active ragdolls
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.c
index 4c76b07abda774d515ac8f47c74a7bb1b325e91d..1631e05dc535b65ea19b925e65962e03271c7743 100644 (file)
@@ -17,6 +17,7 @@
 
 #include "world_water.h"
 #include "player_remote.h"
+#include "shaders/model_gate_unlinked.h"
 
 /*
  * Update the transform matrices for gate
@@ -45,6 +46,7 @@ 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 );
 
@@ -65,7 +67,7 @@ static void world_gates_init(void)
       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 );
 }
 
@@ -78,12 +80,26 @@ static void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ){
    }
 }
 
+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 );
@@ -141,64 +157,51 @@ static int render_gate( world_instance *world, world_instance *world_inside,
    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 );
 }
 
 /*
@@ -272,9 +275,11 @@ static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){
       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 );
@@ -283,6 +288,20 @@ static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){
    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 
  */
@@ -305,6 +324,11 @@ static void world_link_nonlocal_async( void *payload, u32 size ){
 
    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;
@@ -365,17 +389,4 @@ static void world_link_nonlocal_async( void *payload, u32 size ){
    }
 }
 
-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 */