2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
9 #include "world_gate.h"
11 #include "skaterift.h"
18 #include "world_water.h"
21 * Update the transform matrices for gate
23 VG_STATIC
void gate_transform_update( ent_gate
*gate
){
24 if( gate
->flags
& k_ent_gate_flip
){
26 q_axis_angle( qflip
, (v3f
){0.0f
,1.0f
,0.0f
}, VG_PIf
);
27 q_mul( gate
->q
[1], qflip
, gate
->q
[1] );
30 m4x3f to_local
, recv_to_world
;
32 q_m3x3( gate
->q
[0], gate
->to_world
);
33 v3_copy( gate
->co
[0], gate
->to_world
[3] );
35 m4x3_invert_affine( gate
->to_world
, to_local
);
37 q_m3x3( gate
->q
[1], recv_to_world
);
38 v3_copy( gate
->co
[1], recv_to_world
[3] );
39 m4x3_mul( recv_to_world
, to_local
, gate
->transport
);
42 VG_STATIC
void world_gates_init(void)
44 vg_info( "world_gates_init\n" );
46 shader_model_gate_register();
48 vg_linear_clear( vg_mem
.scratch
);
51 mdl_open( &mgate
, "models/rs_gate.mdl", vg_mem
.scratch
);
52 mdl_load_metadata_block( &mgate
, vg_mem
.scratch
);
54 mdl_mesh
*surface
= mdl_find_mesh( &mgate
, "rs_gate" );
55 mdl_submesh
*sm
= mdl_arritm(&mgate
.submeshs
,surface
->submesh_start
);
56 world_gates
.sm_surface
= *sm
;
58 const char *names
[] = { "rs_gate_marker", "rs_gate_marker.001",
59 "rs_gate_marker.002", "rs_gate_marker.003" };
61 for( int i
=0; i
<4; i
++ ){
62 mdl_mesh
*marker
= mdl_find_mesh( &mgate
, names
[i
] );
63 sm
= mdl_arritm( &mgate
.submeshs
, marker
->submesh_start
);
64 world_gates
.sm_marker
[i
] = *sm
;
67 mdl_async_load_glmesh( &mgate
, &world_gates
.mesh
);
72 * Render the view through a gate
74 VG_STATIC
int render_gate( world_instance
*world
, world_instance
*world_inside
,
75 ent_gate
*gate
, camera
*cam
, int layer_depth
)
78 m3x3_mulv( cam
->transform
, (v3f
){0.0f
,0.0f
,-1.0f
}, viewdir
);
79 q_mulv( gate
->q
[0], (v3f
){0.0f
,0.0f
,-1.0f
}, gatedir
);
82 v3_sub( cam
->pos
, gate
->co
[0], v0
);
84 float dist
= v3_dot(v0
, gatedir
);
90 if( v3_dist( cam
->pos
, gate
->co
[0] ) > 100.0f
)
94 f32 w
= gate
->dimensions
[0],
95 h
= gate
->dimensions
[1];
98 m4x3_mulv( gate
->to_world
, (v3f
){-w
,-h
,0.0f
}, a
);
99 m4x3_mulv( gate
->to_world
, (v3f
){ w
,-h
,0.0f
}, b
);
100 m4x3_mulv( gate
->to_world
, (v3f
){ w
, h
,0.0f
}, c
);
101 m4x3_mulv( gate
->to_world
, (v3f
){-w
, h
,0.0f
}, d
);
103 vg_line( a
,b
, 0xffffa000 );
104 vg_line( b
,c
, 0xffffa000 );
105 vg_line( c
,d
, 0xffffa000 );
106 vg_line( d
,a
, 0xffffa000 );
107 vg_line( gate
->co
[0], gate
->co
[1], 0xff0000ff );
110 /* update gate camera */
111 world_gates
.cam
.fov
= cam
->fov
;
112 world_gates
.cam
.nearz
= 0.1f
;
113 world_gates
.cam
.farz
= 2000.0f
;
115 m4x3_mul( gate
->transport
, cam
->transform
, world_gates
.cam
.transform
);
116 camera_update_view( &world_gates
.cam
);
117 camera_update_projection( &world_gates
.cam
);
119 /* Add special clipping plane to projection */
121 q_mulv( gate
->q
[1], (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
122 surface
[3] = v3_dot( surface
, gate
->co
[1] );
124 m4x3_mulp( world_gates
.cam
.transform_inverse
, surface
, surface
);
125 surface
[3] = -fabsf(surface
[3]);
128 m4x4_clip_projection( world_gates
.cam
.mtx
.p
, surface
);
130 /* Ready to draw with new camrea */
131 camera_finalize( &world_gates
.cam
);
133 vg_line_point( world_gates
.cam
.transform
[3], 0.3f
, 0xff00ff00 );
135 shader_model_gate_use();
136 shader_model_gate_uPv( cam
->mtx
.pv
);
137 shader_model_gate_uCam( cam
->pos
);
138 shader_model_gate_uColour( (v4f
){0.0f
,1.0f
,0.0f
,0.0f
} );
