#include "common.h"
#include "model.h"
#include "gate.h"
+#include "world_info.h"
+#include "highscores.h"
+
+#include "shaders/vblend.h"
+#include "shaders/route.h"
+#include "shaders/routeui.h"
+
+enum route_special_type
+{
+ k_route_special_type_gate = 1,
+ k_route_special_type_collector = 2
+};
+
+enum { k_max_ui_segments = 32 };
+enum { k_route_ui_max_verts = 2000 };
+enum { k_route_ui_max_indices = 3000 };
struct subworld_routes
{
struct route_node
{
- v3f co, right, h;
+ v3f co, right, up, h;
u32 next[2];
- u32 is_gate, gate_id;
+ u32 special_type, special_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
}
*nodes;
struct route
{
- const char *name;
+ u32 track_id;
v4f colour;
u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
+
+ double best_lap, latest_pass; /* Session */
+
+ struct
+ {
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
+
+ float last_notch;
+
+ struct route_ui_segment
+ {
+ float length;
+ u32 vertex_start, vertex_count,
+ index_start, index_count;
+ }
+ segments[k_max_ui_segments];
+
+ u32 segment_start, segment_count, fade_start, fade_count;
+ double fade_timer_start;
+ float xpos;
+ }
+ ui;
+
+ m4x3f scoreboard_transform;
}
*routes;
{
teleport_gate gate;
- u32 route_ids[4]; /* Gates can be linked into up to four routes */
- u32 route_count,
- node_id;
+ u32 node_id;
+
+ struct route_timing
+ {
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
}
*gates;
+ struct route_collector
+ {
+ struct route_timing timing;
+ }
+ *collectors;
+
u32 gate_count,
- gate_cap;
+ gate_cap,
+ collector_count,
+ collector_cap;
+
+ u32 active_gate,
+ current_run_version;
+
+ scene scene_lines;
};
static struct subworld_routes *subworld_routes(void);
+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 );
+ }
+}
+
+/*
+ * 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();
+ u32 stack_i[64];
+
+ stack[0] = starter;
+ 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;
+}
+
+/*
+ * Free a segment from the UI bar to be reused later
+ */
+static void world_routes_ui_popfirst( u32 route )
+{
+ struct subworld_routes *r = subworld_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 = subworld_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;
+}
+
/*
- * TODO list:
- * when a gate is passed through it needs to trigger into an active state
+ * 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 = subworld_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;
+
+ 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 = subworld_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 )
+{
+ struct subworld_routes *r = subworld_routes();
+ struct route *pr = &r->routes[route];
+
+ if( (time - pr->ui.last_notch) > 1.0 )
+ {
+ 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;
+
+ struct route_ui_segment *segment = world_routes_ui_curseg(pr);
+ segment->vertex_count += 6;
+ segment->index_count += 18;
+ }
+}
+
+static void world_routes_ui_draw_segment( struct route_ui_segment *segment )
+{
+ 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 = subworld_routes();
+ struct route *pr = &r->routes[route];
+
+ float cx = pr->ui.xpos;
+
+ shader_routeui_use();
+ glBindVertexArray( pr->ui.vao );
+
+ float fade_amt = vg_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;
+
+ /*
+ * Draw fadeout bar
+ */
+
+ float height = pr->factive*k_bar_height,
+ base = -1.0f + (offset+0.5f)*k_bar_height;
+
+ 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 = subworld_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 );
+ track_infos[ pr->track_id ].push = 1;
+ }
+ 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 = subworld_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
+ */
+ struct route_timing *timings[64];
+ u32 sj = 0, maxv = 0, begin = 0;
+ for( u32 i=0; i<si; i++ )
+ {
+ 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;
+ }
+ }
+
+ vg_info( "== begin verification (%u) ==\n", route );
+ vg_info( " current version: %u\n", r->current_run_version );
+
+ int verified = 0;
+ if( timings[begin]->version == r->current_run_version )
+ verified = 1;
+
+ int valid_segment_count = 0;
+
+ double lap_time = 0.0;
+
+ for( u32 i=0; i<sj; i++ )
