscores_push_record( &temp );
+
+ struct track_info *pti = &track_infos[ pr->track_id ];
+ pti->push = 1;
+
+ if( pti->achievement_id )
+ {
+ steam_set_achievement( pti->achievement_id );
+ steam_store_achievements();
+ }
+ }
+ else
+ {
+ vg_warn( "There is no associated track for this record...\n" );
+ }
+}
+
+/*
+ * Will scan the whole run for two things;
+ * 1: we set a new record for the total, complete loop around the course
+ * 2: the time of each segment will be recorded into the data buffer
+ * (not implemented: TODO)
+ */
+static void world_routes_verify_run( u32 route )
+{
+ struct subworld_routes *r = &world.routes;
+ struct route *pr = &r->routes[route];
u32 stack[64];
u32 si = world_routes_get_path( r->routes[route].start, stack );
/*
* we only care about gates that ref gates, so shuffle down the array
*/
- u32 sj = 0;
+ struct route_timing *timings[64];
+ u32 sj = 0, maxv = 0, begin = 0;
for( u32 i=0; i<si; i++ )
- if( r->nodes[stack[i]].is_gate && r->nodes[stack[(i+1)%si]].is_gate )
- stack[sj ++] = r->nodes[stack[i]].gate_id;
+ {
+ if( r->nodes[stack[i]].special_type == k_route_special_type_collector )
+ timings[sj ++] = &r->collectors[r->nodes[stack[i]].special_id].timing;
+ else if( r->nodes[stack[i]].special_type == k_route_special_type_gate )
+ timings[sj ++] = &r->gates[r->nodes[stack[i]].special_id].timing;
+ }
+
+ for( u32 i=0; i<sj; i++ )
+ {
+ if( timings[i]->version > maxv )
+ {
+ maxv = timings[i]->version;
+ begin = i;
+ }
+ }
- /*
- * run versions & times must always ASCEND apart from exactly once, where
- * the tail connects to the head
- */
+ vg_info( "== begin verification (%u) ==\n", route );
+ vg_info( " current version: %u\n", r->current_run_version );
- vg_info("Verifying run (%u)\n", route);
+ int verified = 0;
+ if( timings[begin]->version == r->current_run_version )
+ verified = 1;
+
+ int valid_segment_count = 0;
- u32 descend_allowance = 1;
double lap_time = 0.0;
for( u32 i=0; i<sj; i++ )
{
- struct route_gate *pa = &r->gates[stack[i]],
- *pb = &r->gates[stack[(i+1) % sj]];
+ u32 j = (sj+begin-i-1) % sj,
+ j1 = (j+1) % sj;
- vg_info( " pa: %u, pb: %u\n", pa->passed_version, pb->passed_version );
-
- int version_inorder = 0;
double diff = 0.0;
-
- if( pb->passed_version == pa->passed_version+1 )
- {
- version_inorder = 1;
- diff = pb->time_passed - pa->time_passed;
- }
- else if( pb->passed_version == pa->passed_version+1-sj &&
- pa->passed_version+1 == r->current_run_version )
+
+ if( i<sj-1 )
{
- version_inorder = 1;
- diff = new_pass_time - pa->time_passed;
+ /* j1v should equal jv+1 */
+ if( timings[j1]->version == timings[j]->version+1 )
+ {
+ diff = timings[j1]->time - timings[j]->time;
+ lap_time += diff;
+
+ if( verified && diff > 0.0 ) valid_segment_count ++;
+ }
+ else
+ verified = 0;
}
+
+ if( verified )
+ vg_success( " [ %u %f ] %f\n", timings[j1]->time,
+ timings[j1]->version, diff );
+ else
+ vg_warn( " [ %u %f ]\n", timings[j1]->time, timings[j1]->version );
+ }
- if( !version_inorder )
- return;
+ pr->ui.fade_start = pr->ui.segment_start;
+ pr->ui.fade_count = 0;
+ pr->ui.fade_timer_start = r->time;
+
+ int orig_seg_count = pr->ui.segment_count;
+
+ world_routes_ui_newseg( route );
+
+ if( verified )
+ {
+ world_routes_local_set_record( route, lap_time );
+ world_routes_ui_popfirst(route);
+ pr->ui.fade_count ++;
+ }
+ else
+ vg_info( " ctime: %f\n", lap_time );
- lap_time += diff;
+ /* remove any excess we had from previous runs */
+ int to_remove = orig_seg_count-valid_segment_count;
+ for( int i=0; i<to_remove; i++ )
+ {
+ world_routes_ui_popfirst(route);
+ pr->ui.fade_count ++;
}
- /* We've now verified the run was completed correctly */
- vg_success( "Lap time set. route %u: %lf\n", route, lap_time );
