#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"
+struct world_gates world_gates;
+
/*
* Update the transform matrices for gate
*/
-static void gate_transform_update( ent_gate *gate ){
+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 );
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();
- shader_model_gate_unlinked_register();
-
vg_linear_clear( vg_mem.scratch );
mdl_context mgate;
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 ){
+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++ ){
/*
* 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 );
return 1;
}
-static void render_gate_unlinked( world_instance *world,
- ent_gate *gate, camera *cam ){
+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 );
/*
* 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 );
return 0;
}
-static void ent_gate_call( world_instance *world, ent_call *call ){
+void 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 );
/*
* detatches any nonlocal gates
*/
-static void world_unlink_nonlocal( world_instance *world ){
+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 );
/*
* attatches nonlocal gates, to be called from main thread ONLY!
*/
-static void world_link_nonlocal_async( void *payload, u32 size ){
+void world_link_nonlocal_async( void *payload, u32 size )
+{
world_instance *world = payload;
u32 world_id = world - world_static.instances;