#include "model.h"
#include "entity.h"
#include "render.h"
-#include "camera.h"
#include "world_water.h"
#include "player_remote.h"
+#include "shaders/model_gate_unlinked.h"
+#include <string.h>
+
+struct world_gates world_gates;
/*
* Update the transform matrices for gate
*/
-static void gate_transform_update( ent_gate *gate ){
- if( gate->flags & k_ent_gate_flip ){
+void gate_transform_update( ent_gate *gate )
+{
+ if( gate->flags & k_ent_gate_flip )
+ {
v4f qflip;
q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
q_mul( gate->q[1], qflip, gate->q[1] );
+ q_normalize( gate->q[1] );
}
m4x3f to_local, recv_to_world;
q_m3x3( gate->q[0], gate->to_world );
v3_copy( gate->co[0], gate->to_world[3] );
-
m4x3_invert_affine( gate->to_world, to_local );
q_m3x3( gate->q[1], recv_to_world );
v3_copy( gate->co[1], recv_to_world[3] );
+
m4x3_mul( recv_to_world, to_local, gate->transport );
}
-static void world_gates_init(void)
+void world_gates_init(void)
{
vg_info( "world_gates_init\n" );
-
- shader_model_gate_register();
-
vg_linear_clear( vg_mem.scratch );
mdl_context mgate;
world_gates.sm_marker[i] = *sm;
}
- mdl_mesh *icosphere = mdl_find_mesh( &mgate, "rs_icosphere" );
- world_gates.sm_icosphere =
- *((mdl_submesh *)mdl_arritm( &mgate.submeshs, icosphere->submesh_start ));
-
- mdl_async_load_glmesh( &mgate, &world_gates.mesh );
+ mdl_async_load_glmesh( &mgate, &world_gates.mesh, NULL );
mdl_close( &mgate );
}
-static void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ){
+void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl )
+{
m4x3_copy( gate->to_world, mmdl );
if( !(gate->flags & k_ent_gate_custom_mesh) ){
}
}
+static void render_gate_mesh( world_instance *world, ent_gate *gate )
+{
+ if( gate->flags & k_ent_gate_custom_mesh ){
+ mesh_bind( &world->mesh_no_collide );
+ for( u32 i=0; i<gate->submesh_count; i++ ){
+ mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
+ gate->submesh_start+i );
+ mdl_draw_submesh( sm );
+ }
+ }
+ else {
+ mesh_bind( &world_gates.mesh );
+ mdl_draw_submesh( &world_gates.sm_surface );
+ }
+}
+
/*
* Render the view through a gate
*/
-static int render_gate( world_instance *world, world_instance *world_inside,
- ent_gate *gate, camera *cam ){
+int render_gate( world_instance *world, world_instance *world_inside,
+ ent_gate *gate, vg_camera *cam )
+{
v3f viewdir, gatedir;
m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir );
q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, gatedir );
world_gates.cam.farz = 2000.0f;
m4x3_mul( gate->transport, cam->transform, world_gates.cam.transform );
- camera_update_view( &world_gates.cam );
- camera_update_projection( &world_gates.cam );
+ vg_camera_update_view( &world_gates.cam );
+ vg_camera_update_projection( &world_gates.cam );
/* Add special clipping plane to projection */
v4f surface;
m4x4_clip_projection( world_gates.cam.mtx.p, surface );
/* Ready to draw with new camrea */
- camera_finalize( &world_gates.cam );
+ vg_camera_finalize( &world_gates.cam );
vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 );
glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
glStencilFunc( GL_ALWAYS, 1, 0xFF );
glStencilMask( 0xFF );
- glDisable( GL_CULL_FACE );
+ glEnable( GL_CULL_FACE );
m4x3f mmdl;
ent_gate_get_mdl_mtx( gate, mmdl );
shader_model_gate_uMdl( mmdl );
-
- if( gate->flags & k_ent_gate_custom_mesh ){
- mesh_bind( &world->mesh_no_collide );
- for( u32 i=0; i<gate->submesh_count; i++ ){
- mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
- gate->submesh_start+i );
- mdl_draw_submesh( sm );
- }
- }
- else {
- mesh_bind( &world_gates.mesh );
- mdl_draw_submesh( &world_gates.sm_surface );
- }
+ render_gate_mesh( world, gate );
render_world( world_inside, &world_gates.cam,
1, !localplayer.gate_waiting, 1, 1 );
return 1;
}
+void render_gate_unlinked( world_instance *world,
+ ent_gate *gate, vg_camera *cam )
+{
+ m4x3f mmdl; m4x4f m4mdl;
+ ent_gate_get_mdl_mtx( gate, mmdl );
+ m4x3_expand( mmdl, m4mdl );
+ m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl );
+
+ shader_model_gate_unlinked_use();
+ shader_model_gate_unlinked_uPv( cam->mtx.pv );
+ shader_model_gate_unlinked_uPvmPrev( m4mdl );
+ shader_model_gate_unlinked_uCam( cam->pos );
+ shader_model_gate_unlinked_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
+ shader_model_gate_unlinked_uTime( vg.time*0.25f );
+ shader_model_gate_unlinked_uMdl( mmdl );
+