+ r->routes[route].latest_pass = r->time;
}
+/*
+ * When going through a gate this is called for bookkeeping purposes
+ */
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],
+ struct subworld_routes *r = &world.routes;
+ struct route_gate *rg = &r->gates[id];
+ struct route_node *pnode = &r->nodes[rg->node_id],
*pdest = &r->nodes[pnode->next[0]];
- r->active_gate = id;
+ r->last_use = r->time;
+
+ struct route_collector *rc = &r->collectors[ pdest->special_id ];
+ r->active_gate = id;
+ rg->timing.version = r->current_run_version;
+ rg->timing.time = r->time;
for( u32 i=0; i<r->route_count; i++ )
{
struct route *route = &r->routes[i];
+
+ int was_active = route->active;
route->active = 0;
for( u32 j=0; j<pdest->ref_count; j++ )
{
if( pdest->route_ids[j] == i )
{
- world_routes_verify_run( i, vg_time );
+ world_routes_verify_run( i );
route->active = 1;
break;
}
}
+
+ if( was_active && !route->active )
+ {
+ route->ui.fade_start = route->ui.segment_start;
+ route->ui.fade_count = route->ui.segment_count;
+ route->ui.fade_timer_start = r->time;
+ world_routes_ui_clear(i);
+
+ vg_success( "CLEARING -> %u %u \n", route->ui.fade_start,
+ route->ui.fade_count );
+ }
}
- ig->time_passed = vg_time;
- ig->passed_version = r->current_run_version;
r->current_run_version ++;
+
+ rc->timing.version = r->current_run_version;
+ rc->timing.time = r->time;
+ r->current_run_version ++;
+}
+
+/*
+ * Notify the UI system that we've reset the player
+ */
+static void world_routes_notify_reset(void)
+{
+ struct subworld_routes *r = &world.routes;
+ r->rewind_from = r->time;
+ r->rewind_to = r->last_use;
+
+#if 0
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+
+ if( route->active )
+ world_routes_ui_notch( i, r->time - route->latest_pass );
+ }
+#endif
+}
+
+static void world_routes_rollback_time( double t )
+{
+ struct subworld_routes *r = &world.routes;
+ r->time = vg_lerp( r->rewind_to, r->rewind_from, t );
}
static void world_routes_debug(void)
{
- struct subworld_routes *r = subworld_routes();
+ struct subworld_routes *r = &world.routes;
for( int i=0; i<r->node_count; i++ )
{
struct route_node *rn = &r->nodes[i];
- vg_line_pt3( rn->co, 1.0f, rn->is_gate? 0xffffff00: 0xff00b2ff );
+ vg_line_pt3( rn->co, 1.0f, rn->special_type? 0xffffff00: 0xff00b2ff );
}
for( int i=0; i<r->route_count; i++ )
}
}
-static void world_routes_free(void)
-{
- struct subworld_routes *r = subworld_routes();
-
- free( r->nodes );
- free( r->routes );
- free( r->gates );
-}
-
static void world_id_fixup( u32 *uid, mdl_header *mdl )
{
if( *uid )
*uid = 0xffffffff;
}
-static void world_routes_gen_meshes(void)
+static void world_routes_create_mesh( u32 route_id )
{
- struct subworld_routes *r = subworld_routes();
- scene_init( &r->scene_lines );
+ struct subworld_routes *r = &world.routes;
+ struct route *route = &r->routes[ route_id ];
- 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->start, stack );
- u32 stack[64];
- u32 si = world_routes_get_path( route->start, stack );
+ u32 last_valid = 0;
- u32 last_valid = 0;
+ for( int sj=0; sj<si; sj++ )
+ {
+ int sk=(sj+1)%si;
- for( int sj=0; sj<si; sj++ )
+ struct route_node *rnj = &r->nodes[ stack[sj] ],
+ *rnk = &r->nodes[ stack[sk] ],
+ *rnl;
+
+ if( rnj->special_type && rnk->special_type )
{
- 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;
- }
+ 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;
+ 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( rnk->special_type )
+ {
+ 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;
- }
+ 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 );
+ 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;
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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 );
