#include "shaders/vblend.h"
#include "shaders/route.h"
+#include "shaders/routeui.h"
enum route_special_type
{
k_route_special_type_collector = 2
};
+enum { k_max_ui_segments = 32 };
+enum { k_route_ui_max_verts = 2000 };
+enum { k_route_ui_max_indices = 3000 };
+
struct subworld_routes
{
struct route_node
u32 start;
mdl_submesh sm;
-
+
int active;
float factive;
+
+ double best_lap; /* Session */
+
+ struct
+ {
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
+
+ float last_notch;
+
+ struct route_ui_segment
+ {
+ float time;
+
+ u32 vertex_start, vertex_count,
+ index_start, index_count;
+ }
+ segments[k_max_ui_segments];
+
+ u32 segment_start, segment_count;
+ }
+ ui;
}
*routes;
return 0;
}
+/*
+ * Free a segment from the UI bar to be reused later
+ */
+static void world_routes_ui_popfirst( u32 route )
+{
+ struct subworld_routes *r = subworld_routes();
+ struct route *pr = &r->routes[route];
+
+ if( pr->ui.segment_count )
+ {
+ pr->ui.segment_start ++;
+
+ if( pr->ui.segment_start == 32 )
+ pr->ui.segment_start = 0;
+
+ pr->ui.segment_count --;
+ }
+}
+
+/*
+ * Break a index range into two pieces over the edge of the maximum it can
+ * store. s1 is 0 always, so its a ring buffer.
+ */
+static void world_routes_ui_split_indices( u32 s0, u32 count, u32 *c0, u32 *c1 )
+{
+ *c0 = (VG_MIN( s0+count, k_route_ui_max_indices )) - s0;
+ *c1 = count-(*c0);
+}
+
+/*
+ * Place a set of indices into gpu array automatically splits
+ * across bounds
+ */
+static void world_routes_ui_set_indices( struct route *pr,
+ u16 *indices, u32 count )
+{
+ u32 c0, c1;
+ world_routes_ui_split_indices( pr->ui.indices_head, count, &c0, &c1 );
+
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, pr->ui.ebo );
+
+ if( c0 )
+ {
+ glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, pr->ui.indices_head*sizeof(u16),
+ c0*sizeof(u16), indices );
+ }
+
+ if( c1 )
+ {
+ glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, 0, c1*sizeof(u16), indices+c0 );
+ pr->ui.indices_head = c1;
+ }
+ else
+ pr->ui.indices_head += c0;
+}
+
+/*
+ * Place a set of vertices into gpu array
+ */
+static u32 world_routes_ui_set_verts( struct route *pr, v2f *verts, u32 count )
+{
+ if( pr->ui.vertex_head + count >= k_route_ui_max_verts )
+ pr->ui.vertex_head = 0;
+
+ u32 vert_start = pr->ui.vertex_head;
+ pr->ui.vertex_head += count;
+
+ glBindBuffer( GL_ARRAY_BUFFER, pr->ui.vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, (GLintptr)(vert_start*sizeof(v2f)),
+ sizeof(v2f)*count, verts );
+
+ return vert_start;
+}
+
+/*
+ * Update the last (count) vertices positions, does not add any.
+ * Data must already be written to, and not cross either array boundaries.
