+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef ROUTES_H
#define ROUTES_H
-#include "common.h"
-#include "model.h"
-#include "gate.h"
+#include <time.h>
+#include "world.h"
+#include "world_gate.h"
+#if 0
#include "shaders/vblend.h"
-#include "shaders/route.h"
+#endif
-enum route_special_type
-{
- k_route_special_type_gate = 1,
- k_route_special_type_collector = 2
-};
+#include "shaders/scene_route.h"
+#include "shaders/routeui.h"
-struct subworld_routes
-{
- struct route_node
- {
- v3f co, right, up, h;
- u32 next[2];
- u32 special_type, special_id, current_refs, ref_count;
- u32 route_ids[4]; /* Gates can be linked into up to four routes */
- }
- *nodes;
-
- u32 node_count,
- node_cap;
+VG_STATIC void world_routes_local_set_record( world_instance *world,
+ u32 route, double lap_time )
+{
+#if 0
+ vg_success( " NEW LAP TIME: %f\n", lap_time );
- struct route
+ if( pr->track_id != 0xffffffff )
{
- const char *name;
- v4f colour;
-
- u32 start;
- mdl_submesh sm;
+ double time_centiseconds = lap_time * 100.0;
+ if( time_centiseconds > (float)0xfffe )
+ return;
- int active;
- float factive;
- }
- *routes;
+ highscore_record temp;
+ temp.trackid = pr->track_id;
+ temp.datetime = time(NULL);
+ temp.playerid = 0;
+ temp.points = 0;
+ temp.time = time_centiseconds;
- u32 route_count,
- route_cap;
+ highscores_push_record( &temp );
- struct route_gate
- {
- teleport_gate gate;
+ struct track_info *pti = &track_infos[ pr->track_id ];
+ pti->push = 1;
- u32 node_id;
- u32 passed_version; /* Incremented on every teleport */
+ if( pti->achievement_id )
+ {
+ steam_set_achievement( pti->achievement_id );
+ steam_store_achievements();
+ }
}
- *gates;
-
- struct route_collector
+ else
{
- double time_passed; /* When did we last pass this? */
+ vg_warn( "There is no associated track for this record...\n" );
}
- *collectors;
-
- u32 gate_count,
- gate_cap,
- collector_count,
- collector_cap;
+#endif
+ vg_warn( "set_record unimplemented\n" );
+}
- u32 active_gate,
- current_run_version;
- scene scene_lines;
-};
+VG_STATIC void world_routes_clear( world_instance *world )
+{
+ for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ route->active_checkpoint = 0xffffffff;
+ }
-static struct subworld_routes *subworld_routes(void);
+ world_global.current_run_version += 4;
+ world_global.last_use = 0.0;
+}
-static void debug_sbpath( struct route_node *rna, struct route_node *rnb,
- u32 colour, float xoffset )
+/*
+ * When going through a gate this is called for bookkeeping purposes
+ */
+VG_STATIC void world_routes_activate_entry_gate( world_instance *world,
+ ent_gate *rg )
{
- 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 );
+ ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target );
- 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 );
+ world_global.last_use = world_global.time;
+ rg->timing_version = world_global.current_run_version;
+ rg->timing_time = world_global.time;
- v3_copy( p0, l );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
- 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 );
+ u32 active_prev = route->active_checkpoint;
+ route->active_checkpoint = 0xffffffff;
+
+ for( u32 j=0; j<4; j++ ){
+ if( dest->routes[j] == i ){
+ for( u32 k=0; k<route->checkpoints_count; k++ ){
+ ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint,
+ route->checkpoints_start+k );
+
+ ent_gate *gk = mdl_arritm( &world->ent_gate, cp->gate_index );
+ if( gk == rg ){
+ route->active_checkpoint = k;
+ break;
+ }
+ }
+ break;
+ }