+ 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;
- 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;
+ 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 );
+ v2_zero( va.uv );
+ v2_zero( vb.uv );
- t += 1.0f*mod;
+ scene_push_vert( &r->scene_lines, &va );
+ scene_push_vert( &r->scene_lines, &vb );
- if( t >= 1.0f )
+ if( last_valid )
{
- /* TODO special case for end of loop, need to add triangles
- * between first and last rungs */
- break;
+ /* 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;
- rnj->current_refs ++;
+ 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;
+ }
}
- scene_copy_slice( &r->scene_lines, &route->sm );
+ rnj->current_refs ++;
}
- scene_upload( &r->scene_lines );
- scene_free_offline_buffers( &r->scene_lines );
+ scene_copy_slice( &r->scene_lines, &route->sm );
}
-static void bind_terrain_textures(void);
-static void render_world_routes( m4x4f projection, v3f camera )
+/*
+ * Create the strips of colour that run through the world along course paths
+ */
+static int world_routes_create_all_meshes(void)
{
- struct subworld_routes *r = subworld_routes();
+ vg_info( "Generating route meshes\n" );
- m4x3f identity_matrix;
- m4x3_identity( identity_matrix );
+ struct subworld_routes *r = &world.routes;
+ scene_init( &r->scene_lines );
- shader_route_use();
- shader_route_uTexGarbage(0);
- shader_link_standard_ub( _shader_route.id, 2 );
- bind_terrain_textures();
+ for( u32 i=0; i<r->route_count; i++ )
+ world_routes_create_mesh( i );
- shader_route_uPv( projection );
- shader_route_uMdl( identity_matrix );
- shader_route_uCamera( camera );
+ vg_acquire_thread_sync();
+ {
+ scene_upload( &r->scene_lines );
- scene_bind( &r->scene_lines );
+ /* UI buffers */
+ for( int i=0; i<r->route_count; i++ )
+ {
+ /* OpenGL strips */
+ struct route *route = &r->routes[i];
- 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 );
+ glGenVertexArrays( 1, &route->ui.vao );
+ glGenBuffers( 1, &route->ui.vbo );
+ glGenBuffers( 1, &route->ui.ebo );
+ glBindVertexArray( route->ui.vao );
- v4f colour;
- v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
- colour[3] = 1.0f;
+ size_t stride = sizeof(v2f);
- shader_route_uColour( colour );
- mdl_draw_submesh( &route->sm );
+ glBindBuffer( GL_ARRAY_BUFFER, route->ui.vbo );
+ glBufferData( GL_ARRAY_BUFFER, k_route_ui_max_verts*stride,
+ NULL, GL_DYNAMIC_DRAW );
+
+ glBindVertexArray( route->ui.vao );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, route->ui.ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER,
+ k_route_ui_max_indices*sizeof(u16), NULL,
+ GL_DYNAMIC_DRAW );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, stride, (void *)0 );
+ glEnableVertexAttribArray( 0 );
+ VG_CHECK_GL_ERR();
+ }
}
-}
+ vg_release_thread_sync();
-static void world_routes_register(void)
-{
- shader_route_register();
+ scene_free_offline_buffers( &r->scene_lines );
+ return 1;
}
+
static void world_routes_loadfrom( mdl_header *mdl )
{
- struct subworld_routes *r = subworld_routes();
+ vg_info( "Initializing routes\n" );
+
+ struct subworld_routes *r = &world.routes;
r->nodes = NULL;
- r->node_count = 0;
- r->node_cap = 0;
- r->routes = NULL;
+ r->node_count = 0; r->node_cap = 0; r->routes = NULL;
r->route_count = 0;
r->route_cap = 0;
r->gates = NULL;
r->gate_count = 0;
r->gate_cap = 0;
+ /* TODO Break this up */
for( int i=0; i<mdl->node_count; i++ )
{
mdl_node *pnode = mdl_node_from_id(mdl,i);
v3_copy( transform[3], rn->co );
rn->ref_count = 0;
rn->current_refs = 0;
+ rn->special_type = 0;
+ rn->special_id = 0;
if( pnode->classtype == k_classtype_gate )
{
- r->gates = buffer_reserve( r->gates, r->gate_count, &r->gate_cap,
- 1, sizeof( struct route_gate ) );
-
