bc21e95bc13dea6cd4a1645201ba7ffd0b859167
[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_mesh *icosphere = mdl_find_mesh( &mgate, "rs_icosphere" );
69 world_gates.sm_icosphere =
70 *((mdl_submesh *)mdl_arritm( &mgate.submeshs, icosphere->submesh_start ));
71
72 mdl_async_load_glmesh( &mgate, &world_gates.mesh );
73 mdl_close( &mgate );
74 }
75
76 static void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ){
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 /*
86 * Render the view through a gate
87 */
88 static int render_gate( world_instance *world, world_instance *world_inside,
89 ent_gate *gate, camera *cam ){
90 v3f viewdir, gatedir;
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 );
93
94 v3f v0;
95 v3_sub( cam->pos, gate->co[0], v0 );
96
97 float dist = v3_dot(v0, gatedir);
98
99 /* Hard cutoff */
100 if( dist > 3.0f )
101 return 0;
102
103 if( v3_dist( cam->pos, gate->co[0] ) > 100.0f )
104 return 0;
105
106 {
107 f32 w = gate->dimensions[0],
108 h = gate->dimensions[1];
109
110 v3f a,b,c,d;
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 );
115
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 );
121 }
122
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;
127
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 );
131
132 /* Add special clipping plane to projection */
133 v4f surface;
134 q_mulv( gate->q[1], (v3f){0.0f,0.0f,-1.0f}, surface );
135 surface[3] = v3_dot( surface, gate->co[1] );
136
137 m4x3_mulp( world_gates.cam.transform_inverse, surface, surface );
138 surface[3] = -fabsf(surface[3]);
139
140 if( dist < -0.5f )
141 m4x4_clip_projection( world_gates.cam.mtx.p, surface );
142
143 /* Ready to draw with new camrea */
144 camera_finalize( &world_gates.cam );
145
146 vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 );
147
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 });
156
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 );
162
163 m4x3f mmdl;
164 ent_gate_get_mdl_mtx( gate, mmdl );
165 shader_model_gate_uMdl( mmdl );
166
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 );
173 }
174 }
175 else {
176 mesh_bind( &world_gates.mesh );
177 mdl_draw_submesh( &world_gates.sm_surface );
178 }
179
180 render_world( world_inside, &world_gates.cam,
181 1, !localplayer.gate_waiting, 1, 1 );
182
183 return 1;
184 }
185
186 /*
187 * Intersect the plane of a gate with a line segment, plane coordinate result
188 * stored in 'where'
189 */
190 static int gate_intersect_plane( ent_gate *gate,
191 v3f pos, v3f last, v2f where )
192 {
193 v4f surface;
194 q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, surface );
195 surface[3] = v3_dot( surface, gate->co[0] );
196
197 v3f v0, c, delta, p0;
198 v3_sub( pos, last, v0 );
199 float l = v3_length( v0 );
200
201 if( l == 0.0f )
202 return 0;
203
204 v3_divs( v0, l, v0 );
205
206 v3_muls( surface, surface[3], c );
207 v3_sub( c, last, delta );
208
209 float d = v3_dot( surface, v0 );
210
211 if( d > 0.00001f ){
212 float t = v3_dot(delta, surface) / d;
213 if( t >= 0.0f && t <= l ){
214 v3f local, rel;
215 v3_muladds( last, v0, t, local );
216 v3_sub( gate->co[0], local, rel );
217
218 where[0] = v3_dot( rel, gate->to_world[0] );
219 where[1] = v3_dot( rel, gate->to_world[1] );
220
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] );
223
224 return 1;
225 }
226 }
227
228 return 0;
229 }
230
231 /*
232 * Intersect specific gate
233 */
234 static int gate_intersect( ent_gate *gate, v3f pos, v3f last ){
235 v2f xy;
236
237 if( gate_intersect_plane( gate, pos, last, xy ) ){
238 if( (fabsf(xy[0]) <= gate->dimensions[0]) &&
239 (fabsf(xy[1]) <= gate->dimensions[1]) ){
240 return 1;
241 }
242 }
243
244 return 0;
245 }
246
247 /*
248 * Intersect all gates in the world
249 */
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 );
253
254 if( !(gate->flags & k_ent_gate_linked) ) continue;
255 if( gate->flags & k_ent_gate_locked ) continue;
256
257 if( gate->flags & k_ent_gate_nonlocal_DELETED )
258 continue;
259
260 if( gate_intersect( gate, pos, last ) )
261 return mdl_entity_id( k_ent_gate, i );
262 }
263
264 return 0;
265 }
266
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 );
270
271 if( call->function == 0 ){ /* unlock() */
272 gate->flags &= ~k_ent_gate_locked;
273 }
274 else {
275 vg_print_backtrace();
276 vg_error( "Unhandled function id: %u\n", call->function );
277 }
278 }
279
280 #endif /* WORLD_GATE_C */