more gui changes
[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 #include "camera.h"
17
18 #include "world_water.h"
19 #include "player_remote.h"
20
21 /*
22 * Update the transform matrices for gate
23 */
24 static void gate_transform_update( ent_gate *gate ){
25 if( gate->flags & k_ent_gate_flip ){
26 v4f qflip;
27 q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
28 q_mul( gate->q[1], qflip, gate->q[1] );
29 }
30
31 m4x3f to_local, recv_to_world;
32
33 q_m3x3( gate->q[0], gate->to_world );
34 v3_copy( gate->co[0], gate->to_world[3] );
35
36 m4x3_invert_affine( gate->to_world, to_local );
37
38 q_m3x3( gate->q[1], recv_to_world );
39 v3_copy( gate->co[1], recv_to_world[3] );
40 m4x3_mul( recv_to_world, to_local, gate->transport );
41 }
42
43 static void world_gates_init(void)
44 {
45 vg_info( "world_gates_init\n" );
46
47 shader_model_gate_register();
48
49 vg_linear_clear( vg_mem.scratch );
50
51 mdl_context mgate;
52 mdl_open( &mgate, "models/rs_gate.mdl", vg_mem.scratch );
53 mdl_load_metadata_block( &mgate, vg_mem.scratch );
54
55 mdl_mesh *surface = mdl_find_mesh( &mgate, "rs_gate" );
56 mdl_submesh *sm = mdl_arritm(&mgate.submeshs,surface->submesh_start);
57 world_gates.sm_surface = *sm;
58
59 const char *names[] = { "rs_gate_marker", "rs_gate_marker.001",
60 "rs_gate_marker.002", "rs_gate_marker.003" };
61
62 for( int i=0; i<4; i++ ){
63 mdl_mesh *marker = mdl_find_mesh( &mgate, names[i] );
64 sm = mdl_arritm( &mgate.submeshs, marker->submesh_start );
65 world_gates.sm_marker[i] = *sm;
66 }
67
68 mdl_async_load_glmesh( &mgate, &world_gates.mesh );
69 mdl_close( &mgate );
70 }
71
72 static void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ){
73 m4x3_copy( gate->to_world, mmdl );
74
75 if( !(gate->flags & k_ent_gate_custom_mesh) ){
76 m3x3_scale( mmdl, (v3f){ gate->dimensions[0],
77 gate->dimensions[1], 1.0f } );
78 }
79 }
80
81 /*
82 * Render the view through a gate
83 */
84 static int render_gate( world_instance *world, world_instance *world_inside,
85 ent_gate *gate, camera *cam ){
86 v3f viewdir, gatedir;
87 m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir );
88 q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, gatedir );
89
90 v3f v0;
91 v3_sub( cam->pos, gate->co[0], v0 );
92
93 float dist = v3_dot(v0, gatedir);
94
95 /* Hard cutoff */
96 if( dist > 3.0f )
97 return 0;
98
99 if( v3_dist( cam->pos, gate->co[0] ) > 100.0f )
100 return 0;
101
102 {
103 f32 w = gate->dimensions[0],
104 h = gate->dimensions[1];
105
106 v3f a,b,c,d;
107 m4x3_mulv( gate->to_world, (v3f){-w,-h,0.0f}, a );
108 m4x3_mulv( gate->to_world, (v3f){ w,-h,0.0f}, b );
109 m4x3_mulv( gate->to_world, (v3f){ w, h,0.0f}, c );
110 m4x3_mulv( gate->to_world, (v3f){-w, h,0.0f}, d );
111
112 vg_line( a,b, 0xffffa000 );
113 vg_line( b,c, 0xffffa000 );
114 vg_line( c,d, 0xffffa000 );
115 vg_line( d,a, 0xffffa000 );
116 vg_line( gate->co[0], gate->co[1], 0xff0000ff );
117 }
118
119 /* update gate camera */
120 world_gates.cam.fov = cam->fov;
121 world_gates.cam.nearz = 0.1f;
122 world_gates.cam.farz = 2000.0f;
123
124 m4x3_mul( gate->transport, cam->transform, world_gates.cam.transform );
125 camera_update_view( &world_gates.cam );
126 camera_update_projection( &world_gates.cam );
127
128 /* Add special clipping plane to projection */
129 v4f surface;
130 q_mulv( gate->q[1], (v3f){0.0f,0.0f,-1.0f}, surface );
131 surface[3] = v3_dot( surface, gate->co[1] );
132
133 m4x3_mulp( world_gates.cam.transform_inverse, surface, surface );
134 surface[3] = -fabsf(surface[3]);
135
136 if( dist < -0.5f )
137 m4x4_clip_projection( world_gates.cam.mtx.p, surface );
138