struct classtype_gate *inf = mdl_get_entdata( mdl, pnode );
/* H is later scaled based on link distance */
v3_normalize( rn->h );
rn->next[0] = inf->target;
rn->next[1] = 0;
- rn->gate_id = r->gate_count;
- rn->is_gate = 1;
/* TODO */
if( inf->target )
if( pother->classtype == k_classtype_gate )
{
+ r->gates = buffer_reserve( r->gates, r->gate_count,
+ &r->gate_cap,
+ 1, sizeof( struct route_gate ) );
+
struct route_gate *rg = &r->gates[r->gate_count];
rg->node_id = r->node_count;
- rg->passed_version = 0;
- rg->time_passed = 0.0;
+ rg->timing.time = 0.0;
+ rg->timing.version = 0;
v3_copy( pnode->co, rg->gate.co[0] );
v3_copy( pother->co, rg->gate.co[1] );
v2_copy( inf->dims, rg->gate.dims );
gate_transform_update( &rg->gate );
+ rn->special_type = k_route_special_type_gate;
+ rn->special_id = r->gate_count;
r->gate_count ++;
}
}
+
+ if( rn->special_type == 0 )
+ {
+ r->collectors = buffer_reserve(
+ r->collectors, r->collector_count, &r->collector_cap,
+ 1, sizeof( struct route_collector ));
+
+ struct route_collector *rc = &r->collectors[r->collector_count];
+ rc->timing.time = 0.0;
+ rc->timing.version = 0;
+
+ rn->special_type = k_route_special_type_collector;
+ rn->special_id = r->collector_count;
+
+ r->collector_count ++;
+ }
}
else
{
struct classtype_route_node *inf = mdl_get_entdata( mdl, pnode );
rn->next[0] = inf->target;
rn->next[1] = inf->target1;
- rn->is_gate = 0;
}
r->node_count ++;
1, sizeof( struct route ) );
struct route *route = &r->routes[r->route_count];
+ memset( route, 0, sizeof(struct route) );
v3_copy( inf->colour, route->colour );
route->colour[3] = 1.0f;
- route->name = NULL;
+
+ route->track_id = 0xffffffff;
+ for( u32 j=0; j<vg_list_size(track_infos); j++ )
+ {
+ if( !strcmp( mdl_pstr(mdl,pnode->pstr_name), track_infos[j].name ))
+ {
+ route->track_id = j;
+ break;
+ }
+ }
+
route->start = inf->id_start;
route->active = 0;
route->factive = 0.0f;
+ mdl_node_transform( pnode, route->scoreboard_transform );
+
+ route->ui.indices_head = k_route_ui_max_indices - 9;
+ route->ui.vertex_head = k_route_ui_max_verts - 200;
+ route->ui.segment_start = 0;
+ route->ui.segment_count = 0;
+ route->ui.last_notch = 0.0;
+ route->ui.fade_start = 0;
+ route->ui.fade_count = 0;
+ route->ui.fade_timer_start = 0.0;
r->route_count ++;
}
}
}
- world_routes_gen_meshes();
+ world_routes_create_all_meshes();
+}
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+static void world_routes_init(void)
+{
+ struct subworld_routes *r = &world.routes;
+ r->current_run_version = 2;
+
+ shader_route_register();
+ shader_routeui_register();
+}
+
+static void world_routes_free(void*_)
+{
+ struct subworld_routes *r = &world.routes;
+
+ vg_free( r->nodes );
+ vg_free( r->routes );
+ vg_free( r->gates );
+}
+
+static void world_routes_update(void)
+{
+ struct subworld_routes *r = &world.routes;
+ r->time += vg.time_delta;
+
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+ route->factive = vg_lerpf( route->factive, route->active,
+ 0.6f*vg.time_delta );
+
+ if( route->active )
+ {
+ world_routes_ui_updatetime( i, r->time - route->latest_pass );
+ }
+ }
+}
+
+static void bind_terrain_textures(void);
+static void render_world_routes( m4x4f projection, v3f camera )
+{
+ struct subworld_routes *r = &world.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];
+
+ 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 render_world_routes_ui(void)
+{
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ struct subworld_routes *r = &world.routes;
+
+ float active_offset = 0.0f;
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+ world_routes_ui_draw( i, route->colour, active_offset );
+ active_offset += route->factive;
+ }
+
+ glDisable(GL_BLEND);
}
#endif /* ROUTES_H */