#include "camera.h"
#include "world_water.h"
+#include "player_remote.h"
+#include "shaders/model_gate_unlinked.h"
/*
* Update the transform matrices for gate
*/
-VG_STATIC void gate_transform_update( ent_gate *gate ){
+static 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 );
}
-VG_STATIC void world_gates_init(void)
+static 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 );
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 ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ){
+ m4x3_copy( gate->to_world, mmdl );
+
+ if( !(gate->flags & k_ent_gate_custom_mesh) ){
+ m3x3_scale( mmdl, (v3f){ gate->dimensions[0],
+ gate->dimensions[1], 1.0f } );
+ }
+}
+
+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
*/
-VG_STATIC int render_gate( world_instance *world, world_instance *world_inside,
- ent_gate *gate, camera *cam, int layer_depth )
-{
+static int render_gate( world_instance *world, world_instance *world_inside,
+ 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;
- m4x3_copy( gate->to_world, mmdl );
-
- if( gate->flags & k_ent_gate_custom_mesh ){
- shader_model_gate_uMdl( mmdl );
- 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 {
- m3x3_scale( mmdl, (v3f){ gate->dimensions[0],
- gate->dimensions[1], 1.0f } );
- shader_model_gate_uMdl( mmdl );
- 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 );
+ 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 );
}
/*
* Intersect the plane of a gate with a line segment, plane coordinate result
* stored in 'where'
*/
-VG_STATIC int gate_intersect_plane( ent_gate *gate,
+static int gate_intersect_plane( ent_gate *gate,
v3f pos, v3f last, v2f where )
{
v4f surface;
/*
* Intersect specific gate
*/
-VG_STATIC int gate_intersect( ent_gate *gate, v3f pos, v3f last )
-{
+static 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
*/
-VG_STATIC ent_gate *world_intersect_gates( world_instance *world,
- v3f pos, v3f last ){
+static 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_locked ) continue;
if( gate->flags & k_ent_gate_nonlocal ){
- if( world_static.load_state != k_world_loader_none ){
+ if( world_static.instances[gate->target].status
+ != k_world_status_loaded )
continue;
- }
}
- if( gate_intersect( gate, pos, last ) ){
- return gate;
- }
+ if( gate_intersect( gate, pos, last ) )
+ return mdl_entity_id( k_ent_gate, i );
}
- return NULL;
+ 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
*/
-VG_STATIC void world_unlink_nonlocal( world_instance *world ){
+static 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!
*/
-VG_STATIC void world_link_nonlocal_async( void *payload, u32 size ){
+static void world_link_nonlocal_async( void *payload, u32 size ){
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;
if( other->status != k_world_status_loaded ) continue;
vg_info( "Checking world %u for key matches\n", i );
- for( u32 j=0; j<mdl_arrcount( &other->ent_gate ); j++ ){
- ent_gate *gate2 = mdl_arritm( &other->ent_gate, j );
+ 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;
v4_copy( gate->q[0], gate2->q[1] );
v4_copy( gate2->q[0], gate->q[1] );
- if( world->meta.info.version >= 102 ){
- gate->flags |= k_ent_gate_flip;
- gate2->flags |= k_ent_gate_flip;
- }
- else {
+ 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
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 );
goto matched;
}
- }
-matched:;
- }
-}
-
-VG_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 );
+ } matched:;
}
}