+ }
}
+
+ world_global.current_run_version ++;
+
+ dest->timing_version = world_global.current_run_version;
+ dest->timing_time = world_global.time;
+ world_global.current_run_version ++;
}
-static u32 world_routes_get_path( u32 starter, u32 stack[64] )
+/* draw lines along the paths */
+VG_STATIC void world_routes_debug( world_instance *world )
{
- struct subworld_routes *r = subworld_routes();
- u32 stack_i[64];
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
+ ent_route_node *rn = mdl_arritm(&world->ent_route_node,i);
+ vg_line_pt3( rn->co, 0.25f, VG__WHITE );
+ }
- stack[0] = starter;
- stack_i[0] = 0;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm(&world->ent_route, i);
- u32 si = 1;
- int loop_complete = 0;
+ u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
+ 0xff5442f5 };
- while( si )
- {
- if( stack_i[si-1] == 2 )
- {
- si --;
- continue;
+ u32 cc = 0xffcccccc;
+ if( route->active_checkpoint != 0xffffffff ){
+ cc = colours[i%vg_list_size(colours)];
}
- struct route_node *rn = &r->nodes[stack[si-1]];
- u32 nextid = rn->next[stack_i[si-1]];
- stack_i[si-1] ++;
+ for( int i=0; i<route->checkpoints_count; i++ ){
+ int i0 = route->checkpoints_start+i,
+ i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
- if( nextid != 0xffffffff )
- {
- if( nextid == stack[0] )
- {
- loop_complete = 1;
- break;
- }
+ ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
+ *c1 = mdl_arritm(&world->ent_checkpoint, i1);
- int valid = 1;
- for( int sj=0; sj<si; sj++ )
- {
- if( stack[sj] == nextid )
- {
- valid = 0;
- break;
- }
- }
+ ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
+ ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
- if( valid )
- {
- stack_i[si] = 0;
- stack[si] = nextid;
- si ++;
- continue;
+ v3f p0, p1;
+ v3_copy( start_gate->co[1], p0 );
+
+ for( int j=0; j<c0->path_count; j ++ ){
+ ent_path_index *index = mdl_arritm( &world->ent_path_index,
+ c0->path_start+j );
+
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node,
+ index->index );
+
+ v3_copy( rn->co, p1 );
+ vg_line( p0, p1, cc );
+ v3_copy( p1, p0 );
}
+
+ v3_copy( end_gate->co[0], p1 );
+ vg_line( p0, p1, cc );
}
}
-
- if( loop_complete )
- return si;
-
- return 0;
}
-static void world_routes_verify_run( u32 route, double new_pass_time )
+VG_STATIC void world_routes_place_curve( world_instance *world,
+ v4f h[4], v3f n0, v3f n2 )
{
- struct subworld_routes *r = subworld_routes();
+ float t;
+ v3f p, pd;
+ int last_valid;
+
+ float total_length = 0.0f,
+ travel_length = 0.0;
+
+ v3f last;
+ v3_copy( h[0], last );
+ for( int it=0; it<128; it ++ ){
+ t = (float)(it+1) * (1.0f/128.0f);
+ eval_bezier3( h[0], h[1], h[2], t, p );
+ total_length += v3_dist( p, last );
+ v3_copy( p, last );
+ }
- u32 stack[64];
- u32 si = world_routes_get_path( r->routes[route].start, stack );
+ float patch_size = 4.0f,
+ patch_count = ceilf( total_length / patch_size );
- /*
- * we only care about gates that ref gates, so shuffle down the array
- */
- u32 gates[64];
- u32 sj = 0;
- for( u32 i=0; i<si; i++ )
- if( r->nodes[stack[i]].special_type == k_route_special_type_gate )
- gates[sj ++] = r->nodes[stack[i]].special_id;
+ t = 0.0f;
+ v3_copy( h[0], last );
- /*
- * run versions & times must always ASCEND apart from exactly once, where
- * the tail connects to the head
- */
+ for( int it=0; it<128; it ++ ){
+ float const k_sample_dist = 0.0025f,
+ k_line_width = 1.5f;
- vg_info("Verifying run (%u)\n", route);
+ eval_bezier3( h[0], h[1], h[2], t, p );