139 /* Ready to draw with new camrea */
140 camera_finalize( &world_gates.cam );
141
142 vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 );
143
144 shader_model_gate_use();
145 shader_model_gate_uPv( cam->mtx.pv );
146 shader_model_gate_uCam( cam->pos );
147 shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
148 shader_model_gate_uTime( vg.time*0.25f );
149 shader_model_gate_uInvRes( (v2f){
150 1.0f / (float)vg.window_x,
151 1.0f / (float)vg.window_y });
152
153 glEnable( GL_STENCIL_TEST );
154 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
155 glStencilFunc( GL_ALWAYS, 1, 0xFF );
156 glStencilMask( 0xFF );
157 glDisable( GL_CULL_FACE );
158
159 m4x3f mmdl;
160 ent_gate_get_mdl_mtx( gate, mmdl );
161 shader_model_gate_uMdl( mmdl );
162
163 if( gate->flags & k_ent_gate_custom_mesh ){
164 mesh_bind( &world->mesh_no_collide );
165 for( u32 i=0; i<gate->submesh_count; i++ ){
166 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
167 gate->submesh_start+i );
168 mdl_draw_submesh( sm );
169 }
170 }
171 else {
172 mesh_bind( &world_gates.mesh );
173 mdl_draw_submesh( &world_gates.sm_surface );
174 }
175
176 render_world( world_inside, &world_gates.cam,
177 1, !localplayer.gate_waiting, 1, 1 );
178
179 return 1;
180 }
181
182 /*
183 * Intersect the plane of a gate with a line segment, plane coordinate result
184 * stored in 'where'
185 */
186 static int gate_intersect_plane( ent_gate *gate,
187 v3f pos, v3f last, v2f where )
188 {
189 v4f surface;
190 q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, surface );
191 surface[3] = v3_dot( surface, gate->co[0] );
192
193 v3f v0, c, delta, p0;
194 v3_sub( pos, last, v0 );
195 float l = v3_length( v0 );
196
197 if( l == 0.0f )
198 return 0;
199
200 v3_divs( v0, l, v0 );
201
202 v3_muls( surface, surface[3], c );
203 v3_sub( c, last, delta );
204
205 float d = v3_dot( surface, v0 );
206
207 if( d > 0.00001f ){
208 float t = v3_dot(delta, surface) / d;
209 if( t >= 0.0f && t <= l ){
210 v3f local, rel;
211 v3_muladds( last, v0, t, local );
212 v3_sub( gate->co[0], local, rel );
213
214 where[0] = v3_dot( rel, gate->to_world[0] );
215 where[1] = v3_dot( rel, gate->to_world[1] );
216
217 where[0] /= v3_dot( gate->to_world[0], gate->to_world[0] );
218 where[1] /= v3_dot( gate->to_world[1], gate->to_world[1] );
219
220 return 1;
221 }
222 }
223
224 return 0;
225 }
226
227 /*
228 * Intersect specific gate
229 */
230 static int gate_intersect( ent_gate *gate, v3f pos, v3f last ){
231 v2f xy;
232
233 if( gate_intersect_plane( gate, pos, last, xy ) ){
234 if( (fabsf(xy[0]) <= gate->dimensions[0]) &&
235 (fabsf(xy[1]) <= gate->dimensions[1]) ){
236 return 1;
237 }
238 }
239
240 return 0;
241 }
242
243 /*
244 * Intersect all gates in the world
245 */
246 static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){
247 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
248 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
249
250 if( !(gate->flags & k_ent_gate_linked) ) continue;
251 if( gate->flags & k_ent_gate_locked ) continue;
252
253 if( gate->flags & k_ent_gate_nonlocal_DELETED )
254 continue;
255
256 if( gate_intersect( gate, pos, last ) )
257 return mdl_entity_id( k_ent_gate, i );
258 }
259
260 return 0;
261 }
262
263 static void ent_gate_call( world_instance *world, ent_call *call ){
264 u32 index = mdl_entity_id_id( call->id );
265 ent_gate *gate = mdl_arritm( &world->ent_gate, index );
266
267 if( call->function == 0 ){ /* unlock() */
268 gate->flags &= ~k_ent_gate_locked;
269 }
270 else {
271 vg_print_backtrace();
272 vg_error( "Unhandled function id: %u\n", call->function );
273 }
274 }
275
276 #endif /* WORLD_GATE_C */