#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
*/
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;
}
+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 );
+
+ 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'
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( !(gate->flags & k_ent_gate_nonlocal) ) continue;
if( gate->flags & k_ent_gate_linked ) continue;