option between water plane / water trigger
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_GATE_C
6 #define WORLD_GATE_C
7
8 #include "world.h"
9 #include "world_gate.h"
10
11 #include "skaterift.h"
12 #include "common.h"
13 #include "model.h"
14 #include "entity.h"
15 #include "render.h"
16
17 #include "world_water.h"
18 #include "player_remote.h"
19 #include "shaders/model_gate_unlinked.h"
20 #include <string.h>
21
22 struct world_gates world_gates;
23
24 /*
25 * Update the transform matrices for gate
26 */
27 void gate_transform_update( ent_gate *gate )
28 {
29 if( gate->flags & k_ent_gate_flip )
30 {
31 v4f qflip;
32 q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
33 q_mul( gate->q[1], qflip, gate->q[1] );
34 q_normalize( gate->q[1] );
35 }
36
37 m4x3f to_local, recv_to_world;
38
39 q_m3x3( gate->q[0], gate->to_world );
40 v3_copy( gate->co[0], gate->to_world[3] );
41 m4x3_invert_affine( gate->to_world, to_local );
42
43 q_m3x3( gate->q[1], recv_to_world );
44 v3_copy( gate->co[1], recv_to_world[3] );
45
46 m4x3_mul( recv_to_world, to_local, gate->transport );
47 }
48
49 void world_gates_init(void)
50 {
51 vg_info( "world_gates_init\n" );
52 vg_linear_clear( vg_mem.scratch );
53
54 mdl_context mgate;
55 mdl_open( &mgate, "models/rs_gate.mdl", vg_mem.scratch );
56 mdl_load_metadata_block( &mgate, vg_mem.scratch );
57
58 mdl_mesh *surface = mdl_find_mesh( &mgate, "rs_gate" );
59 mdl_submesh *sm = mdl_arritm(&mgate.submeshs,surface->submesh_start);
60 world_gates.sm_surface = *sm;
61
62 const char *names[] = { "rs_gate_marker", "rs_gate_marker.001",
63 "rs_gate_marker.002", "rs_gate_marker.003" };
64
65 for( int i=0; i<4; i++ ){
66 mdl_mesh *marker = mdl_find_mesh( &mgate, names[i] );
67 sm = mdl_arritm( &mgate.submeshs, marker->submesh_start );
68 world_gates.sm_marker[i] = *sm;
69 }
70
71 mdl_async_load_glmesh( &mgate, &world_gates.mesh, NULL );
72 mdl_close( &mgate );
73 }
74
75 void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl )
76 {
77 m4x3_copy( gate->to_world, mmdl );
78
79 if( !(gate->flags & k_ent_gate_custom_mesh) ){
80 m3x3_scale( mmdl, (v3f){ gate->dimensions[0],
81 gate->dimensions[1], 1.0f } );
82 }
83 }
84
85 static void render_gate_mesh( world_instance *world, ent_gate *gate )
86 {
87 if( gate->flags & k_ent_gate_custom_mesh ){
88 mesh_bind( &world->mesh_no_collide );
89 for( u32 i=0; i<gate->submesh_count; i++ ){
90 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
91 gate->submesh_start+i );
92 mdl_draw_submesh( sm );
93 }
94 }
95 else {
96 mesh_bind( &world_gates.mesh );
97 mdl_draw_submesh( &world_gates.sm_surface );
98 }
99 }
100
101 /*
102 * Render the view through a gate
103 */
104 int render_gate( world_instance *world, world_instance *world_inside,
105 ent_gate *gate, vg_camera *cam )
106 {
107 v3f viewdir, gatedir;
108 m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir );
109 q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, gatedir );
110
111 v3f v0;
112 v3_sub( cam->pos, gate->co[0], v0 );
113
114 float dist = v3_dot(v0, gatedir);
115
116 /* Hard cutoff */
117 if( dist > 3.0f )
118 return 0;
119
120 if( v3_dist( cam->pos, gate->co[0] ) > 100.0f )
121 return 0;
122
123 {
124 f32 w = gate->dimensions[0],
125 h = gate->dimensions[1];
126
127 v3f a,b,c,d;
128 m4x3_mulv( gate->to_world, (v3f){-w,-h,0.0f}, a );
129 m4x3_mulv( gate->to_world, (v3f){ w,-h,0.0f}, b );
130 m4x3_mulv( gate->to_world, (v3f){ w, h,0.0f}, c );
131 m4x3_mulv( gate->to_world, (v3f){-w, h,0.0f}, d );
132
133 vg_line( a,b, 0xffffa000 );
134 vg_line( b,c, 0xffffa000 );
135 vg_line( c,d, 0xffffa000 );
136 vg_line( d,a, 0xffffa000 );
137 vg_line( gate->co[0], gate->co[1], 0xff0000ff );
138 }
139
140 /* update gate camera */
141 world_gates.cam.fov = cam->fov;
142 world_gates.cam.nearz = 0.1f;
143 world_gates.cam.farz = 2000.0f;
144
