#include "world_water.h"
#include "player_remote.h"
+#include "shaders/model_gate_unlinked.h"
/*
* Update the transform matrices for gate
vg_info( "world_gates_init\n" );
shader_model_gate_register();
+ shader_model_gate_unlinked_register();
vg_linear_clear( vg_mem.scratch );
world_gates.sm_marker[i] = *sm;
}
- mdl_async_load_glmesh( &mgate, &world_gates.mesh );
+ mdl_async_load_glmesh( &mgate, &world_gates.mesh, NULL );
mdl_close( &mgate );
}
}
}
+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 layer_depth )
-{
+ ent_gate *gate, 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 );
camera_finalize( &world_gates.cam );
vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 );
- {
- shader_model_gate_use();
- shader_model_gate_uPv( cam->mtx.pv );
- shader_model_gate_uCam( cam->pos );
- shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
- shader_model_gate_uTime( vg.time*0.25f );
- shader_model_gate_uInvRes( (v2f){
- 1.0f / (float)vg.window_x,
- 1.0f / (float)vg.window_y });
-
- glEnable( GL_STENCIL_TEST );
- glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
- glStencilFunc( GL_ALWAYS, 1, 0xFF );
- glStencilMask( 0xFF );
- glDisable( 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 );
- }
-
- glClear( GL_DEPTH_BUFFER_BIT );
- glStencilFunc( GL_EQUAL, 1, 0xFF );
- glStencilMask( 0x00 );
- glEnable( GL_CULL_FACE );
- }
- render_world( world_inside, &world_gates.cam, layer_depth );
- render_remote_players( world_inside, &world_gates.cam );
+ shader_model_gate_use();
+ shader_model_gate_uPv( cam->mtx.pv );
+ shader_model_gate_uCam( cam->pos );
+ shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
+ shader_model_gate_uTime( vg.time*0.25f );
+ shader_model_gate_uInvRes( (v2f){
+ 1.0f / (float)vg.window_x,
+ 1.0f / (float)vg.window_y });
+
+ glEnable( GL_STENCIL_TEST );
+ glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
+ glStencilFunc( GL_ALWAYS, 1, 0xFF );
+ glStencilMask( 0xFF );
+ glEnable( GL_CULL_FACE );
+
+ m4x3f mmdl;
+ ent_gate_get_mdl_mtx( gate, mmdl );
+ shader_model_gate_uMdl( mmdl );
+ render_gate_mesh( world, gate );
+
+ render_world( world_inside, &world_gates.cam,
+ 1, !localplayer.gate_waiting, 1, 1 );
- {
- glDisable( GL_STENCIL_TEST );
-
- render_water_texture( world_inside, &world_gates.cam, layer_depth );
- render_fb_bind( gpipeline.fb_main, 1 );
+ return 1;
+}
- glEnable( GL_STENCIL_TEST );
+static void render_gate_unlinked( world_instance *world,
+ ent_gate *gate, 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 );
- render_water_surface( world_inside, &world_gates.cam );
+ 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 );
- glStencilMask( 0xFF );
- glStencilFunc( GL_ALWAYS, 1, 0xFF );
- glDisable( GL_STENCIL_TEST );
- }
+ vg_line_point( gate->co[0], 0.1f, 0xffffff00 );
- return 1;
+ render_gate_mesh( world, gate );
}
/*
if( !(gate->flags & k_ent_gate_linked) ) continue;
if( gate->flags & k_ent_gate_locked ) continue;
- if( gate->flags & k_ent_gate_nonlocal )
- if( world_static.load_state != k_world_loader_none )
+ 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 ){
+ u32 index = mdl_entity_id_id( call->id );
+ ent_gate *gate = mdl_arritm( &world->ent_gate, index );
+
+ if( call->function == 0 ){ /* unlock() */
+ gate->flags &= ~k_ent_gate_locked;
+ }
+ else {
+ vg_print_backtrace();
+ vg_error( "Unhandled function id: %u\n", call->function );
+ }
+}
+
+
/*
* detatches any nonlocal gates
*/
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;
}
}
-static 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 );
-
- if( call->function == 0 ){ /* unlock() */
- gate->flags &= ~k_ent_gate_locked;
- }
- else {
- vg_print_backtrace();
- vg_error( "Unhandled function id: %u\n", call->function );
- }
-}
-
#endif /* WORLD_GATE_C */