+ {
+ u32 j = (sj+begin-i-1) % sj,
+ j1 = (j+1) % sj;
+
+ double diff = 0.0;
+
+ if( i<sj-1 )
+ {
+ /* 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 );
+ }
+
+ pr->ui.fade_start = pr->ui.segment_start;
+ pr->ui.fade_count = 0;
+ pr->ui.fade_timer_start = vg_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 );
+
+ /* 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 ++;
+ }
+
+ r->routes[route].latest_pass = vg_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 *rg = &r->gates[id];
+ struct route_node *pnode = &r->nodes[rg->node_id],
+ *pdest = &r->nodes[pnode->next[0]];
+
+ struct route_collector *rc = &r->collectors[ pdest->special_id ];
+
+ r->active_gate = id;
+ rg->timing.version = r->current_run_version;
+ rg->timing.time = vg_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 );
+ 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 = vg_time;
+ world_routes_ui_clear(i);
+
+ vg_success( "CLEARING -> %u %u \n", route->ui.fade_start,
+ route->ui.fade_count );
+ }
+ }
+
+ r->current_run_version ++;
+
+ rc->timing.version = r->current_run_version;
+ rc->timing.time = vg_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 = subworld_routes();
+
+ for( int i=0; i<r->route_count; i++ )
+ {
+ struct route *route = &r->routes[i];
+
+ if( route->active )
+ world_routes_ui_notch( i, vg_time - route->latest_pass );
+ }
+}
static void world_routes_debug(void)
{
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++ )
+ {
+ struct route *route = &r->routes[i];
+
+ u32 stack[64];
+ u32 si = world_routes_get_path( route->start, 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 );
+ }
+ }
}
}
{
if( *uid )
*uid = mdl_node_from_id( mdl, *uid )->sub_uid;
+ else
+ *uid = 0xffffffff;
+}
+
+/*
+ * Create the strips of colour that run through the world along course paths
+ */
+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->start, 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->special_type && rnk->special_type )
+ {
+ 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->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;
+ }
+
+ 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 );
+ 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 world_routes_update(void)
+{
+ struct subworld_routes *r = subworld_routes();
+
+ 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 );
+
+ if( route->active )
+ {
+ world_routes_ui_updatetime( i, vg_time - route->latest_pass );
+ }
+ }
}
-static void world_routes_init( mdl_header *mdl )
+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];
+
+ 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 = subworld_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);
+}
+
+static void world_routes_register(void)
+{
+ struct subworld_routes *r = subworld_routes();
+ r->current_run_version = 2;
+
+ shader_route_register();
+ shader_routeui_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;
+ 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;
- struct route_gate *rg = &r->gates[r->gate_count];
- rg->node_id = r->node_count;
-
/* TODO */
+ if( inf->target )
+ {
+ mdl_node *pother = mdl_node_from_id( mdl, 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->timing.time = 0.0;
+ rg->timing.version = 0;
+
+ 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 );
+ rn->special_type = k_route_special_type_gate;
+ rn->special_id = r->gate_count;
+
+ 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 ++;
struct route *route = &r->routes[r->route_count];
- v4_zero( route->colour );
- route->name = NULL;
+ v3_copy( inf->colour, route->colour );
+ route->colour[3] = 1.0f;
+
+
+ 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 );
+
+ /* OpenGL strips */
+ glGenVertexArrays( 1, &route->ui.vao );
+ glGenBuffers( 1, &route->ui.vbo );
+ glGenBuffers( 1, &route->ui.ebo );
+ glBindVertexArray( route->ui.vao );
+
+ size_t stride = sizeof(v2f);
+
+ 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();
+
+ 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 ++;
}
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->start, 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 */