145 m4x3_mul( gate->transport, cam->transform, world_gates.cam.transform );
146 vg_camera_update_view( &world_gates.cam );
147 vg_camera_update_projection( &world_gates.cam );
148
149 /* Add special clipping plane to projection */
150 v4f surface;
151 q_mulv( gate->q[1], (v3f){0.0f,0.0f,-1.0f}, surface );
152 surface[3] = v3_dot( surface, gate->co[1] );
153
154 m4x3_mulp( world_gates.cam.transform_inverse, surface, surface );
155 surface[3] = -fabsf(surface[3]);
156
157 if( dist < -0.5f )
158 m4x4_clip_projection( world_gates.cam.mtx.p, surface );
159
160 /* Ready to draw with new camrea */
161 vg_camera_finalize( &world_gates.cam );
162
163 vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 );
164
165 shader_model_gate_use();
166 shader_model_gate_uPv( cam->mtx.pv );
167 shader_model_gate_uCam( cam->pos );
168 shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
169 shader_model_gate_uTime( vg.time*0.25f );
170 shader_model_gate_uInvRes( (v2f){
171 1.0f / (float)vg.window_x,
172 1.0f / (float)vg.window_y });
173
174 glEnable( GL_STENCIL_TEST );
175 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
176 glStencilFunc( GL_ALWAYS, 1, 0xFF );
177 glStencilMask( 0xFF );
178 glEnable( GL_CULL_FACE );
179
180 m4x3f mmdl;
181 ent_gate_get_mdl_mtx( gate, mmdl );
182 shader_model_gate_uMdl( mmdl );
183 render_gate_mesh( world, gate );
184
185 render_world( world_inside, &world_gates.cam,
186 1, !localplayer.gate_waiting, 1, 1 );
187
188 return 1;
189 }
190
191 void render_gate_unlinked( world_instance *world,
192 ent_gate *gate, vg_camera *cam )
193 {
194 m4x3f mmdl; m4x4f m4mdl;
195 ent_gate_get_mdl_mtx( gate, mmdl );
196 m4x3_expand( mmdl, m4mdl );
197 m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
198
199 shader_model_gate_unlinked_use();
200 shader_model_gate_unlinked_uPv( cam->mtx.pv );
201 shader_model_gate_unlinked_uPvmPrev( m4mdl );
202 shader_model_gate_unlinked_uCam( cam->pos );
203 shader_model_gate_unlinked_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
204 shader_model_gate_unlinked_uTime( vg.time*0.25f );
205 shader_model_gate_unlinked_uMdl( mmdl );
206
207 vg_line_point( gate->co[0], 0.1f, 0xffffff00 );
208
209 render_gate_mesh( world, gate );
210 }
211
212 /*
213 * Intersect the plane of a gate with a line segment, plane coordinate result
214 * stored in 'where'
215 */
216 static int gate_intersect_plane( ent_gate *gate,
217 v3f pos, v3f last, v2f where )
218 {
219 v4f surface;
220 q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, surface );
221 surface[3] = v3_dot( surface, gate->co[0] );
222
223 v3f v0, c, delta, p0;
224 v3_sub( pos, last, v0 );
225 float l = v3_length( v0 );
226
227 if( l == 0.0f )
228 return 0;
229
230 v3_divs( v0, l, v0 );
231
232 v3_muls( surface, surface[3], c );
233 v3_sub( c, last, delta );
234
235 float d = v3_dot( surface, v0 );
236
237 if( d > 0.00001f ){
238 float t = v3_dot(delta, surface) / d;
239 if( t >= 0.0f && t <= l ){
240 v3f local, rel;
241 v3_muladds( last, v0, t, local );
242 v3_sub( gate->co[0], local, rel );
243
244 where[0] = v3_dot( rel, gate->to_world[0] );
245 where[1] = v3_dot( rel, gate->to_world[1] );
246
247 where[0] /= v3_dot( gate->to_world[0], gate->to_world[0] );
248 where[1] /= v3_dot( gate->to_world[1], gate->to_world[1] );
249
250 return 1;
251 }
252 }
253
254 return 0;
255 }
256
257 /*
258 * Intersect specific gate
259 */
260 int gate_intersect( ent_gate *gate, v3f pos, v3f last )
261 {
262 v2f xy;
263
264 if( gate_intersect_plane( gate, pos, last, xy ) ){
265 if( (fabsf(xy[0]) <= gate->dimensions[0]) &&
266 (fabsf(xy[1]) <= gate->dimensions[1]) ){
267 return 1;
268 }
269 }
270
271 return 0;
272 }
273
274 /*
275 * Intersect all gates in the world
276 */
277 u32 world_intersect_gates( world_instance *world, v3f pos, v3f last )
278 {
279 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
