+/*
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef ROUTES_C
+#define ROUTES_C
+
+#include <time.h>
+#include "world_routes.h"
+#include "world_gate.h"
+#include "world_load.h"
+#include "highscores.h"
+
+#include "font.h"
+#include "pointcloud.h"
+#include "gui.h"
+
+#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;
+
+#if 0
+ highscores_push_record( &temp );
+#endif
+
+ struct track_info *ti = &track_infos[ route->official_track_id ];
+ ti->push = 1;
+
+ if( ti->achievement_id ){
+#if 0
+ steam_set_achievement( ti->achievement_id );
+ steam_store_achievements();
+#endif
+ }
+ }
+ 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; i<mdl_arrcount( &world->ent_route ); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+ route->active_checkpoint = 0xffff;
+ }
+
+ for( u32 i=0; i<mdl_arrcount( &world->ent_gate ); i++ ){
+ ent_gate *rg = mdl_arritm( &world->ent_gate, i );
+ rg->timing_version = 0;
+ rg->timing_time = 0.0;
+ }
+
+ world_static.current_run_version += 4;
+ world_static.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 start_time = 0.0;
+ u32 last_version=0;
+
+ u32 valid_count=0;
+
+ for( u32 i=0; i<route->checkpoints_count; i++ ){
+ u32 cpid = (i+route->active_checkpoint) % route->checkpoints_count;
+ cpid += route->checkpoints_start;
+
+ 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 == 1 ){
+ route->timing_base = rg->timing_time;
+ }
+
+ if( i == 0 )
+ start_time = rg->timing_time;
+ else{
+ if( last_version+1 == rg->timing_version ) valid_count ++;
+ else valid_count = 0;
+ }
+
+ last_version = rg->timing_version;
+ vg_info( "%u %f\n", rg->timing_version, rg->timing_time );
+ }
+
+ if( world_static.current_run_version == last_version+1 ){
+ valid_count ++;
+
+ if( route->checkpoints_count == 1 ){
+ route->timing_base = world_static.time;
+ }
+ }
+ else valid_count = 0;
+
+ vg_info( "%u %f\n", world_static.current_run_version, world_static.time );
+
+ if( valid_count==route->checkpoints_count ){
+ double lap_time = world_static.time - start_time;
+ world_routes_local_set_record( world, route, lap_time );
+ }
+
+ route->valid_checkpoints = valid_count+1;
+
+ vg_info( "valid: %u\n", valid_count );
+ 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 )
+{
+ world_static.last_use = world_static.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 );
+
+ u32 active_prev = route->active_checkpoint;
+ route->active_checkpoint = 0xffff;
+
+ 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 );
+ gk = mdl_arritm( &world->ent_gate, gk->target );
+ if( gk == dest ){
+ route->active_checkpoint = k;
+ world_routes_time_lap( world, route );
+ break;
+ }
+ }
+ break;
+ }
+ }
+ }
+
+ dest->timing_version = world_static.current_run_version;
+ dest->timing_time = world_static.time;
+
+ world_static.current_run_version ++;
+}
+
+/* draw lines along the paths */
+VG_STATIC void world_routes_debug( world_instance *world )
+{
+ 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 );
+ }
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_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 != 0xffff ){
+ cc = colours[i%vg_list_size(colours)];
+ }
+
+ for( int i=0; i<route->checkpoints_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; 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 );
+ }
+ }
+}
+
+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 last_valid=0;
+
+ 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;
+
+ int resa = ray_world( world, sa, down, &ha ),
+ resb = ray_world( world, sb, down, &hb );
+
+ if( pcbuf && 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_target) &&
+ (surfb->info.flags & k_material_flag_skate_target) )
+ {
+ scene_vert va, vb;
+
+ float gap = vg_fractf(cur_x*0.5f)*0.02f;
+
+ v3_muladds( ha.pos, up, 0.06f+gap, va.co );
