fix regression with gate flipping
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.h
index 39a1e78d39dffdf8b2ff6f6034afd24aa039f910..13b14785df386cef816b646800845d2741ecf6e1 100644 (file)
 /*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
-#ifndef WORLD_GATE_H
-#define WORLD_GATE_H
+#pragma once
 
-#define GATE_RENDER_PERFORMANCE
+#include "vg/vg_camera.h"
+#include "world.h"
+#include "shaders/model_gate.h"
+#include "entity.h"
 
-#include "common.h"
-#include "model.h"
-#include "render.h"
-
-#ifndef GATE_RENDER_PERFORMANCE
-  #include "shaders/gate.h"
-#else
-  #include "shaders/gatelq.h"
-#endif
-
-#include "world_water.h"
-
-
-static struct
-{
-   struct framebuffer fb;
-   glmesh mdl;
-}
-grender =
-{
-   .fb = {
-      .format = GL_RGB,
-      .div = 1
-   }
-};
-
-static void gate_transform_update( teleport_gate *gate )
-{
-   m4x3f to_local;
-
-   q_m3x3( gate->q[0], gate->to_world );
-   v3_copy( gate->co[0], gate->to_world[3] );
-   
-   m4x3_invert_affine( gate->to_world, to_local );
-
-   q_m3x3( gate->q[1], gate->recv_to_world );
-   v3_copy( gate->co[1], gate->recv_to_world[3] );
-   m4x3_mul( gate->recv_to_world, to_local, gate->transport );
-}
-
-static void world_gates_init(void)
-{
-   vg_info( "world_gates_init\n" );
-
-#ifndef GATE_RENDER_PERFORMANCE
-   shader_gate_register();
-#else
-   shader_gatelq_register();
-#endif
-
-   mdl_header *mgate = mdl_load( "models/rs_gate.mdl" );
-
-   vg_acquire_thread_sync();
-   {
-      fb_init( &grender.fb );
-      mdl_unpack_glmesh( mgate, &grender.mdl );
-   }
-   vg_release_thread_sync();
-}
-
-static void world_gates_free(void*_)
+struct world_gates
 {
-   fb_free( &grender.fb );
-}
+   glmesh mesh;
+   mdl_submesh sm_surface, sm_marker[4];
+   vg_camera cam;
 
-static void gate_fb_resize(void)
-{
-   fb_resize( &grender.fb );
+   v3f userportal_co;
 }
+extern world_gates;
 
-static int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera )
-{
-   v3f viewdir, gatedir;
-   m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir );
-   m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir );
-
-   v3f v0;
-   v3_sub( viewpos, gate->co[0], v0 );
-   if( v3_dot(v0, gatedir) >= 0.0f )
-      return 0;
-
-   if( v3_dist( viewpos, gate->co[0] ) > 100.0f )
-      return 0;
-
-   v3f a,b,c,d;
-
-   float sx = gate->dims[0],
-         sy = gate->dims[1];
-   m4x3_mulv( gate->to_world, (v3f){-sx,-sy,0.0f}, a );
-   m4x3_mulv( gate->to_world, (v3f){ sx,-sy,0.0f}, b );
-   m4x3_mulv( gate->to_world, (v3f){ sx, sy,0.0f}, c );
-   m4x3_mulv( gate->to_world, (v3f){-sx, sy,0.0f}, d );
-
-   vg_line( a,b, 0xffffa000 );
-   vg_line( b,c, 0xffffa000 );
-   vg_line( c,d, 0xffffa000 );
-   vg_line( d,a, 0xffffa000 );
-
-   vg_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 );
-
-   m4x3f cam_new;
-   m4x3_mul( gate->transport, camera, cam_new );
-   
-   vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 );
-
-   m4x3f gate_xform;
-   m4x3_copy( gate->to_world, gate_xform );
-   m4x3_scalev( gate_xform, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
-   
-   m4x3f inverse;
-   m4x3_invert_affine( cam_new, inverse );
-
-   m4x4f view;
-   m4x3_expand( inverse, view );
-
-   v4f surface;
-   m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
-   surface[3] = v3_dot( surface, gate->co[1] );
+void world_gates_init(void);
+void gate_transform_update( ent_gate *gate );
+int render_gate( world_instance *world, world_instance *world_inside,
+                    ent_gate *gate, vg_camera *cam );
 