+ eval_bezier3( h[0], h[1], h[2], t+k_sample_dist, pd );
- u32 offset = 0xffffffff;
+ travel_length += v3_dist( p, last );
- vg_info( " ver: %u\n", r->current_run_version );
+ float mod = k_sample_dist / v3_dist( p, pd );
- for( u32 i=0; i<sj; i++ )
- {
- struct route_gate *pa = &r->gates[gates[i]];
- u32 na = r->nodes[r->nodes[pa->node_id].next[0]].special_id;
- struct route_collector *pca = &r->collectors[ na ];
+ v3f v0,up, right;
+
+ v3_muls( n0, -(1.0f-t), up );
+ v3_muladds( up, n2, -t, up );
+ v3_normalize( up );
+
+ v3_sub( pd,p,v0 );
+ v3_cross( up, v0, right );
+ v3_normalize( right );
+
+ float cur_x = (1.0f-t)*h[0][3] + t*h[2][3];
+
+ v3f sc, sa, sb, down;
+ v3_muladds( p, right, cur_x * k_line_width, sc );
+ v3_muladds( sc, up, 1.5f, sc );
+ v3_muladds( sc, right, k_line_width*0.95f, sa );
+ v3_muladds( sc, right, 0.0f, sb );
+ v3_muls( up, -1.0f, down );
- if( pa->passed_version != r->current_run_version )
+ ray_hit ha, hb;
+ ha.dist = 8.0f;
+ hb.dist = 8.0f;
+ if( ray_world( world, sa, down, &ha ) &&
+ ray_world( world, sb, down, &hb ))
{
- vg_info( " [%u]: %u (%f)\n", gates[i], pa->passed_version,
- pca->time_passed );
+ scene_vert va, vb;
+
+ v3_muladds( ha.pos, up, 0.06f, va.co );
+ v3_muladds( hb.pos, up, 0.06f, vb.co );
+
+ scene_vert_pack_norm( &va, up );
+ scene_vert_pack_norm( &vb, up );
+
+ float t1 = (travel_length / total_length) * patch_count;
+ va.uv[0] = t1;
+ va.uv[1] = 0.0f;
+ vb.uv[0] = t1;
+ vb.uv[1] = 1.0f;
+
+ scene_push_vert( world->scene_lines, &va );
+ scene_push_vert( world->scene_lines, &vb );
+
+ if( last_valid ){
+ /* Connect them with triangles */
+ scene_push_tri( world->scene_lines, (u32[3]){
+ last_valid+0-2, last_valid+1-2, last_valid+2-2} );
+ scene_push_tri( world->scene_lines, (u32[3]){
+ last_valid+1-2, last_valid+3-2, last_valid+2-2} );
+ }
+
+ last_valid = world->scene_lines->vertex_count;
}
else
- {
- vg_info( " [%u]: %u (%f & %f)\n", gates[i], pa->passed_version,
- pca->time_passed,
- new_pass_time );
- offset = i;
- }
- }
+ last_valid = 0;
- if( offset == 0xffffffff )
- {
- /* If we don't find the emitter we passed through, we've only just
- * started this route, so no blocks need to be emmited */
- return;
- }
-
- double lap_time = 0.0;
- int verify_count = 0;
+ if( t == 1.0f )
+ return;
- for( u32 i=0; i<sj; i++ )
- {
- u32 j = i+offset;
- struct route_gate *pa = &r->gates[gates[j%sj]],
- *pb = &r->gates[gates[(j+1) % sj]];
+ t += 1.0f*mod;
+ if( t > 1.0f )
+ t = 1.0f;
- u32 na = r->nodes[r->nodes[pa->node_id].next[0]].special_id,
- nb = r->nodes[r->nodes[pb->node_id].next[0]].special_id;
+ v3_copy( p, last );
+ }
+}
- struct route_collector *pca = &r->collectors[ na ],
- *pcb = &r->collectors[ nb ];
+VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id )
+{
+ ent_route *route = mdl_arritm( &world->ent_route, route_id );
+ u32 last_valid = 0;
- double diff = 0.0;
+ for( int i=0; i<route->checkpoints_count; i++ ){
+ int i0 = route->checkpoints_start+i,
+ i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
- /* Verifying the path: either of this conditions must be true */
- int verified = 0;
- if( pa->passed_version == r->current_run_version )
- {
- /* The version should drop back down to pa+1-sj */
- }
- else
- {
- /* The version should be pa+1 */
- }
-
- verify_count += verified;
+ ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
+ *c1 = mdl_arritm(&world->ent_checkpoint, i1);
- if( pb->passed_version == r->current_run_version )
- {
- /* we need to use new val */
