world_gates.sm_marker[i] = *sm;
}
+ mdl_mesh *icosphere = mdl_find_mesh( &mgate, "rs_icosphere" );
+ world_gates.sm_icosphere =
+ *((mdl_submesh *)mdl_arritm( &mgate.submeshs, icosphere->submesh_start ));
+
mdl_async_load_glmesh( &mgate, &world_gates.mesh );
mdl_close( &mgate );
}
* 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 );
+ 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 );
+ }
}
-
- render_world( world_inside, &world_gates.cam, layer_depth );
- render_remote_players( world_inside, &world_gates.cam );
-
- {
- glDisable( GL_STENCIL_TEST );
-
- render_water_texture( world_inside, &world_gates.cam, layer_depth );
- render_fb_bind( gpipeline.fb_main, 1 );
-
- glEnable( GL_STENCIL_TEST );
-
- render_water_surface( world_inside, &world_gates.cam );
-
- glStencilMask( 0xFF );
- glStencilFunc( GL_ALWAYS, 1, 0xFF );
- glDisable( GL_STENCIL_TEST );
+ else {
+ mesh_bind( &world_gates.mesh );
+ mdl_draw_submesh( &world_gates.sm_surface );
}
+ render_world( world_inside, &world_gates.cam,
+ 1, !localplayer.gate_waiting, 1, 1 );
+
return 1;
}
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 )
- continue;
+ if( gate->flags & k_ent_gate_nonlocal_DELETED )
+ continue;
if( gate_intersect( gate, pos, last ) )
return mdl_entity_id( k_ent_gate, i );
return 0;
}
-/*
- * detatches any nonlocal gates
- */
-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 );
-
- if( gate->flags & k_ent_gate_nonlocal ){
- gate->flags &= ~k_ent_gate_linked;
- }
- }
-}
-
-/*
- * attatches nonlocal gates, to be called from main thread ONLY!
- */
-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 );
-
- if( !(gate->flags & k_ent_gate_nonlocal) ) continue;
- if( gate->flags & k_ent_gate_linked ) continue;
-
- const char *key = mdl_pstr( &world->meta, gate->key );
- vg_info( "key: %s\n", key );
-
- for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
- world_instance *other = &world_static.instances[i];
- if( other == world ) continue;
- if( other->status != k_world_status_loaded ) continue;
- vg_info( "Checking world %u for key matches\n", i );
-
- 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;
-
- const char *key2 = mdl_pstr( &other->meta, gate2->key );
- vg_info( " key2: %s\n", key2 );
-
- if( strcmp( key, key2 ) ) continue;
-
- vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
- key, world_id, i );
-
- gate->flags |= k_ent_gate_linked;
- gate2->flags |= k_ent_gate_linked;
- gate->target = i;
- gate2->target = world_id;
-
- v3_copy( gate->co[0], gate2->co[1] );
- v3_copy( gate2->co[0], gate->co[1] );
- v4_copy( gate->q[0], gate2->q[1] );
- v4_copy( gate2->q[0], gate->q[1] );
-
- 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
- * to the hub worlds one. new behaviour is to just flip the
- * destinations so the rules are consistent in each world.
- */
- v4f qflip;
- 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 );
- gate_transform_update( gate2 );
-
- goto matched;
- }
- } matched:;
- }
-}
-
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 );