#include "world.h"
#include "world_gate.h"
#include "font.h"
+#include "pointcloud.h"
#if 0
#include "shaders/vblend.h"
}
last_version = rg->timing_version;
- vg_info( "%u %f\n", rg, rg->timing_version, rg->timing_time );
+ vg_info( "%u %f\n", rg->timing_version, rg->timing_time );
}
if( world_global.current_run_version == last_version+1 ){
VG_STATIC void world_routes_activate_entry_gate( world_instance *world,
ent_gate *rg )
{
- ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
-
world_global.last_use = world_global.time;
+ /* disable all routes and leave the world */
+ if( rg->type == k_gate_type_nonlocel ){
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ route->active_checkpoint = 0xffff;
+ }
+ return;
+ }
+
+ ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
+
for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
ent_route *route = mdl_arritm( &world->ent_route, i );
}
}
-VG_STATIC void world_routes_place_curve( world_instance *world,
- v4f h[3], v3f n0, v3f n2 )
+VG_STATIC
+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,
+ pointcloud_buffer *pcbuf )
{
float t;
v3f p, pd;
int resa = ray_world( world, sa, down, &ha ),
resb = ray_world( world, sb, down, &hb );
+
+ if( resa ){
+ world_routes_pointcloud_spot( world, pcbuf, ha.pos,
+ 12.0f, 10, route->colour );
+ }
if( resa && resb ){
struct world_surface *surfa = ray_hit_surface( world, &ha ),
*surfb = ray_hit_surface( world, &hb );
- if( (surfa->info.flags & k_material_flag_skate_surface) &&
- (surfb->info.flags & k_material_flag_skate_surface) )
+ if( (surfa->info.flags & k_material_flag_skate_target) &&
+ (surfb->info.flags & k_material_flag_skate_target) )
{
scene_vert va, vb;
vb.uv[0] = t1;
vb.uv[1] = 1.0f;
- scene_push_vert( world->scene_lines, &va );
- scene_push_vert( world->scene_lines, &vb );
+ scene_push_vert( scene, &va );
+ scene_push_vert( scene, &vb );
if( last_valid ){
/* Connect them with triangles */
- scene_push_tri( world->scene_lines, (u32[3]){
+ scene_push_tri( scene, (u32[3]){
last_valid+0-2, last_valid+1-2, last_valid+2-2} );
- scene_push_tri( world->scene_lines, (u32[3]){
+ scene_push_tri( scene, (u32[3]){
last_valid+1-2, last_valid+3-2, last_valid+2-2} );
}
- last_valid = world->scene_lines->vertex_count;
+ last_valid = scene->vertex_count;
}
else
last_valid = 0;
}
}
-VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id )
+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];
+ 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 );
+ world_routes_place_curve( world, route, p, n0, n2, sc, pcbuf );
/* --- */
v4_copy( p[2], p[0] );
}
}
- scene_copy_slice( world->scene_lines, &route->sm );
+ scene_copy_slice( sc, &route->sm );
+}
+
+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 = 32,
+ 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};
+ v3f dir = {0.0f,-1.0f,0.0f};
+
+ 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, hit;
+ ro[a] = px;
+ ro[1] = 1000.0f;
+ ro[b] = pz;
+
+ bh_iter it;
+ bh_iter_init_ray( 0, &it, ro, dir, INFINITY );
+ i32 idx;
+
+ while( bh_next( world->geo_bh, &it, &idx ) ){
+ u32 *tri = &world->scene_geo.arrindices[ idx*3 ];
+ v3f vs[3];
+
+ for( u32 i=0; i<3; i++ ){
+ v3_copy( world->scene_geo.arrvertices[tri[i]].co, vs[i] );
+ }
+
+ f32 t;
+ if( ray_tri( vs, ro, dir, &t ) ){
+ v3_muladds( ro, dir, t, hit );
+ struct world_surface *m1 =
+ world_tri_index_surface( world, tri[0] );
+
+ if( !(m1->info.flags & k_material_flag_preview_visibile) )
+ continue;
+
+ if( world->water.enabled )
+ if( hit[1] < world->water.height )
+ continue;
+
+ if( pcbuf->count >= pcbuf->max ) return;
+
+ pointcloud_vert *vert = &pcbuf->buf[ pcbuf->count ++ ];
+
+ v3f co;
+ v3_sub( hit, 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;
+ }
+ }
+ }
+ }
+ }
+ }
}
/*
VG_STATIC void world_routes_generate( world_instance *world )
{
vg_info( "Generating route meshes\n" );
- world->scene_lines = scene_init( world->heap, 200000, 300000 );
+ vg_async_stall();
+
+ vg_rand_seed( 2000 );
+ 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 );
-
- vg_acquire_thread_sync();
- {
- scene_upload( world->scene_lines, &world->mesh_route_lines );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ world_routes_gen_meshes( world, i, &world->scene_lines, pcbuf );
}
- vg_release_thread_sync();
- vg_linear_del( world->heap, world->scene_lines );
+
+ 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_async_dispatch( call_scene, async_scene_upload );
+ vg_async_dispatch( call_pointcloud, async_pointcloud_sub );
world_routes_clear( world );
}
rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
for( int i=0; i<rb_contact_count; i++ ){
- rb_contact_restitution( rb_contact_buffer+i, vg_randf() );
+ rb_contact_restitution( rb_contact_buffer+i, vg_randf64() );
}
for( int i=0; i<6; i++ ){
v3_muls( origin, -1.0f, particle->mlocal[3] );
v3_copy( world_co, particle->obj.rb.co );
- v3_muls( imp_v, 1.0f+vg_randf(), particle->obj.rb.v );
+ v3_muls( imp_v, 1.0f+vg_randf64(), particle->obj.rb.v );
particle->obj.rb.v[1] += 2.0f;
v4_copy( q, particle->obj.rb.q );
- particle->obj.rb.w[0] = vg_randf()*2.0f-1.0f;
- particle->obj.rb.w[1] = vg_randf()*2.0f-1.0f;
- particle->obj.rb.w[2] = vg_randf()*2.0f-1.0f;
+ particle->obj.rb.w[0] = vg_randf64()*2.0f-1.0f;
+ particle->obj.rb.w[1] = vg_randf64()*2.0f-1.0f;
+ particle->obj.rb.w[2] = vg_randf64()*2.0f-1.0f;
particle->obj.type = k_rb_shape_sphere;
particle->obj.inf.sphere.radius = r*0.6f;
cam, text->transform );
}
- shader_model_font_uOffset( (v3f){0.0f,0.0f,0.0f} );
+ shader_model_font_uOffset( (v4f){0.0f,0.0f,0.0f,1.0f} );
for( u32 i=0; i<world_global.text_particle_count; i++ ){
struct text_particle *particle = &world_global.text_particles[i];