- diff = new_pass_time - pca->time_passed;
- vg_info( " LOOP %f\n", diff );
- }
- else
- {
- diff = pcb->time_passed - pca->time_passed;
- vg_info( " %f\n", diff );
- }
-
- lap_time += diff;
- }
+ ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
+ start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
- /* Verify count is how many blocks we want to emit */
-}
+ ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
-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]];
+ v4f p[3];
- struct route_collector *rc = &r->collectors[ pdest->special_id ];
+ v3_add( (v3f){0.0f,0.1f,0.0f}, start_gate->co[0], p[0] );
+ p[0][3] = start_gate->ref_count;
+ p[0][3] -= (float)start_gate->ref_total * 0.5f;
+ start_gate->ref_count ++;
- r->active_gate = id;
- rg->passed_version = r->current_run_version;
+ if( !c0->path_count )
+ continue;
- vg_info( "collector updated: %u\n", pdest->special_id );
+ /* this is so that we get nice flow through the gates */
+ v3f temp_alignments[2];
+ ent_gate *both[] = { start_gate, end_gate };
- for( u32 i=0; i<r->route_count; i++ )
- {
- struct route *route = &r->routes[i];
+ for( int j=0; j<2; j++ ){
+ int pi = c0->path_start + ((j==1)? c0->path_count-1: 0);
- 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 );
- route->active = 1;
- break;
- }
+ ent_path_index *index = mdl_arritm( &world->ent_path_index, pi );
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node,
+ index->index );
+ v3f v0;
+ v3_sub( rn->co, both[j]->co[0], v0 );
+ float d = v3_dot( v0, both[j]->to_world[2] );
+
+ v3_muladds( both[j]->co[0], both[j]->to_world[2], d,
+ temp_alignments[j] );
+ v3_add( (v3f){0.0f,0.1f,0.0f}, temp_alignments[j], temp_alignments[j]);
}
- }
-
- rc->time_passed = vg_time;
- r->current_run_version ++;
-}
-static void world_routes_debug(void)
-{
- struct subworld_routes *r = subworld_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->special_type? 0xffffff00: 0xff00b2ff );
- }
+ for( int j=0; j<c0->path_count; j ++ ){
+ ent_path_index *index = mdl_arritm( &world->ent_path_index,
+ c0->path_start+j );
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node,
+ index->index );
+ if( j==0 || j==c0->path_count-1 )
+ if( j == 0 )
+ v3_copy( temp_alignments[0], p[1] );
+ else
+ v3_copy( temp_alignments[1], p[1] );
+ else
+ v3_copy( rn->co, p[1] );
- for( int i=0; i<r->route_count; i++ )
- {
- struct route *route = &r->routes[i];
+ p[1][3] = rn->ref_count;
+ p[1][3] -= (float)rn->ref_total * 0.5f;
+ rn->ref_count ++;
- u32 stack[64];
- u32 si = world_routes_get_path( route->start, stack );
+ if( j+1 < c0->path_count ){
+ index = mdl_arritm( &world->ent_path_index,
+ c0->path_start+j+1 );
+ rn = mdl_arritm( &world->ent_route_node, index->index );
- u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3,
- 0xff5442f5 };
+ if( j+1 == c0->path_count-1 )
+ v3_lerp( p[1], temp_alignments[1], 0.5f, p[2] );
+ else
+ v3_lerp( p[1], rn->co, 0.5f, p[2] );
- u32 cc = colours[i%vg_list_size(colours)];
+ p[2][3] = rn->ref_count;
+ p[2][3] -= (float)rn->ref_total * 0.5f;
+ }
+ else{
+ v3_copy( end_gate->co[0], p[2] );
+ v3_add( (v3f){0.0f,0.1f,0.0f}, p[2], p[2] );
+ p[2][3] = end_gate->ref_count;
+ p[2][3] -= (float)end_gate->ref_total * 0.5f;
+ end_gate->ref_count ++;
+ }
- 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 );
- }
- }
+ /* p0,p1,p2 bezier patch is complete
+ * --------------------------------------*/
+ v3f surf0, surf2, n0, n2;
- 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( bh_closest_point( world->geo_bh, p[0], surf0, 5.0f ) == -1 )
