X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_routes.h;h=b0151b4eecda1f288f0853b8219e437fea71de13;hb=63b5ac44f74599b21c4b9b18398c29b797337bea;hp=62fe06913bb1e8da83347c9b00dd325c5c0e3e67;hpb=0310bab3c018e23f5516c3e3c3653b844a8106ed;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_routes.h b/world_routes.h index 62fe069..b0151b4 100644 --- a/world_routes.h +++ b/world_routes.h @@ -230,10 +230,48 @@ VG_STATIC void world_routes_debug( world_instance *world ) } VG_STATIC -void world_routes_place_curve( world_instance *world, +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; jcount >= 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, - struct pointcloud_vert *points, - u32 *point_count, v4f colour ) + pointcloud_buffer *pcbuf ) { float t; v3f p, pd; @@ -294,35 +332,9 @@ void world_routes_place_curve( world_instance *world, int resa = ray_world( world, sa, down, &ha ), resb = ray_world( world, sb, down, &hb ); - for( u32 j=0; j<10; j++ ){ - if( *point_count < POINTCLOUD_POINTS ){ - struct pointcloud_vert *vert = &points[*point_count]; - *point_count = (*point_count) + 1; - - v3f sample, jitter, pcpoint; - vg_rand_sphere( jitter ); - v3_muladds( ha.pos, jitter, 8.0f, sample ); - - if( bh_closest_point( world->geo_bh, sample, pcpoint, 10.0f ) == -1 ){ - v3_copy( sample, pcpoint ); - } - - v3f pos, vol; - v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol ); - v3_sub( pcpoint, world->scene_geo.bbx[0], pos ); - v3_div( pos, vol, pos ); - - for( u32 i=0; i<3; i++ ){ - vert->pos[i] = vg_clampf(pos[i], 0.0f,1.0f) * 65535.0f; - vert->norm[i] = ha.normal[i] * 127.0f; - } - - float dist = 1.0f-(v3_length(jitter)); - - for( u32 i=0; i<4; i++ ){ - vert->colour[i] = colour[i] * 255.0f * dist*dist; - } - } + if( resa ){ + world_routes_pointcloud_spot( world, pcbuf, ha.pos, + 12.0f, 10, route->colour ); } if( resa && resb ){ @@ -378,11 +390,9 @@ void world_routes_place_curve( world_instance *world, } } -VG_STATIC -void world_routes_create_mesh( world_instance *world, u32 route_id, - scene_context *sc, - struct pointcloud_vert *points, - u32 *point_count ) +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]; @@ -493,8 +503,7 @@ void world_routes_create_mesh( world_instance *world, u32 route_id, v3_normalize( n0 ); v3_normalize( n2 ); - world_routes_place_curve( world, p, n0, n2, sc, points, point_count, - route->colour ); + world_routes_place_curve( world, route, p, n0, n2, sc, pcbuf ); /* --- */ v4_copy( p[2], p[0] ); @@ -507,6 +516,212 @@ void world_routes_create_mesh( world_instance *world, u32 route_id, 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; iscene_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; iscene_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; + } + } + } + } + } + } +} + /* * Create the strips of colour that run through the world along course paths */ @@ -516,13 +731,24 @@ VG_STATIC void world_routes_generate( world_instance *world ) vg_async_stall(); vg_rand_seed( 2000 ); - vg_async_item *call = scene_alloc_async( &world->scene_lines, - &world->mesh_route_lines, - 200000, 300000 ); - vg_async_item *call1 = - vg_async_alloc( sizeof(struct pointcloud_vert)*POINTCLOUD_POINTS ); - u32 generated_points = 0; - struct pointcloud_vert *cloud_data = call1->payload; + 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; ient_gate); i++ ){ ent_gate *gate = mdl_arritm( &world->ent_gate, i ); @@ -564,116 +790,16 @@ VG_STATIC void world_routes_generate( world_instance *world ) } for( u32 i=0; ient_route); i++ ){ - world_routes_create_mesh( world, i, &world->scene_lines, - cloud_data, &generated_points ); - } - - - { - vg_info( "Executing awesome algorithm!\n" ); - - f32 accum = 0.0f; - - v3f vol; - v3_sub( world->scene_geo.bbx[1], world->scene_geo.bbx[0], vol ); - v3_div( (v3f){1.0f,1.0f,1.0f}, vol, vol ); - - u8 colour[] = { 80,80,80,255 }; - v3f light_dir = {0.3f,0.8f,0.1f}; - v3_normalize( light_dir ); - - for( u32 k=1; k<=10; k++ ){ - f32 rate = 50.0f * (1.0f/(float)k); - - for( u32 i=0; iscene_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; - - accum += v3_length(vn)*0.5f; - - v3_normalize( vn ); - - while( accum > rate ){ - accum -= rate; - - if( generated_points >= POINTCLOUD_POINTS ){ - goto too_many_points; - } - - 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; - struct pointcloud_vert *vert = &cloud_data[generated_points ++]; - - v3f pos; - v3_sub( pt, world->scene_geo.bbx[0], pos ); - v3_mul( pos, vol, pos ); - - for( u32 j=0; j<3; j++ ){ - vert->pos[j] = vg_clampf(pos[j],0.0f,1.0f) * 65535.0f; - vert->norm[j] = vg_clampf(vn[j],-1.0f,1.0f) * 127.0f; - } - - f32 brightness = vg_clampf( v3_dot( vn, light_dir ), 0.0f, 1.0f ); - - v4f col = {0.0f,0.0f,0.0f,0.0f}; - if( surf->info.surface_prop == k_surface_prop_wood ){ - v4_copy( (v4f){0.66f,0.6f,0.5f}, col ); - } - else if( surf->info.surface_prop == k_surface_prop_grass ){ - v4_copy( (v4f){0.42f,0.5f,0.33f}, col ); - } - else if( surf->info.surface_prop == k_surface_prop_concrete ){ - v4_copy( (v4f){0.57f,0.57f,0.55f}, col ); - } - else if( surf->info.surface_prop == k_surface_prop_metal ){ - v4_copy( (v4f){0.76f,0.76f,0.75f}, col ); - } - else{ - v4_copy( (v4f){0.2f,0.2f,0.2f}, col ); - } - - v4_copy( (v4f){0.2f,0.2f,0.26f}, col ); - v3_muls( col, brightness*0.25f, col ); - - for( u32 j=0; j<4; j++ ){ - vert->colour[j] = col[j] * 255.0f; - } - } - } + world_routes_gen_meshes( world, i, &world->scene_lines, pcbuf ); } -too_many_points: - vg_info( "finished awesome algorithm! yipee (%u)!\n", generated_points ); - } + 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 ); - call1->size = generated_points; - vg_async_dispatch( call, async_scene_upload ); - vg_async_dispatch( call1, async_pointcloud_sub ); + vg_async_dispatch( call_scene, async_scene_upload ); + vg_async_dispatch( call_pointcloud, async_pointcloud_sub ); world_routes_clear( world ); }