139 shader_model_gate_uTime( vg
.time
*0.25f
);
140 shader_model_gate_uInvRes( (v2f
){
141 1.0f
/ (float)vg
.window_x
,
142 1.0f
/ (float)vg
.window_y
});
144 glEnable( GL_STENCIL_TEST
);
145 glStencilOp( GL_KEEP
, GL_KEEP
, GL_REPLACE
);
146 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
147 glStencilMask( 0xFF );
148 glDisable( GL_CULL_FACE
);
151 m4x3_copy( gate
->to_world
, mmdl
);
153 if( gate
->flags
& k_ent_gate_custom_mesh
){
154 mesh_bind( &world
->mesh_no_collide
);
155 for( u32 i
=0; i
<gate
->submesh_count
; i
++ ){
156 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
157 gate
->submesh_start
+i
);
158 mdl_draw_submesh( sm
);
162 m3x3_scale( mmdl
, (v3f
){ gate
->dimensions
[0],
163 gate
->dimensions
[1], 1.0f
} );
165 mesh_bind( &world_gates
.mesh
);
166 mdl_draw_submesh( &world_gates
.sm_surface
);
169 shader_model_gate_uMdl( mmdl
);
171 glClear( GL_DEPTH_BUFFER_BIT
);
172 glStencilFunc( GL_EQUAL
, 1, 0xFF );
173 glStencilMask( 0x00 );
174 glEnable( GL_CULL_FACE
);
177 render_world( world_inside
, &world_gates
.cam
, layer_depth
);
180 glDisable( GL_STENCIL_TEST
);
182 render_water_texture( world_inside
, &world_gates
.cam
, layer_depth
);
183 render_fb_bind( gpipeline
.fb_main
, 1 );
185 glEnable( GL_STENCIL_TEST
);
187 render_water_surface( world_inside
, &world_gates
.cam
);
189 glStencilMask( 0xFF );
190 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
191 glDisable( GL_STENCIL_TEST
);
198 * Intersect the plane of a gate with a line segment, plane coordinate result
201 VG_STATIC
int gate_intersect_plane( ent_gate
*gate
,
202 v3f pos
, v3f last
, v2f where
)
205 q_mulv( gate
->q
[0], (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
206 surface
[3] = v3_dot( surface
, gate
->co
[0] );
208 v3f v0
, c
, delta
, p0
;
209 v3_sub( pos
, last
, v0
);
210 float l
= v3_length( v0
);
215 v3_divs( v0
, l
, v0
);
217 v3_muls( surface
, surface
[3], c
);
218 v3_sub( c
, last
, delta
);
220 float d
= v3_dot( surface
, v0
);
223 float t
= v3_dot(delta
, surface
) / d
;
224 if( t
>= 0.0f
&& t
<= l
){
226 v3_muladds( last
, v0
, t
, local
);
227 v3_sub( gate
->co
[0], local
, rel
);
229 where
[0] = v3_dot( rel
, gate
->to_world
[0] );
230 where
[1] = v3_dot( rel
, gate
->to_world
[1] );
232 where
[0] /= v3_dot( gate
->to_world
[0], gate
->to_world
[0] );
233 where
[1] /= v3_dot( gate
->to_world
[1], gate
->to_world
[1] );
243 * Intersect specific gate
245 VG_STATIC
int gate_intersect( ent_gate
*gate
, v3f pos
, v3f last
)
249 if( gate_intersect_plane( gate
, pos
, last
, xy
) ){
250 if( (fabsf(xy
[0]) <= gate
->dimensions
[0]) &&
251 (fabsf(xy
[1]) <= gate
->dimensions
[1]) ){
260 * Intersect all gates in the world
262 VG_STATIC ent_gate
*world_intersect_gates( world_instance
*world
,
264 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
265 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
267 if( !(gate
->flags
& k_ent_gate_linked
) ) continue;
268 if( gate
->flags
& k_ent_gate_locked
) continue;
270 if( gate
->flags
& k_ent_gate_nonlocal
){
271 if( world_loader
.state
!= k_world_loader_none
){
276 if( gate_intersect( gate
, pos
, last
) ){
285 * detatches any nonlocal gates
287 VG_STATIC
void world_unlink_nonlocal( world_instance
*world
){
288 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_gate
); j
++ ){
289 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, j
);
291 if( gate
->flags
& k_ent_gate_nonlocal
){
292 gate
->flags
&= ~k_ent_gate_linked
;
298 * attatches nonlocal gates, to be called from main thread ONLY!