+ v3_muladds( hb.pos, up, 0.06f+gap, 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( scene, &va );
+ scene_push_vert( scene, &vb );
+
+ if( last_valid ){
+ /* Connect them with triangles */
+ scene_push_tri( scene, (u32[3]){
+ last_valid+0-2, last_valid+1-2, last_valid+2-2} );
+ scene_push_tri( scene, (u32[3]){
+ last_valid+1-2, last_valid+3-2, last_valid+2-2} );
+ }
+
+ last_valid = scene->vertex_count;
+ }
+ else
+ last_valid = 0;
+ }
+ 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_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++ ){
+ 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 ),
+ *collector = mdl_arritm( &world->ent_gate, end_gate->target );
+
+ 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->route_count * 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; 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] );
+
+ 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] = collector->ref_count;
+
+ if( i == route->checkpoints_count-1)
+ p[2][3] -= 1.0f;
+
+ p[2][3] -= (float)collector->route_count * 0.5f;
+ //collector->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, route, p, n0, n2, sc, pcbuf );
+
+ /* --- */
+ v4_copy( p[2], p[0] );
+ }
+ }
+
+ 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;
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+/*
+ * Create the strips of colour that run through the world along course paths
+ */
+VG_STATIC void world_gen_routes_generate(void)
+{
+ world_instance *world = world_loading_instance();
+ vg_info( "Generating route meshes\n" );
+ 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 = NULL;
+ pointcloud_buffer *pcbuf = NULL;
+
+ if( world_loader.generate_point_cloud ){
+ call_pointcloud = vg_async_alloc(
+ sizeof(pointcloud_buffer) +
+ sizeof(pointcloud_vert)*POINTCLOUD_POINTS );
+ 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 );
+ gate->ref_count = 0;
+ gate->route_count = 0;
+ }
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_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; k<mdl_arrcount(&world->ent_route); k++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, k );
+
+ for( int i=0; i<route->checkpoints_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 );
+ start_gate->route_count ++;
+
+ if( !c0->path_count )
+ continue;
+
+ 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 ++;
+ }
+ }
+ }
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ world_routes_gen_meshes( world, i, &world->scene_lines, pcbuf );
+ }
+
+ if( world_loader.generate_point_cloud ){
+ 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_pointcloud, async_pointcloud_sub );
+ }
+
+ vg_async_dispatch( call_scene, async_scene_upload );
+
+ world_routes_clear( world );
+}
+
+/* load all routes from model header */
+VG_STATIC void world_gen_routes_ent_init(void)
+{
+ world_instance *world = world_loading_instance();
+ vg_info( "Initializing routes\n" );
+
+ 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;
+ }
+ }
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_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; j<vg_list_size(track_infos); j ++ ){
+ if( !strcmp(track_infos[j].name,
+ mdl_pstr(&world->meta,route->pstr_name))){
+ route->official_track_id = j;
+ }
+ }
+
+ 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( 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] == i ){
+ vg_error( "already assigned route to gate\n" );
+ break;
+ }
+ if( gate->routes[k] == 0xffff ){
+ gate->routes[k] = i;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, i );
+ }
+
+ world_routes_clear( world );
+}
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC void world_routes_init(void)
+{
+ world_static.current_run_version = 200;
+ world_static.time = 300.0;
+ world_static.last_use = 0.0;
+
+ shader_scene_route_register();