+ v3_add( (v3f){0.0f,-0.1f,0.0f}, p[0], surf0 );
+
+ if( bh_closest_point( world->geo_bh, p[2], surf2, 5.0f ) == -1 )
+ v3_add( (v3f){0.0f,-0.1f,0.0f}, p[2], surf2 );
+
+ v3_sub( surf0, p[0], n0 );
+ v3_sub( surf2, p[2], n2 );
+ v3_normalize( n0 );
+ v3_normalize( n2 );
+
+ world_routes_place_curve( world, p, n0, n2 );
+
+ /* --- */
+ v4_copy( p[2], p[0] );
}
}
-}
-
-static void world_routes_free(void)
-{
- struct subworld_routes *r = subworld_routes();
- free( r->nodes );
- free( r->routes );
- free( r->gates );
+ scene_copy_slice( world->scene_lines, &route->sm );
}
-static void world_id_fixup( u32 *uid, mdl_header *mdl )
+/*
+ * Create the strips of colour that run through the world along course paths
+ */
+VG_STATIC void world_routes_generate( world_instance *world )
{
- if( *uid )
- *uid = mdl_node_from_id( mdl, *uid )->sub_uid;
- else
- *uid = 0xffffffff;
-}
+ vg_info( "Generating route meshes\n" );
+ world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 );
-static void world_routes_gen_meshes(void)
-{
- struct subworld_routes *r = subworld_routes();
- scene_init( &r->scene_lines );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, i );
+ gate->ref_count = 0;
+ gate->ref_total = 0;
+ }
- for( int i=0; i<r->route_count; i++ )
- {
- struct route *route = &r->routes[i];
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route_node); i++ ){
+ ent_route_node *rn = mdl_arritm( &world->ent_route, i );
+ rn->ref_count = 0;
+ rn->ref_total = 0;
+ }
- u32 stack[64];
- u32 si = world_routes_get_path( route->start, stack );
+ for( u32 k=0; k<mdl_arrcount(&world->ent_route); k++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, k );
- u32 last_valid = 0;
+ for( int i=0; i<route->checkpoints_count; i++ ){
+ int i0 = route->checkpoints_start+i,
+ i1 = route->checkpoints_start+((i+1)%route->checkpoints_count);
- for( int sj=0; sj<si; sj++ )
- {
- int sk=(sj+1)%si;
+ ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0),
+ *c1 = mdl_arritm(&world->ent_checkpoint, i1);
- 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;
- }
+ ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index );
+ start_gate = mdl_arritm( &world->ent_gate, start_gate->target );
- 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;
+ ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index );
+ start_gate->ref_total ++;
- if( rnk->special_type )
- {
- rnl = &r->nodes[ rnk->next[0] ];
- base_x1 = (float)rnl->ref_count*-0.5f + (float)rnl->current_refs;
- }
+ if( !c0->path_count )
+ continue;
- if( sk == 0 )
- {
- base_x1 -= 1.0f;
- }
+ for( int j=0; j<c0->path_count; j ++ ){
+ ent_path_index *index = mdl_arritm( &world->ent_path_index,
+ c0->path_start+j );
+ ent_route_node *rn = mdl_arritm( &world->ent_route_node,
+ index->index );
+ rn->ref_total ++;
- 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;
+ if( j+1 < c0->path_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;
+ else{
+ end_gate->ref_total ++;
}
}
-
- rnj->current_refs ++;
}
-
- scene_copy_slice( &r->scene_lines, &route->sm );
}
- scene_upload( &r->scene_lines );
- scene_free_offline_buffers( &r->scene_lines );
+ 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 );
+ }
+ vg_release_thread_sync();
+ vg_linear_del( world_global.generic_heap, world->scene_lines );
}
-static void bind_terrain_textures(void);
-static void render_world_routes( m4x4f projection, v3f camera )
+/* load all routes from model header */
+VG_STATIC void world_routes_ent_init( world_instance *world )