+ */
+static u32 world_routes_ui_update_verts( struct route *pr,
+ v2f *verts, u32 count )
+{
+ u32 vert_start = pr->ui.vertex_head-count;
+
+ glBindBuffer( GL_ARRAY_BUFFER, pr->ui.vbo );
+ glBufferSubData( GL_ARRAY_BUFFER, (GLintptr)(vert_start*sizeof(v2f)),
+ sizeof(v2f)*count, verts );
+
+ return vert_start;
+}
+
+/*
+ * Current/active segment of this UI bar
+ */
+static struct route_ui_segment *world_routes_ui_curseg( struct route *pr )
+{
+ u32 index = (pr->ui.segment_start+pr->ui.segment_count-1)%k_max_ui_segments;
+ return &pr->ui.segments[ index ];
+}
+
+/*
+ * Start a new segment in the UI bar, will create a split on the last one if
+ * there is one active currently. (api)
+ */
+static void world_routes_ui_newseg( u32 route, float time )
+{
+ struct subworld_routes *r = subworld_routes();
+ struct route *pr = &r->routes[route];
+
+ pr->ui.last_notch = 0.0;
+
+ glBindVertexArray( pr->ui.vao );
+ if( pr->ui.segment_count )
+ {
+ float const k_gap_width = 1.0f;
+
+ v2f verts[2];
+ verts[0][0] = time-k_gap_width;
+ verts[0][1] = 0.5f;
+ verts[1][0] = time-k_gap_width;
+ verts[1][1] = -0.5f;
+
+ world_routes_ui_update_verts( pr, verts, 2 );
+ }
+
+ pr->ui.segment_count ++;
+ struct route_ui_segment *segment = world_routes_ui_curseg(pr);
+
+ v2f verts[4];
+ verts[0][0] = 0.0f;
+ verts[0][1] = 0.5f;
+ verts[1][0] = 0.0f;
+ verts[1][1] = -0.5f;
+ verts[2][0] = 0.0f;
+ verts[2][1] = 0.5f;
+ verts[3][0] = 0.0f;
+ verts[3][1] = -0.5f;
+
+ u32 vert_start = world_routes_ui_set_verts( pr, verts, 4 );
+
+ u16 indices[6];
+ indices[0] = vert_start + 0;
+ indices[1] = vert_start + 1;
+ indices[2] = vert_start + 3;
+ indices[3] = vert_start + 0;
+ indices[4] = vert_start + 3;
+ indices[5] = vert_start + 2;
+
+ segment->vertex_start = vert_start;
+ segment->vertex_count = 4;
+ segment->index_start = pr->ui.indices_head;
+ segment->index_count = 6;
+
+ world_routes_ui_set_indices( pr, indices, 6 );
+}
+
+/*
+ * Extend the end of the bar
+ */
+static void world_routes_ui_updatetime( u32 route, float time )
+{
+ struct subworld_routes *r = subworld_routes();
+ struct route *pr = &r->routes[route];
+
+ v2f verts[2];
+ verts[0][0] = time;
+ verts[0][1] = 0.5f;
+ verts[1][0] = time;
+ verts[1][1] = -0.5f;
+
+ u32 vert_start = pr->ui.vertex_head-2;
+
+ glBindVertexArray( pr->ui.vao );
+ world_routes_ui_update_verts( pr, verts, 2 );
+}
+
+/*
+ * Create a notch in the bar, used when a reset is triggered by the user
+ */
+static void world_routes_ui_notch( u32 route, float time )
+{
+ struct subworld_routes *r = subworld_routes();
+ struct route *pr = &r->routes[route];
+
+ if( (time - pr->ui.last_notch) > 1.0 )
+ {
+ v2f verts[8];
+
+ float const k_notch_width = 1.0f;
+
+ float xa = time-k_notch_width,
+ xb = time-k_notch_width * 0.5f,
+ xc = time;
+
+ verts[0][0] = xa;
+ verts[0][1] = 0.5f;
+ verts[1][0] = xa;
+ verts[1][1] = -0.5f;
+
+ verts[2][0] = xb;
+ verts[2][1] = 0.25f;
+ verts[3][0] = xb;
+ verts[3][1] = -0.25f;
+
+ verts[4][0] = xc;
+ verts[4][1] = 0.5f;
+ verts[5][0] = xc;
+ verts[5][1] = -0.5f;
+
+ verts[6][0] = xc;
+ verts[6][1] = 0.5f;
