X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_routes.h;h=b43ec0ee1fe63762acd9103971002f2e70906490;hb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;hp=a4624dc8f579c6b7308f363c014308d2c6afd683;hpb=89032d64e2867adb66e4598a0c66d3e853a22bb0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_routes.h b/world_routes.h index a4624dc..b43ec0e 100644 --- a/world_routes.h +++ b/world_routes.h @@ -1,613 +1,598 @@ +/* + * 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 +#include "world.h" +#include "world_gate.h" +#if 0 #include "shaders/vblend.h" -#include "shaders/route.h" +#endif -struct subworld_routes -{ - struct route_node - { - v3f co, right, up, h; - u32 next[2]; +#include "shaders/scene_route.h" +#include "shaders/routeui.h" - u32 is_gate, gate_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; - - double time_passed; /* When did we last pass this gate? */ - u32 passed_version; /* Incremented on every reset */ + if( pti->achievement_id ) + { + steam_set_achievement( pti->achievement_id ); + steam_store_achievements(); + } } - *gates; - - u32 gate_count, - gate_cap; + else + { + vg_warn( "There is no associated track for this record...\n" ); + } +#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; ient_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; ient_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; 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; + 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; ient_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; ient_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; icheckpoints_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; sjent_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; 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 ); } } - - 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(); - if( r->current_run_version == 0 ) return; + 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 sj = 0; - for( u32 i=0; inodes[stack[i]].is_gate && r->nodes[stack[(i+1)%si]].is_gate ) - stack[sj ++] = r->nodes[stack[i]].gate_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 descend_allowance = 1; - double lap_time = 0.0; + travel_length += v3_dist( p, last ); - for( u32 i=0; igates[stack[i]], - *pb = &r->gates[stack[(i+1) % sj]]; + float mod = k_sample_dist / v3_dist( p, pd ); - vg_info( " pa: %u, pb: %u\n", pa->passed_version, pb->passed_version ); - - int version_inorder = 0; - double diff = 0.0; + v3f v0,up, right; - if( pb->passed_version == pa->passed_version+1 ) - { - version_inorder = 1; - diff = pb->time_passed - pa->time_passed; - } - else if( pb->passed_version == pa->passed_version+1-sj && - pa->passed_version+1 == r->current_run_version ) + 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 )) { - version_inorder = 1; - diff = new_pass_time - pa->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 + last_valid = 0; - if( !version_inorder ) + if( t == 1.0f ) return; - lap_time += diff; - } + t += 1.0f*mod; + if( t > 1.0f ) + t = 1.0f; - /* We've now verified the run was completed correctly */ - vg_success( "Lap time set. route %u: %lf\n", route, lap_time ); + v3_copy( p, last ); + } } -static void world_routes_activate_gate( u32 id ) +VG_STATIC void world_routes_create_mesh( world_instance *world, u32 route_id ) { - struct subworld_routes *r = subworld_routes(); - struct route_gate *ig = &r->gates[id]; - struct route_node *pnode = &r->nodes[ig->node_id], - *pdest = &r->nodes[pnode->next[0]]; + ent_route *route = mdl_arritm( &world->ent_route, route_id ); + u32 last_valid = 0; - r->active_gate = id; + for( int i=0; icheckpoints_count; i++ ){ + int i0 = route->checkpoints_start+i, + i1 = route->checkpoints_start+((i+1)%route->checkpoints_count); - for( u32 i=0; iroute_count; i++ ) - { - struct route *route = &r->routes[i]; + ent_checkpoint *c0 = mdl_arritm(&world->ent_checkpoint, i0), + *c1 = mdl_arritm(&world->ent_checkpoint, i1); - route->active = 0; - for( u32 j=0; jref_count; j++ ) - { - if( pdest->route_ids[j] == i ) - { - world_routes_verify_run( i, vg_time ); - route->active = 1; - break; - } - } - } - - ig->time_passed = vg_time; - ig->passed_version = r->current_run_version; - r->current_run_version ++; -} + ent_gate *start_gate = mdl_arritm( &world->ent_gate, c0->gate_index ); + start_gate = mdl_arritm( &world->ent_gate, start_gate->target ); -static void world_routes_debug(void) -{ - struct subworld_routes *r = subworld_routes(); + ent_gate *end_gate = mdl_arritm( &world->ent_gate, c1->gate_index ); - for( int i=0; inode_count; i++ ) - { - struct route_node *rn = &r->nodes[i]; - vg_line_pt3( rn->co, 1.0f, rn->is_gate? 0xffffff00: 0xff00b2ff ); - } + v4f p[3]; - for( int i=0; iroute_count; i++ ) - { - struct route *route = &r->routes[i]; + 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 ++; - u32 stack[64]; - u32 si = world_routes_get_path( route->start, stack ); + if( !c0->path_count ) + continue; - u32 colours[] = { 0xfff58142, 0xff42cbf5, 0xff42f56c, 0xfff542b3, - 0xff5442f5 }; + /* this is so that we get nice flow through the gates */ + v3f temp_alignments[2]; + ent_gate *both[] = { start_gate, end_gate }; - u32 cc = colours[i%vg_list_size(colours)]; + for( int j=0; j<2; j++ ){ + int pi = c0->path_start + ((j==1)? c0->path_count-1: 0); - for( int sj=0; sjnodes[stack[sj]], &r->nodes[stack[sk]], cc, - (float)i ); + 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 i=0; inode_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 ); + + 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] ); } } -} -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; ient_gate); i++ ){ + ent_gate *gate = mdl_arritm( &world->ent_gate, i ); + gate->ref_count = 0; + gate->ref_total = 0; + } - for( int i=0; iroute_count; i++ ) - { - struct route *route = &r->routes[i]; + for( u32 i=0; ient_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; kent_route); k++ ){ + ent_route *route = mdl_arritm( &world->ent_route, k ); - 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); - for( int sj=0; sjent_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->is_gate && rnk->is_gate ) - { - 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->is_gate ) - { - 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; 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 ++; - 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; 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 ); } -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(); - - m4x3f identity_matrix; - m4x3_identity( identity_matrix ); + vg_info( "Initializing routes\n" ); - shader_route_use(); - shader_route_uTexGarbage(0); - shader_link_standard_ub( _shader_route.id, 2 ); - bind_terrain_textures(); + 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; + } + } - shader_route_uPv( projection ); - shader_route_uMdl( identity_matrix ); - shader_route_uCamera( camera ); + for( u32 i=0; ient_route); i++ ){ + ent_route *route = mdl_arritm(&world->ent_route,i); - scene_bind( &r->scene_lines ); + 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( int i=0; iroute_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; inode_count; i++ ) - { - mdl_node *pnode = mdl_node_from_id(mdl,i); - m4x3f transform; + world_global.time += vg.time_delta; - 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; - - 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; - - /* TODO */ - if( inf->target ) - { - mdl_node *pother = mdl_node_from_id( mdl, inf->target ); - - if( pother->classtype == k_classtype_gate ) - { - struct route_gate *rg = &r->gates[r->gate_count]; - rg->node_id = r->node_count; - rg->passed_version = 0; - rg->time_passed = 0.0; - - 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 ); - - r->gate_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; - } + 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 ); + } +} - 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 ) ); +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 ); - struct route *route = &r->routes[r->route_count]; +VG_STATIC void render_world_routes( world_instance *world, camera *cam ) +{ + m4x3f identity_matrix; + m4x3_identity( identity_matrix ); - v3_copy( inf->colour, route->colour ); - route->colour[3] = 1.0f; + 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 ); - route->name = NULL; - route->start = inf->id_start; - route->active = 0; - route->factive = 0.0f; + v4f colour; + v3_lerp( (v3f){0.7f,0.7f,0.7f}, route->colour, route->factive, colour ); + colour[3] = route->factive*0.2f; - r->route_count ++; - } + shader_scene_route_uColour( colour ); + mdl_draw_submesh( &route->sm ); } - /* - * Apply correct system-local ids - */ - for( int i=0; inode_count; i++ ) - { - struct route_node *rn = &r->nodes[i]; - - for( int j=0; j<2; j++ ) - world_id_fixup( &rn->next[j], mdl ); - } + 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 }); - for( int i=0; iroute_count; i++ ) - { - struct route *route = &r->routes[i]; - world_id_fixup( &route->start, mdl ); - } + mesh_bind( &world_global.mesh_gate ); - /* - * Gather references - */ - for( int i=0; iroute_count; i++ ) - { - struct route *route = &r->routes[i]; + /* skip writing into the motion vectors for this */ + glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } ); - u32 stack[64]; - u32 si = world_routes_get_path( route->start, stack ); + for( u32 i=0; ient_route); i++ ){ + ent_route *route = mdl_arritm( &world->ent_route, i ); - for( int sj=0; sjnodes[ stack[sj] ]; - rn->route_ids[ rn->ref_count ++ ] = 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->checkpoints_start + + (route->active_checkpoint+1) % route->checkpoints_count; - if( rn->ref_count > 4 ) - vg_warn( "Too many references on route node %i\n", 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 ); + + 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 */