+ vg_line_point( gate->co[0], 0.1f, 0xffffff00 );
+
+ render_gate_mesh( world, gate );
+}
+
/*
* Intersect the plane of a gate with a line segment, plane coordinate result
* stored in 'where'
/*
* Intersect specific gate
*/
-static int gate_intersect( ent_gate *gate, v3f pos, v3f last ){
+int gate_intersect( ent_gate *gate, v3f pos, v3f last )
+{
v2f xy;
if( gate_intersect_plane( gate, pos, last, xy ) ){
/*
* Intersect all gates in the world
*/
-static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){
+u32 world_intersect_gates( world_instance *world, v3f pos, v3f last )
+{
for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
ent_gate *gate = mdl_arritm( &world->ent_gate, i );
if( !(gate->flags & k_ent_gate_linked) ) continue;
if( gate->flags & k_ent_gate_locked ) continue;
- if( gate->flags & k_ent_gate_nonlocal_DELETED )
- continue;
+ if( gate->flags & k_ent_gate_nonlocal ){
+ if( world_static.instances[gate->target].status
+ != k_world_status_loaded )
+ continue;
+ }
if( gate_intersect( gate, pos, last ) )
return mdl_entity_id( k_ent_gate, i );
return 0;
}
-static void ent_gate_call( world_instance *world, ent_call *call ){
+entity_call_result ent_gate_call( world_instance *world, ent_call *call )
+{
u32 index = mdl_entity_id_id( call->id );
ent_gate *gate = mdl_arritm( &world->ent_gate, index );
- if( call->function == 0 ){ /* unlock() */
+ if( call->function == 0 ) /* unlock() */
+ {
gate->flags &= ~k_ent_gate_locked;
+ return k_entity_call_result_OK;
}
- else {
- vg_print_backtrace();
- vg_error( "Unhandled function id: %u\n", call->function );
+ else
+ {
+ return k_entity_call_result_unhandled;
+ }
+}
+
+
+/*
+ * detatches any nonlocal gates
+ */
+void world_unlink_nonlocal( world_instance *world )
+{
+ for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ )
+ {
+ ent_gate *gate = mdl_arritm( &world->ent_gate, j );
+
+ if( gate->flags & k_ent_gate_nonlocal )
+ {
+ gate->flags &= ~k_ent_gate_linked;
+ }
+ }
+}
+
+/*
+ * This has to be synchronous because main thread looks at gate data for
+ * rendering, and we modify gates that the main thread has ownership of.
+ */
+void world_link_gates_async( void *payload, u32 size )
+{
+ VG_ASSERT( vg_thread_purpose() == k_thread_purpose_main );
+
+ world_instance *world = payload;
+ u32 world_id = world - world_static.instances;
+
+ for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ )
+ {
+ ent_gate *gate = mdl_arritm( &world->ent_gate, j );
+ gate_transform_update( gate );
+
+ if( skaterift.demo_mode )
+ if( world_static.instance_addons[world_id]->flags & ADDON_REG_PREMIUM )
+ continue;
+
+ if( !(gate->flags & k_ent_gate_nonlocal) ) continue;
+ if( gate->flags & k_ent_gate_linked ) continue;
+
+ const char *key = mdl_pstr( &world->meta, gate->key );
+ vg_info( "key: %s\n", key );
+
+ for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
+ world_instance *other = &world_static.instances[i];
+ if( other == world ) continue;
+ if( other->status != k_world_status_loaded ) continue;
+ vg_info( "Checking world %u for key matches\n", i );
+
+ for( u32 k=0; k<mdl_arrcount( &other->ent_gate ); k++ ){
+ ent_gate *gate2 = mdl_arritm( &other->ent_gate, k );
+
+ if( !(gate2->flags & k_ent_gate_nonlocal) ) continue;
+ if( gate2->flags & k_ent_gate_linked ) continue;
+
+ const char *key2 = mdl_pstr( &other->meta, gate2->key );
+ vg_info( " key2: %s\n", key2 );
+
+ if( strcmp( key, key2 ) ) continue;
+
+ vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
+ key, world_id, i );
+
+ gate->flags |= k_ent_gate_linked;
+ gate2->flags |= k_ent_gate_linked;
+ gate->target = i;
+ gate2->target = world_id;
+
+ v3_copy( gate->co[0], gate2->co[1] );
+ v3_copy( gate2->co[0], gate->co[1] );
+ v4_copy( gate->q[0], gate2->q[1] );
+ v4_copy( gate2->q[0], gate->q[1] );
+
+ if( world->meta.info.version < 102 ){
+ /* LEGACY BEHAVIOUR: v101
+ * this would flip both the client worlds portal's entrance and
+ * exit. effectively the clients portal would be the opposite
+ * to the hub worlds one. new behaviour is to just flip the
+ * destinations so the rules are consistent in each world.
+ */
+ v4f qflip;
+ q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
+ q_mul( gate->q[0], qflip, gate->q[0] );
+ q_mul( gate->q[1], qflip, gate->q[1] );
+ q_mul( gate2->q[1], qflip, gate2->q[1] );
+ }
+
+ gate_transform_update( gate );
+ gate_transform_update( gate2 );
+
+ goto matched;
+ }
+ } matched:;
}
}