+ shader_routeui_register();
+}
+
+VG_STATIC void world_routes_update( world_instance *world )
+{
+ world_static.time += vg.time_delta;
+
+ 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 == 0xffff? 0: 1;
+ route->factive = vg_lerpf( route->factive, target, 0.6f*vg.time_delta );
+ }
+
+ for( u32 i=0; i<world_render.text_particle_count; i++ ){
+ struct text_particle *particle = &world_render.text_particles[i];
+ rb_object_debug( &particle->obj, VG__RED );
+ }
+}
+
+VG_STATIC void world_routes_fixedupdate( world_instance *world )
+{
+ rb_solver_reset();
+
+ for( u32 i=0; i<world_render.text_particle_count; i++ ){
+ struct text_particle *particle = &world_render.text_particles[i];
+
+ if( rb_global_has_space() ){
+ rb_ct *buf = rb_global_buffer();
+
+ int l = rb_sphere__scene( particle->obj.rb.to_world,
+ &particle->obj.inf.sphere,
+ NULL, &world->rb_geo.inf.scene, buf );
+
+ for( int j=0; j<l; j++ ){
+ buf[j].rba = &particle->obj.rb;
+ buf[j].rbb = &world->rb_geo.rb;
+ }
+
+ rb_contact_count += l;
+ }
+ }
+
+ 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_randf64() );
+ }
+
+ for( int i=0; i<6; i++ ){
+ rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+ }
+
+ for( u32 i=0; i<world_render.text_particle_count; i++ ){
+ struct text_particle *particle = &world_render.text_particles[i];
+ rb_iter( &particle->obj.rb );
+ }
+
+ for( u32 i=0; i<world_render.text_particle_count; i++ ){
+ struct text_particle *particle = &world_render.text_particles[i];
+ rb_update_transform( &particle->obj.rb );
+ }
+}
+
+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 world_routes_update_timer_texts( world_instance *world )
+{
+ world_render.timer_text_count = 0;
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ if( route->active_checkpoint != 0xffff ){
+ u32 next = route->active_checkpoint+1;
+ 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 );
+ ent_gate *dest = mdl_arritm( &world->ent_gate, gate->target );
+
+ u32 j=0;
+ for( ; j<4; j++ ){
+ if( dest->routes[j] == i ){
+ break;
+ }
+ }
+
+ float h0 = 0.8f,
+ h1 = 1.2f,
+ depth = 0.4f,
+ size = 0.4f;
+
+ struct timer_text *text =
+ &world_render.timer_texts[ world_render.timer_text_count ++ ];
+
+ text->gate = gate;
+ text->route = route;
+
+ if( route->valid_checkpoints >= route->checkpoints_count ){
+ double lap_time = world_static.time - route->timing_base,
+ time_centiseconds = lap_time * 100.0;
+
+ if( time_centiseconds > (float)0xfffe ) time_centiseconds = 0.0;
+
+ u16 centiseconds = time_centiseconds,
+ seconds = centiseconds / 100,
+ minutes = seconds / 60;
+
+ centiseconds %= 100;
+ seconds %= 60;
+ minutes %= 60;
+
+ if( minutes > 9 ) minutes = 9;
+
+ int j=0;
+ if( minutes ){
+ highscore_intr( text->text, minutes, 1, ' ' ); j++;
+ text->text[j++] = ':';
+ }
+
+ if( seconds >= 10 || minutes ){
+ highscore_intr( text->text+j, seconds, 2, '0' ); j+=2;
+ }
+ else{
+ highscore_intr( text->text+j, seconds, 1, '0' ); j++;
+ }
+
+ text->text[j++] = '.';
+ highscore_intr( text->text+j, centiseconds, 1, '0' ); j++;
+ text->text[j] = '\0';
+ }
+ else{
+ highscore_intr( text->text, route->valid_checkpoints, 1, ' ' );
+ text->text[1] = '/';
+ highscore_intr( text->text+2, route->checkpoints_count+1, 1, ' ' );
+ text->text[3] = '\0';
+ }
+
+ float align_r = font3d_string_width( &gui.font, 0, text->text );
+ align_r *= size;
+
+ v3f positions[] = {
+ { -0.92f, h0, depth },
+ { 0.92f - align_r, h0, depth },
+ { -0.92f, h1, depth },
+ { 0.92f - align_r, h1, depth },
+ };
+
+ if( dest->route_count == 1 ){
+ positions[0][0] = -align_r*0.5f;
+ positions[0][1] = h1;
+ }
+
+ m3x3_copy( gate->to_world, text->transform );
+ float ratio = v3_length(text->transform[0]) /
+ v3_length(text->transform[1]);
+
+ m3x3_scale( text->transform, (v3f){ size, size*ratio, 0.1f } );