{
- struct subworld_routes *r = subworld_routes();
+ vg_info( "Initializing routes\n" );
- 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();
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, i );
+ for( u32 j=0; j<4; j++ ){
+ gate->routes[j] = 0xffff;
+ }
+ }
- shader_route_uPv( projection );
- shader_route_uMdl( identity_matrix );
- shader_route_uCamera( camera );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm(&world->ent_route,i);
- scene_bind( &r->scene_lines );
+ for( u32 j=0; j<route->checkpoints_count; j++ ){
+ u32 id = route->checkpoints_start + j;
+ ent_checkpoint *cp = mdl_arritm(&world->ent_checkpoint,id);
+
+ ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
- 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 );
+ for( u32 k=0; k<4; k++ ){
+ if( gate->routes[k] == 0xffff ){
+ gate->routes[k] = i;
+ break;
+ }
+ }
- v4f colour;
- v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
- colour[3] = 1.0f;
+ if( gate->type == k_gate_type_teleport ){
+ gate = mdl_arritm(&world->ent_gate, gate->target );
- shader_route_uColour( colour );
- mdl_draw_submesh( &route->sm );
+ for( u32 k=0; k<4; k++ ){
+ if( gate->routes[k] == 0xffff ){
+ gate->routes[k] = i;
+ break;
+ }
+ }
+ }
+ }
}
+
+ world_routes_clear( world );
}
-static void world_routes_register(void)
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC void world_routes_init(void)
{
- shader_route_register();
+ world_global.current_run_version = 200;
+ world_global.time = RESET_MAX_TIME*2.0;
+ world_global.last_use = 0.0;
+
+ shader_scene_route_register();
+ shader_routeui_register();
}
-static void world_routes_loadfrom( mdl_header *mdl )
+VG_STATIC void world_routes_update( world_instance *world )
{
- struct subworld_routes *r = subworld_routes();
- r->nodes = 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;
-
- for( int i=0; i<mdl->node_count; i++ )
- {
- mdl_node *pnode = mdl_node_from_id(mdl,i);
- m4x3f transform;
-
- if( pnode->classtype == k_classtype_route_node ||
- pnode->classtype == k_classtype_gate )
- {
- mdl_node_transform( pnode, transform );
- pnode->sub_uid = r->node_count;
-
- r->nodes = buffer_reserve( r->nodes, r->node_count, &r->node_cap, 1,
- sizeof( struct route_node ) );
-
- struct route_node *rn = &r->nodes[r->node_count];
-
- v3_copy( transform[0], rn->right );
- v3_normalize( rn->right );
- 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 )
- {
- 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;
-
- /* 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->passed_version = 0xffffffff;
-
- 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 ++;
- }
- }
+ world_global.time += vg.time_delta;
- if( rn->special_type == 0 )
- {
- r->collectors = buffer_reserve(
- r->collectors, r->collector_count, &r->collector_cap,
- 1, sizeof( struct route_collector ));
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ int target = route->active_checkpoint == 0xffffffff? 0: 1;
+ route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
+ }
+}
- struct route_collector *rc = &r->collectors[r->collector_count];
- rc->time_passed = 0.0;
+VG_STATIC void bind_terrain_noise(void);
+VG_STATIC void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
- rn->special_type = k_route_special_type_collector;
- rn->special_id = r->collector_count;
+VG_STATIC void render_world_routes( world_instance *world, camera *cam )
+{
+ m4x3f identity_matrix;
+ m4x3_identity( identity_matrix );
- r->collector_count ++;
- }
- }