280 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
281
282 if( !(gate->flags & k_ent_gate_linked) ) continue;
283 if( gate->flags & k_ent_gate_locked ) continue;
284
285 if( gate->flags & k_ent_gate_nonlocal ){
286 if( world_static.instances[gate->target].status
287 != k_world_status_loaded )
288 continue;
289 }
290
291 if( gate_intersect( gate, pos, last ) )
292 return mdl_entity_id( k_ent_gate, i );
293 }
294
295 return 0;
296 }
297
298 entity_call_result ent_gate_call( world_instance *world, ent_call *call )
299 {
300 u32 index = mdl_entity_id_id( call->id );
301 ent_gate *gate = mdl_arritm( &world->ent_gate, index );
302
303 if( call->function == 0 ) /* unlock() */
304 {
305 gate->flags &= ~k_ent_gate_locked;
306 return k_entity_call_result_OK;
307 }
308 else
309 {
310 return k_entity_call_result_unhandled;
311 }
312 }
313
314
315 /*
316 * detatches any nonlocal gates
317 */
318 void world_unlink_nonlocal( world_instance *world )
319 {
320 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ )
321 {
322 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
323
324 if( gate->flags & k_ent_gate_nonlocal )
325 {
326 gate->flags &= ~k_ent_gate_linked;
327 }
328 }
329 }
330
331 /*
332 * This has to be synchronous because main thread looks at gate data for
333 * rendering, and we modify gates that the main thread has ownership of.
334 */
335 void world_link_gates_async( void *payload, u32 size )
336 {
337 VG_ASSERT( vg_thread_purpose() == k_thread_purpose_main );
338
339 world_instance *world = payload;
340 u32 world_id = world - world_static.instances;
341
342 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ )
343 {
344 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
345 gate_transform_update( gate );
346
347 if( skaterift.demo_mode )
348 if( world_static.instance_addons[world_id]->flags & ADDON_REG_PREMIUM )
349 continue;
350
351 if( !(gate->flags & k_ent_gate_nonlocal) ) continue;
352 if( gate->flags & k_ent_gate_linked ) continue;
353
354 const char *key = mdl_pstr( &world->meta, gate->key );
355 vg_info( "key: %s\n", key );
356
357 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
358 world_instance *other = &world_static.instances[i];
359 if( other == world ) continue;
360 if( other->status != k_world_status_loaded ) continue;
361 vg_info( "Checking world %u for key matches\n", i );
362
363 for( u32 k=0; k<mdl_arrcount( &other->ent_gate ); k++ ){
364 ent_gate *gate2 = mdl_arritm( &other->ent_gate, k );
365
366 if( !(gate2->flags & k_ent_gate_nonlocal) ) continue;
367 if( gate2->flags & k_ent_gate_linked ) continue;
368
369 const char *key2 = mdl_pstr( &other->meta, gate2->key );
370 vg_info( " key2: %s\n", key2 );
371
372 if( strcmp( key, key2 ) ) continue;
373
374 vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
375 key, world_id, i );
376
377 gate->flags |= k_ent_gate_linked;
378 gate2->flags |= k_ent_gate_linked;
379 gate->target = i;
380 gate2->target = world_id;
381
382 v3_copy( gate->co[0], gate2->co[1] );
383 v3_copy( gate2->co[0], gate->co[1] );
384 v4_copy( gate->q[0], gate2->q[1] );
385 v4_copy( gate2->q[0], gate->q[1] );
386
387 if( world->meta.info.version < 102 ){
388 /* LEGACY BEHAVIOUR: v101
389 * this would flip both the client worlds portal's entrance and
390 * exit. effectively the clients portal would be the opposite
391 * to the hub worlds one. new behaviour is to just flip the
392 * destinations so the rules are consistent in each world.
393 */
394 v4f qflip;
395 q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
396 q_mul( gate->q[0], qflip, gate->q[0] );
397 q_mul( gate->q[1], qflip, gate->q[1] );
398 q_mul( gate2->q[1], qflip, gate2->q[1] );
399 }
400
401 gate_transform_update( gate );
402 gate_transform_update( gate2 );
403
404 goto matched;
405 }
406 } matched:;
407 }
408 }
409
410 #endif /* WORLD_GATE_C */