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"
19 #include "player_remote.h"
22 * Update the transform matrices for gate
24 static void gate_transform_update( ent_gate
*gate
){
25 if( gate
->flags
& k_ent_gate_flip
){
27 q_axis_angle( qflip
, (v3f
){0.0f
,1.0f
,0.0f
}, VG_PIf
);
28 q_mul( gate
->q
[1], qflip
, gate
->q
[1] );
31 m4x3f to_local
, recv_to_world
;
33 q_m3x3( gate
->q
[0], gate
->to_world
);
34 v3_copy( gate
->co
[0], gate
->to_world
[3] );
36 m4x3_invert_affine( gate
->to_world
, to_local
);
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
);
43 static void world_gates_init(void)
45 vg_info( "world_gates_init\n" );
47 shader_model_gate_register();
49 vg_linear_clear( vg_mem
.scratch
);
52 mdl_open( &mgate
, "models/rs_gate.mdl", vg_mem
.scratch
);
53 mdl_load_metadata_block( &mgate
, vg_mem
.scratch
);
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
;
59 const char *names
[] = { "rs_gate_marker", "rs_gate_marker.001",
60 "rs_gate_marker.002", "rs_gate_marker.003" };
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
;
68 mdl_mesh
*icosphere
= mdl_find_mesh( &mgate
, "rs_icosphere" );
69 world_gates
.sm_icosphere
=
70 *((mdl_submesh
*)mdl_arritm( &mgate
.submeshs
, icosphere
->submesh_start
));
72 mdl_async_load_glmesh( &mgate
, &world_gates
.mesh
);
76 static void ent_gate_get_mdl_mtx( ent_gate
*gate
, m4x3f mmdl
){
77 m4x3_copy( gate
->to_world
, mmdl
);
79 if( !(gate
->flags
& k_ent_gate_custom_mesh
) ){
80 m3x3_scale( mmdl
, (v3f
){ gate
->dimensions
[0],
81 gate
->dimensions
[1], 1.0f
} );
86 * Render the view through a gate
88 static int render_gate( world_instance
*world
, world_instance
*world_inside
,
89 ent_gate
*gate
, camera
*cam
){
91 m3x3_mulv( cam
->transform
, (v3f
){0.0f
,0.0f
,-1.0f
}, viewdir
);
92 q_mulv( gate
->q
[0], (v3f
){0.0f
,0.0f
,-1.0f
}, gatedir
);
95 v3_sub( cam
->pos
, gate
->co
[0], v0
);
97 float dist
= v3_dot(v0
, gatedir
);
103 if( v3_dist( cam
->pos
, gate
->co
[0] ) > 100.0f
)
107 f32 w
= gate
->dimensions
[0],
108 h
= gate
->dimensions
[1];
111 m4x3_mulv( gate
->to_world
, (v3f
){-w
,-h
,0.0f
}, a
);
112 m4x3_mulv( gate
->to_world
, (v3f
){ w
,-h
,0.0f
}, b
);
113 m4x3_mulv( gate
->to_world
, (v3f
){ w
, h
,0.0f
}, c
);
114 m4x3_mulv( gate
->to_world
, (v3f
){-w
, h
,0.0f
}, d
);
116 vg_line( a
,b
, 0xffffa000 );
117 vg_line( b
,c
, 0xffffa000 );
118 vg_line( c
,d
, 0xffffa000 );
119 vg_line( d
,a
, 0xffffa000 );
120 vg_line( gate
->co
[0], gate
->co
[1], 0xff0000ff );
123 /* update gate camera */
124 world_gates
.cam
.fov
= cam
->fov
;
125 world_gates
.cam
.nearz
= 0.1f
;
126 world_gates
.cam
.farz
= 2000.0f
;
128 m4x3_mul( gate
->transport
, cam
->transform
, world_gates
.cam
.transform
);
129 camera_update_view( &world_gates
.cam
);
130 camera_update_projection( &world_gates
.cam
);
132 /* Add special clipping plane to projection */
134 q_mulv( gate
->q
[1], (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
135 surface
[3] = v3_dot( surface
, gate
->co
[1] );
137 m4x3_mulp( world_gates
.cam
.transform_inverse
, surface
, surface
);
138 surface
[3] = -fabsf(surface
[3]);
141 m4x4_clip_projection( world_gates
.cam
.mtx
.p
, surface
);
143 /* Ready to draw with new camrea */
144 camera_finalize( &world_gates