-   m4x4f projection;
-   pipeline_projection( projection, 0.1f, 900.0f );
-   
-   m4x3_mulp( inverse, surface, surface );
-   surface[3] = -fabsf(surface[3]);
-   plane_clip_projection( projection, surface );
+int gate_intersect( ent_gate *gate, v3f pos, v3f last );
+u32 world_intersect_gates( world_instance *world, v3f pos, v3f last );
 
-   m4x4_mul( projection, view, projection );
-
-#ifndef GATE_RENDER_PERFORMANCE
-      fb_use( &grender.fb );
-      glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
-      glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-#else
-      shader_gatelq_use();
-      shader_gatelq_uPv( vg.pv );
-      shader_gatelq_uMdl( gate_xform );
-      shader_gatelq_uCam( viewpos );
-      shader_gatelq_uTime( vg.time*0.25f );
-      shader_gatelq_uInvRes( (v2f){
-            1.0f / (float)vg.window_x,
-            1.0f / (float)vg.window_y });
-
-      glEnable( GL_STENCIL_TEST );
-      glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );  
-      glStencilFunc( GL_ALWAYS, 1, 0xFF ); 
-      glStencilMask( 0xFF );
-
-      mesh_bind( &grender.mdl );
-      mesh_draw( &grender.mdl );
-
-      glClear( GL_DEPTH_BUFFER_BIT );
-      glStencilFunc( GL_EQUAL, 1, 0xFF );
-      glStencilMask( 0x00 ); 
-#endif
-
-   render_world( projection, cam_new );
-
-#ifndef GATE_RENDER_PERFORMANCE
-
-      /*
-       * NOTE: Need to find a way to draw a stencil buffer into the water 
-       *       rendering 
-       */
-
-      render_water_texture( cam_new );
-      fb_use( &grender.fb );
-
-      render_water_surface( projection, cam_new );
-      fb_use( NULL );
-
-      shader_gate_use();
-
-      shader_gate_uPv( vg_pv );
-      shader_gate_uMdl( gate_xform );
-
-      fb_bindtex( &grender.fb, 0 );
-
-      shader_gate_uCam( viewpos );
-      shader_gate_uTexMain( 0 );
-      shader_gate_uTexWater( 1 );
-      shader_gate_uTime( vg_time*0.25f );
-      shader_gate_uInvRes( (v2f){
-            1.0f / (float)vg_window_x,
-            1.0f / (float)vg_window_y });
-      
-      glEnable(GL_BLEND);
-      glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-      glBlendEquation(GL_FUNC_ADD);
-
-      mesh_bind( &grender.mdl );
-      mesh_draw( &grender.mdl );
-
-      glDisable(GL_BLEND);
-#else
-      glDisable( GL_STENCIL_TEST );
-
-      render_water_texture( cam_new );
-      fb_use( NULL );
-      glEnable( GL_STENCIL_TEST );
-
-      render_water_surface( projection, cam_new );
-
-      glStencilMask( 0xFF );
-      glStencilFunc( GL_ALWAYS, 1, 0xFF );
-      glDisable( GL_STENCIL_TEST );
-#endif
-
-   return 1;
-}
-
-static int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
-{
-   v4f surface;
-   m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
-   surface[3] = v3_dot( surface, gate->co[0] );
-
-   v3f v0, c, delta, p0;
-   v3_sub( pos, last, v0 );
-   float l = v3_length( v0 );
-   v3_divs( v0, l, v0 );
-
-   v3_muls( surface, surface[3], c );
-   v3_sub( c, last, delta );
-
-   float d = v3_dot(surface, v0);
-
-   if( d > 0.00001f )
-   {
-      float t = v3_dot(delta, surface) / d;
-      if( t >= 0.0f && t <= l )
-      {
-         v3f local, rel;
-         v3_muladds( last, v0, t, local );
-         v3_sub( gate->co[0], local, rel );
-
-         v3f vup, vside;
-         m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-         m3x3_mulv( gate->to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
-         v2f xy = { v3_dot( rel, vside ), v3_dot( rel, vup ) };
-
-         if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
-         {
-            return 1;
-         }
-      }
-   }
-
-   return 0;
-}
+void ent_gate_call( world_instance *world, ent_call *call );
+void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl );
 
-#endif /* WORLD_GATE_H */
+void world_link_gates_async( void *payload, u32 size );
+void world_unlink_nonlocal( world_instance *world );
+void render_gate_unlinked( world_instance *world,
+                           ent_gate *gate, vg_camera *cam );