300 VG_STATIC
void world_link_nonlocal_async( void *payload
, u32 size
)
302 world_instance
*world
= payload
;
303 u32 world_id
= world
- world_static
.worlds
;
305 for( u32 j
=0; j
<mdl_arrcount(&world
->ent_gate
); j
++ ){
306 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, j
);
308 if( !(gate
->flags
& k_ent_gate_nonlocal
) ) continue;
309 if( gate
->flags
& k_ent_gate_linked
) continue;
311 const char *key
= mdl_pstr( &world
->meta
, gate
->key
);
312 vg_info( "key: %s\n", key
);
314 for( u32 i
=0; i
<vg_list_size(world_static
.worlds
); i
++ ){
315 world_instance
*other
= &world_static
.worlds
[i
];
316 if( other
== world
) continue;
317 if( other
->status
!= k_world_status_loaded
) continue;
318 vg_info( "Checking world %u for key matches\n", i
);
320 for( u32 j
=0; j
<mdl_arrcount( &other
->ent_gate
); j
++ ){
321 ent_gate
*gate2
= mdl_arritm( &other
->ent_gate
, j
);
323 if( !(gate2
->flags
& k_ent_gate_nonlocal
) ) continue;
324 if( gate2
->flags
& k_ent_gate_linked
) continue;
326 const char *key2
= mdl_pstr( &other
->meta
, gate2
->key
);
327 vg_info( " key2: %s\n", key2
);
329 if( strcmp( key
, key2
) ) continue;
331 vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
334 gate
->flags
|= k_ent_gate_linked
;
335 gate2
->flags
|= k_ent_gate_linked
;
337 gate2
->target
= world_id
;
339 v3_copy( gate
->co
[0], gate2
->co
[1] );
340 v3_copy( gate2
->co
[0], gate
->co
[1] );
341 v4_copy( gate
->q
[0], gate2
->q
[1] );
342 v4_copy( gate2
->q
[0], gate
->q
[1] );
344 if( other
->meta
.info
.version
>= 102 ){
345 gate
->flags
|= k_ent_gate_flip
;
346 gate2
->flags
|= k_ent_gate_flip
;
349 /* LEGACY BEHAVIOUR: v101
350 * this would flip both the client worlds portal's entrance and
351 * exit. effectively the clients portal would be the opposite
352 * to the hub worlds one. new behaviour is to just flip the
353 * destinations so the rules are consistent in each world.
356 q_axis_angle( qflip
, (v3f
){0.0f
,1.0f
,0.0f
}, VG_PIf
);
357 q_mul( gate
->q
[0], qflip
, gate
->q
[0] );
358 q_mul( gate
->q
[1], qflip
, gate
->q
[1] );
361 gate_transform_update( gate
);
362 gate_transform_update( gate2
);
371 VG_STATIC
void ent_gate_call( world_instance
*world
, ent_call
*call
){
372 u32 index
= mdl_entity_id_id( call
->id
);
373 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, index
);
375 if( call
->function
== 0 ){ /* unlock() */
376 gate
->flags
&= ~k_ent_gate_locked
;
379 vg_print_backtrace();
380 vg_error( "Unhandled function id: %u\n", call
->function
);
384 #endif /* WORLD_GATE_C */