.cam
);
146 vg_line_point( world_gates
.cam
.transform
[3], 0.3f
, 0xff00ff00 );
148 shader_model_gate_use();
149 shader_model_gate_uPv( cam
->mtx
.pv
);
150 shader_model_gate_uCam( cam
->pos
);
151 shader_model_gate_uColour( (v4f
){0.0f
,1.0f
,0.0f
,0.0f
} );
152 shader_model_gate_uTime( vg
.time
*0.25f
);
153 shader_model_gate_uInvRes( (v2f
){
154 1.0f
/ (float)vg
.window_x
,
155 1.0f
/ (float)vg
.window_y
});
157 glEnable( GL_STENCIL_TEST
);
158 glStencilOp( GL_KEEP
, GL_KEEP
, GL_REPLACE
);
159 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
160 glStencilMask( 0xFF );
161 glDisable( GL_CULL_FACE
);
164 ent_gate_get_mdl_mtx( gate
, mmdl
);
165 shader_model_gate_uMdl( mmdl
);
167 if( gate
->flags
& k_ent_gate_custom_mesh
){
168 mesh_bind( &world
->mesh_no_collide
);
169 for( u32 i
=0; i
<gate
->submesh_count
; i
++ ){
170 mdl_submesh
*sm
= mdl_arritm( &world
->meta
.submeshs
,
171 gate
->submesh_start
+i
);
172 mdl_draw_submesh( sm
);
176 mesh_bind( &world_gates
.mesh
);
177 mdl_draw_submesh( &world_gates
.sm_surface
);
180 render_world( world_inside
, &world_gates
.cam
,
181 1, !localplayer
.gate_waiting
, 1, 1 );
187 * Intersect the plane of a gate with a line segment, plane coordinate result
190 static int gate_intersect_plane( ent_gate
*gate
,
191 v3f pos
, v3f last
, v2f where
)
194 q_mulv( gate
->q
[0], (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
195 surface
[3] = v3_dot( surface
, gate
->co
[0] );
197 v3f v0
, c
, delta
, p0
;
198 v3_sub( pos
, last
, v0
);
199 float l
= v3_length( v0
);
204 v3_divs( v0
, l
, v0
);
206 v3_muls( surface
, surface
[3], c
);
207 v3_sub( c
, last
, delta
);
209 float d
= v3_dot( surface
, v0
);
212 float t
= v3_dot(delta
, surface
) / d
;
213 if( t
>= 0.0f
&& t
<= l
){
215 v3_muladds( last
, v0
, t
, local
);
216 v3_sub( gate
->co
[0], local
, rel
);
218 where
[0] = v3_dot( rel
, gate
->to_world
[0] );
219 where
[1] = v3_dot( rel
, gate
->to_world
[1] );
221 where
[0] /= v3_dot( gate
->to_world
[0], gate
->to_world
[0] );
222 where
[1] /= v3_dot( gate
->to_world
[1], gate
->to_world
[1] );
232 * Intersect specific gate
234 static int gate_intersect( ent_gate
*gate
, v3f pos
, v3f last
){
237 if( gate_intersect_plane( gate
, pos
, last
, xy
) ){
238 if( (fabsf(xy
[0]) <= gate
->dimensions
[0]) &&
239 (fabsf(xy
[1]) <= gate
->dimensions
[1]) ){
248 * Intersect all gates in the world
250 static u32
world_intersect_gates( world_instance
*world
, v3f pos
, v3f last
){
251 for( u32 i
=0; i
<mdl_arrcount(&world
->ent_gate
); i
++ ){
252 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, i
);
254 if( !(gate
->flags
& k_ent_gate_linked
) ) continue;
255 if( gate
->flags
& k_ent_gate_locked
) continue;
257 if( gate
->flags
& k_ent_gate_nonlocal_DELETED
)
260 if( gate_intersect( gate
, pos
, last
) )
261 return mdl_entity_id( k_ent_gate
, i
);
267 static void ent_gate_call( world_instance
*world
, ent_call
*call
){
268 u32 index
= mdl_entity_id_id( call
->id
);
269 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, index
);
271 if( call
->function
== 0 ){ /* unlock() */
272 gate
->flags
&= ~k_ent_gate_locked
;
275 vg_print_backtrace();
276 vg_error( "Unhandled function id: %u\n", call
->function
);
280 #endif /* WORLD_GATE_C */