+ verts[7][0] = xc;
+ verts[7][1] = -0.5f;
+
+ glBindVertexArray( pr->ui.vao );
+ u32 vert_start_mod = world_routes_ui_update_verts( pr, verts, 2 ),
+ vert_start_new = world_routes_ui_set_verts( pr, verts+2, 6 );
+
+ u16 indices[18];
+ indices[ 0] = vert_start_mod+1;
+ indices[ 1] = vert_start_new+0;
+ indices[ 2] = vert_start_mod+0;
+ indices[ 3] = vert_start_mod+1;
+ indices[ 4] = vert_start_new+1;
+ indices[ 5] = vert_start_new+0;
+
+ indices[ 6] = vert_start_new+0;
+ indices[ 7] = vert_start_new+1;
+ indices[ 8] = vert_start_new+3;
+ indices[ 9] = vert_start_new+0;
+ indices[10] = vert_start_new+3;
+ indices[11] = vert_start_new+2;
+
+ indices[12] = vert_start_new+3;
+ indices[13] = vert_start_new+4;
+ indices[14] = vert_start_new+2;
+ indices[15] = vert_start_new+3;
+ indices[16] = vert_start_new+5;
+ indices[17] = vert_start_new+4;
+
+ world_routes_ui_set_indices( pr, indices, 18 );
+
+ pr->ui.last_notch = time;
+
+ struct route_ui_segment *segment = world_routes_ui_curseg(pr);
+ segment->vertex_count += 6;
+ segment->index_count += 18;
+ }
+}
+
+static void world_routes_ui_draw( u32 route )
+{
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
+
+ struct subworld_routes *r = subworld_routes();
+ struct route *pr = &r->routes[route];
+
+ shader_routeui_use();
+ glBindVertexArray( pr->ui.vao );
+
+ for( u32 i=0; i<pr->ui.segment_count; i++ )
+ {
+ u32 j = (pr->ui.segment_start + i) % k_max_ui_segments;
+ struct route_ui_segment *segment = &pr->ui.segments[j];
+
+ u32 c0, c1;
+ world_routes_ui_split_indices( segment->index_start,
+ segment->index_count, &c0, &c1 );
+
+ if( c0 )
+ glDrawElements( GL_TRIANGLES, c0, GL_UNSIGNED_SHORT,
+ (void *)(segment->index_start*sizeof(u16)));
+ if( c1 )
+ glDrawElements( GL_TRIANGLES, c1, GL_UNSIGNED_SHORT, (void *)(0) );
+ }
+
+ //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+}
+
/*
* Will scan the whole run for two things;
* 1: we set a new record for the total, complete loop around the course
r->current_run_version = 2;
shader_route_register();
+ shader_routeui_register();
}
static void world_routes_loadfrom( mdl_header *mdl )
route->active = 0;
route->factive = 0.0f;
+ /* OpenGL strips */
+ glGenVertexArrays( 1, &route->ui.vao );
+ glGenBuffers( 1, &route->ui.vbo );
+ glGenBuffers( 1, &route->ui.ebo );
+ glBindVertexArray( route->ui.vao );
+
+ size_t stride = sizeof(v2f);
+
+ glBindBuffer( GL_ARRAY_BUFFER, route->ui.vbo );
+ glBufferData( GL_ARRAY_BUFFER, k_route_ui_max_verts*stride,
+ NULL, GL_DYNAMIC_DRAW );
+ glBindVertexArray( route->ui.vao );
+ glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, route->ui.ebo );
+ glBufferData( GL_ELEMENT_ARRAY_BUFFER,
+ k_route_ui_max_indices*sizeof(u16), NULL,
+ GL_DYNAMIC_DRAW );
+
+ glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, stride, (void *)0 );
+ glEnableVertexAttribArray( 0 );
+ VG_CHECK_GL();
+
+ route->ui.indices_head = k_route_ui_max_indices - 9;
+ route->ui.vertex_head = k_route_ui_max_verts - 200;
+ route->ui.segment_start = 0;
+ route->ui.segment_count = 0;
+ route->ui.last_notch = 0.0;
+
r->route_count ++;
}
}