- else
- {
- struct classtype_route_node *inf = mdl_get_entdata( mdl, pnode );
- rn->next[0] = inf->target;
- rn->next[1] = inf->target1;
- }
+ shader_scene_route_use();
+ shader_scene_route_uTexGarbage(0);
+ world_link_lighting_ub( world, _shader_scene_route.id );
+ world_bind_position_texture( world, _shader_scene_route.id,
+ _uniform_scene_route_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_scene_route.id,
+ _uniform_scene_route_uLightsIndex, 4 );
+ bind_terrain_noise();
+
+ shader_scene_route_uPv( cam->mtx.pv );
+ shader_scene_route_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_route_uMdl( identity_matrix );
+ shader_scene_route_uCamera( cam->transform[3] );
+ shader_scene_route_uBoard0( TEMP_BOARD_0 );
+ shader_scene_route_uBoard1( TEMP_BOARD_1 );
+
+ mesh_bind( &world->mesh_route_lines );
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
- r->node_count ++;
- }
- else if( pnode->classtype == k_classtype_route )
- {
- struct classtype_route *inf = mdl_get_entdata( mdl, pnode );
- r->routes = buffer_reserve( r->routes, r->route_count, &r->route_cap,
- 1, sizeof( struct route ) );
+ v4f colour;
+ v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour );
+ colour[3] = route->factive*0.2f;
- struct route *route = &r->routes[r->route_count];
+ shader_scene_route_uColour( colour );
+ mdl_draw_submesh( &route->sm );
+ }
- v3_copy( inf->colour, route->colour );
- route->colour[3] = 1.0f;
+ shader_model_gate_use();
+ shader_model_gate_uPv( cam->mtx.pv );
+ shader_model_gate_uCam( cam->pos );
+ shader_model_gate_uTime( vg.time*0.25f );
+ shader_model_gate_uInvRes( (v2f){
+ 1.0f / (float)vg.window_x,
+ 1.0f / (float)vg.window_y });
- route->name = NULL;
- route->start = inf->id_start;
- route->active = 0;
- route->factive = 0.0f;
+ mesh_bind( &world_global.mesh_gate );
- r->route_count ++;
- }
- }
+ /* skip writing into the motion vectors for this */
+ glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
- /*
- * Apply correct system-local ids
- */
- for( int i=0; i<r->node_count; i++ )
- {
- struct route_node *rn = &r->nodes[i];
-
- for( int j=0; j<2; j++ )
- world_id_fixup( &rn->next[j], mdl );
- }
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
- for( int i=0; i<r->route_count; i++ )
- {
- struct route *route = &r->routes[i];
- world_id_fixup( &route->start, mdl );
- }
+ if( route->active_checkpoint != 0xffffffff ){
+ v4f colour;
+ float brightness = 0.3f + world->ub_lighting.g_day_phase;
+ v3_muls( route->colour, brightness, colour );
+ colour[3] = 1.0f-route->factive;
- /*
- * Gather references
- */
- for( int i=0; i<r->route_count; i++ )
- {
- struct route *route = &r->routes[i];
+ shader_model_gate_uColour( colour );
- u32 stack[64];
- u32 si = world_routes_get_path( route->start, stack );
+ u32 next = route->checkpoints_start +
+ (route->active_checkpoint+1) % route->checkpoints_count;
- for( int sj=0; sj<si; sj++ )
- {
- struct route_node *rn = &r->nodes[ stack[sj] ];
- rn->route_ids[ rn->ref_count ++ ] = i;
+ ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, next );
+ ent_gate *gate = mdl_arritm( &world->ent_gate, cp->gate_index );
+ shader_model_gate_uMdl( gate->to_world );
- if( rn->ref_count > 4 )
- vg_warn( "Too many references on route node %i\n", i );
+ for( u32 j=0; j<4; j++ ){
+ if( gate->routes[j] == i ){
+ mdl_draw_submesh( &world_global.sm_gate_marker[j] );
+ break;
+ }
+ }
}
}
-
- world_routes_gen_meshes();
+ glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
}
#endif /* ROUTES_H */