+ m4x3_mulv( gate->to_world, positions[j], text->transform[3] );
+ }
+ }
+}
+
+VG_STATIC void world_routes_fracture( world_instance *world, ent_gate *gate,
+ v3f imp_co, v3f imp_v )
+{
+ world_render.text_particle_count = 0;
+
+ for( u32 i=0; i<world_render.timer_text_count; i++ ){
+ struct timer_text *text = &world_render.timer_texts[i];
+
+ if( text->gate != gate ) continue;
+
+ m4x3f transform;
+ m4x3_mul( gate->transport, text->transform, transform );
+
+ v3f co, s;
+ v4f q;
+ m4x3_decompose( transform, co, q, s );
+
+ v3f offset;
+ v3_zero( offset );
+
+ v4f colour;
+ float brightness = 0.3f + world->ub_lighting.g_day_phase;
+ v3_muls( text->route->colour, brightness, colour );
+ colour[3] = 1.0f-text->route->factive;
+
+ for( u32 j=0;; j++ ){
+ char c = text->text[j];
+ if( !c ) break;
+
+ ent_glyph *glyph = font3d_glyph( &gui.font, 0, c );
+ if( !glyph ) continue;
+
+ if( c >= (u32)'0' && c <= (u32)'9' && glyph->indice_count ){
+ struct text_particle *particle =
+ &world_render.text_particles[world_render.text_particle_count++];
+
+ particle->glyph = glyph;
+ v4_copy( colour, particle->colour );
+
+ v3f origin;
+ v2_muls( glyph->size, 0.5f, origin );
+ origin[2] = -0.5f;
+
+ v3f world_co;
+
+ v3_add( offset, origin, world_co );
+ m4x3_mulv( transform, world_co, world_co );
+
+ float r = vg_maxf( s[0]*glyph->size[0], s[1]*glyph->size[1] )*0.5f;
+
+ m3x3_identity( particle->mlocal );
+ m3x3_scale( particle->mlocal, s );
+ origin[2] *= s[2];
+ v3_muls( origin, -1.0f, particle->mlocal[3] );
+
+ v3_copy( world_co, particle->obj.rb.co );
+ 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_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;
+
+ rb_init_object( &particle->obj );
+ }
+ offset[0] += glyph->size[0];
+ }
+ }
+}
+
+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] );
+
+ 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 );
+
+ 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 );
+ }
+
+ /* timers
+ * ---------------------------------------------------- */
+ if( layer_depth == 0 ){
+ font3d_bind( &gui.font, cam );
+
+ for( u32 i=0; i<world_render.timer_text_count; i++ ){
+ struct timer_text *text = &world_render.timer_texts[i];
+
+ v4f colour;
+ float brightness = 0.3f + world->ub_lighting.g_day_phase;
+ v3_muls( text->route->colour, brightness, colour );
+ colour[3] = 1.0f-text->route->factive;
+
+ shader_model_font_uColour( colour );
+ font3d_simple_draw( &gui.font, 0, text->text, cam, text->transform );
+ }
+
+ shader_model_font_uOffset( (v4f){0.0f,0.0f,0.0f,1.0f} );
+
+ for( u32 i=0; i<world_render.text_particle_count; i++ ){
+ struct text_particle *particle = &world_render.text_particles[i];
+
+ m4x4f prev_mtx;
+
+ m4x3_expand( particle->mdl, prev_mtx );
+ m4x4_mul( cam->mtx_prev.pv, prev_mtx, prev_mtx );
+
+ shader_model_font_uPvmPrev( prev_mtx );
+
+ v4f q;
+ m4x3f model;
+ rb_extrapolate( &particle->obj.rb, model[3], q );
+ q_m3x3( q, model );
+
+ m4x3_mul( model, particle->mlocal, particle->mdl );
+ shader_model_font_uMdl( particle->mdl );
+ shader_model_font_uColour( particle->colour );
+
+ mesh_drawn( particle->glyph->indice_start,
+ particle->glyph->indice_count );
+ }
+ }
+
+ /* gate markers
+ * ---------------------------------------------------- */
+
+ 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_gates.mesh );
+
+ /* skip writing into the motion vectors for this */
+ glDrawBuffers( 1, (GLenum[]){ GL_COLOR_ATTACHMENT0 } );
+
+ for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
+ ent_route *route = mdl_arritm( &world->ent_route, i );
+
+ if( route->active_checkpoint != 0xffff ){
+ 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_gates.sm_marker[j] );
+ break;
+ }
+ }
+ }
+ }
+ glDrawBuffers( 2, (GLenum[]){ GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 } );
+}
+
+#endif /* ROUTES_C */