X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_routes.h;h=5fccc9e0f2a60d09a77ac1ca59540fd5b38b4a34;hb=1fd91b77f23ce1593037e01b9abb62859545b400;hp=f8a566c825878b534d2cef5aceef0fde9b5c27bc;hpb=2673c575386c604fc2c0603dba2480eda05cf97a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_routes.h b/world_routes.h index f8a566c..5fccc9e 100644 --- a/world_routes.h +++ b/world_routes.h @@ -5,643 +5,27 @@ #ifndef ROUTES_H #define ROUTES_H -#include #include "world.h" -#include "world_gate.h" - -#if 0 -#include "shaders/vblend.h" -#endif - -#include "shaders/scene_route.h" -#include "shaders/routeui.h" - - -VG_STATIC -void world_routes_local_set_record( world_instance *world, ent_route *route, - double lap_time ) -{ - vg_success( " NEW LAP TIME: %f\n", lap_time ); - - if( route->official_track_id != 0xffffffff ){ - double time_centiseconds = lap_time * 100.0; - if( time_centiseconds > (float)0xfffe ) /* skill issue */ - return; - - highscore_record temp; - temp.trackid = route->official_track_id; - temp.datetime = time(NULL); - temp.playerid = 0; - temp.points = 0; - temp.time = time_centiseconds; - - highscores_push_record( &temp ); - - struct track_info *ti = &track_infos[ route->official_track_id ]; - ti->push = 1; - - if( ti->achievement_id ){ - steam_set_achievement( ti->achievement_id ); - steam_store_achievements(); - } - } - else{ - vg_warn( "There is no associated track for this record...\n" ); - } -} - - -VG_STATIC void world_routes_clear( world_instance *world ) -{ - for( u32 i=0; ient_route ); i++ ){ - ent_route *route = mdl_arritm( &world->ent_route, i ); - route->active_checkpoint = 0xffffffff; - } - - for( u32 i=0; ient_gate ); i++ ){ - ent_gate *rg = mdl_arritm( &world->ent_gate, i ); - rg->timing_version = 0; - rg->timing_time = 0.0; - } - - world_global.current_run_version += 4; - world_global.last_use = 0.0; -} - -VG_STATIC void world_routes_time_lap( world_instance *world, ent_route *route ) -{ - vg_info( "------- time lap %s -------\n", - mdl_pstr(&world->meta,route->pstr_name) ); - - double total_time = 0.0; - u32 last_version; - int validated = 1; - - for( u32 i=0; icheckpoints_count; i++ ){ - u32 cpid = route->checkpoints_start+(i+route->active_checkpoint); - cpid = cpid % route->checkpoints_count; - - ent_checkpoint *cp = mdl_arritm( &world->ent_checkpoint, cpid ); - ent_gate *rg = mdl_arritm( &world->ent_gate, cp->gate_index ); - rg = mdl_arritm( &world->ent_gate, rg->target ); - - if( i == 0 ) - total_time = rg->timing_time; - else{ - if( last_version+1 != rg->timing_version ) - validated = 0; - } - - last_version = rg->timing_version; - vg_info( "%u %f\n", rg->timing_version, rg->timing_time ); - } - - vg_info( "%u %f\n", world_global.current_run_version, world_global.time ); - - if( validated && (world_global.current_run_version == last_version+1)){ - total_time = world_global.time - total_time; - world_routes_local_set_record( world, route, total_time ); - } - vg_info( "----------------------------\n" ); -} - -/* - * 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 ) -{ - ent_gate *dest = mdl_arritm( &world->ent_gate, rg->target ); - - world_global.last_use = world_global.time; - - for( u32 i=0; ient_route); i++ ){ - ent_route *route = mdl_arritm( &world->ent_route, i ); - - 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; kcheckpoints_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; - world_routes_time_lap( world, route ); - break; - } - } - break; - } - } - } - - dest->timing_version = world_global.current_run_version; - dest->timing_time = world_global.time; - - world_global.current_run_version ++; -} - -/* draw lines along the paths */ -VG_STATIC void world_routes_debug( world_instance *world ) -{ - for( u32 i=0; ient_route_node); i++ ){ - ent_route_node *rn = mdl_arritm(&world->ent_route_node,i); - vg_line_pt3( rn->co, 0.25f, VG__WHITE ); - } - - for( u32 i=0; ient_route); i++ ){ - ent_route *route = mdl_arritm(&world->ent_route, i); - - u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3, - 0xff5442f5 }; - - u32 cc = 0xffcccccc; - if( route->active_checkpoint != 0xffffffff ){ - cc = colours[i%vg_list_size(colours)]; - } - - for( int i=0; icheckpoints_count; i++ ){ - int i0 = route->checkpoints_start+i, - i1 = route->checkpoints_start+((i+1)%route->checkpoints_count); - - ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0), - *c1 = mdl_arritm(&world->ent_checkpoint, i1); - - ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index ); - ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ); - - v3f p0, p1; - v3_copy( start_gate->co[1], p0 ); - - for( int j=0; jpath_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 ); - } - } -} - -VG_STATIC void world_routes_place_curve( world_instance *world, - v4f h[3], v3f n0, v3f n2 ) -{ - 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 ); - } - - float patch_size = 4.0f, - patch_count = ceilf( total_length / patch_size ); - - t = 0.0f; - v3_copy( h[0], last ); - - for( int it=0; it<128; it ++ ){ - float const k_sample_dist = 0.0025f, - k_line_width = 1.5f; - - eval_bezier3( h[0], h[1], h[2], t, p ); - eval_bezier3( h[0], h[1], h[2], t+k_sample_dist, pd ); - - travel_length += v3_dist( p, last ); - - float mod = k_sample_dist / v3_dist( p, pd ); - - 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 ); - - 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 )) - { - 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 - last_valid = 0; - - if( t == 1.0f ) - return; - - t += 1.0f*mod; - if( t > 1.0f ) - t = 1.0f; - - v3_copy( p, last ); - } -} - -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; - - for( int i=0; icheckpoints_count; i++ ){ - int i0 = route->checkpoints_start+i, - i1 = route->checkpoints_start+((i+1)%route->checkpoints_count); - - ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0), - *c1 = mdl_arritm(&world->ent_checkpoint, i1); - - ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index ); - start_gate = mdl_arritm( &world->ent_gate, start_gate->target ); - - ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ); - - v4f p[3]; - - 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 ++; - - if( !c0->path_count ) - continue; - - /* this is so that we get nice flow through the gates */ - v3f temp_alignments[2]; - ent_gate *both[] = { start_gate, end_gate }; - - for( int j=0; j<2; j++ ){ - int pi = c0->path_start + ((j==1)? c0->path_count-1: 0); - - 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]); - } - - - for( int j=0; jpath_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] ); - - p[1][3] = rn->ref_count; - p[1][3] -= (float)rn->ref_total * 0.5f; - rn->ref_count ++; - - 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 ); - - 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] ); - - 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 ++; - } - - /* p0,p1,p2 bezier patch is complete - * --------------------------------------*/ - v3f surf0, surf2, n0, n2; - - 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] ); - } - } - - scene_copy_slice( world->scene_lines, &route->sm ); -} - -/* - * Create the strips of colour that run through the world along course paths - */ -VG_STATIC void world_routes_generate( world_instance *world ) -{ - vg_info( "Generating route meshes\n" ); - world->scene_lines = scene_init( world_global.generic_heap, 200000, 300000 ); - - for( u32 i=0; ient_gate); i++ ){ - ent_gate *gate = mdl_arritm( &world->ent_gate, i ); - gate->ref_count = 0; - gate->ref_total = 0; - } - - for( u32 i=0; ient_route_node); i++ ){ - ent_route_node *rn = mdl_arritm( &world->ent_route_node, i ); - rn->ref_count = 0; - rn->ref_total = 0; - } - - for( u32 k=0; kent_route); k++ ){ - ent_route *route = mdl_arritm( &world->ent_route, k ); - - for( int i=0; icheckpoints_count; i++ ){ - int i0 = route->checkpoints_start+i, - i1 = route->checkpoints_start+((i+1)%route->checkpoints_count); - - ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0), - *c1 = mdl_arritm(&world->ent_checkpoint, i1); - - ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index ); - start_gate = mdl_arritm( &world->ent_gate, start_gate->target ); - - ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ); - start_gate->ref_total ++; - - if( !c0->path_count ) - continue; - - for( int j=0; jpath_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 ++; - - if( j+1 < c0->path_count ){ - } - else{ - end_gate->ref_total ++; - } - } - } - } - - for( u32 i=0; ient_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 ); - - world_routes_clear( world ); -} - -/* load all routes from model header */ -VG_STATIC void world_routes_ent_init( world_instance *world ) -{ - vg_info( "Initializing routes\n" ); - - for( u32 i=0; ient_gate); i++ ){ - ent_gate *gate = mdl_arritm( &world->ent_gate, i ); - for( u32 j=0; j<4; j++ ){ - gate->routes[j] = 0xffff; - } - } - - for( u32 i=0; ient_route); i++ ){ - ent_route *route = mdl_arritm(&world->ent_route,i); - mdl_transform_m4x3( &route->transform, route->board_transform ); - - route->official_track_id = 0xffffffff; - for( u32 j=0; jmeta,route->pstr_name))){ - route->official_track_id = j; - } - } - - for( u32 j=0; jcheckpoints_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( u32 k=0; k<4; k++ ){ - if( gate->routes[k] == 0xffff ){ - gate->routes[k] = i; - break; - } - } - - if( gate->type == k_gate_type_teleport ){ - gate = mdl_arritm(&world->ent_gate, gate->target ); - - for( u32 k=0; k<4; k++ ){ - if( gate->routes[k] == 0xffff ){ - gate->routes[k] = i; - break; - } - } - } - } - } - - world_routes_clear( world ); -} - -/* - * ----------------------------------------------------------------------------- - * Events - * ----------------------------------------------------------------------------- - */ - -VG_STATIC void world_routes_init(void) -{ - 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(); -} - -VG_STATIC void world_routes_update( world_instance *world ) -{ - world_global.time += vg.time_delta; - - for( u32 i=0; ient_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 ); - } -} - -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 ); - -VG_STATIC void render_world_routes( world_instance *world, camera *cam, - int layer_depth ) -{ - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); - - 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; ient_route); i++ ){ - ent_route *route = mdl_arritm( &world->ent_route, i ); - - v4f colour; - v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour ); - colour[3] = route->factive*0.2f; - - shader_scene_route_uColour( colour ); - mdl_draw_submesh( &route->sm ); - } - - 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 }); - - mesh_bind( &world_global.mesh_gate ); - - /* skip writing into the motion vectors for this */ - glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); - - for( u32 i=0; ient_route); i++ ){ - ent_route *route = mdl_arritm( &world->ent_route, i ); - - 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; - - shader_model_gate_uColour( colour ); - - u32 next = route->active_checkpoint+1+layer_depth; - next = next % route->checkpoints_count; - next += route->checkpoints_start; - - 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 ); - - for( u32 j=0; j<4; j++ ){ - if( gate->routes[j] == i ){ - mdl_draw_submesh( &world_global.sm_gate_marker[j] ); - break; - } - } - } - } - glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } ); -} +#include "network_msg.h" + +static void world_routes_init(void); +static void world_routes_fracture( world_instance *world, ent_gate *gate, + v3f imp_co, v3f imp_v ); +static void world_routes_activate_entry_gate( world_instance *world, + ent_gate *rg ); +static void render_world_routes( world_instance *world, + world_instance *host_world, + m4x3f mmdl, camera *cam, + int viewing_from_gate, int viewing_from_hub ); + +static void world_gen_routes_ent_init( world_instance *world ); +static void world_gen_routes_generate( u32 instance_id ); +static void world_routes_update_timer_texts( world_instance *world ); +static void world_routes_update( world_instance *world ); +static void world_routes_fixedupdate( world_instance *world ); +static void world_routes_clear( world_instance *world ); +static void world_routes_recv_scoreboard( world_instance *world, + vg_msg *body, u32 route_id, + enum request_status status ); #endif /* ROUTES_H */