#include "camera.h"
#include "world_water.h"
+#include "player_remote.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" );
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 );
}
+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 } );
+ }
+}
+
/*
* 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 ){
- 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 } );
- mesh_bind( &world_gates.mesh );
- mdl_draw_submesh( &world_gates.sm_surface );
+ 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 );
}
-
- shader_model_gate_uMdl( mmdl );
-
- 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 );
-
- {
- 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;
}
* 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_linked) ) continue;
+ if( gate->flags & k_ent_gate_locked ) continue;
- if( gate->flags & k_ent_gate_nonlocal ){
- if( world_loader.state != k_world_loader_none ){
- continue;
- }
- }
+ if( gate->flags & k_ent_gate_nonlocal_DELETED )
+ 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;
}
-/*
- * detatches any nonlocal gates
- */
-VG_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 );
+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( gate->flags & k_ent_gate_nonlocal ){
- gate->flags &= ~k_ent_gate_linked;
- }
+ if( call->function == 0 ){ /* unlock() */
+ gate->flags &= ~k_ent_gate_locked;
}
-}
-
-/*
- * attatches nonlocal gates, to be called from main thread ONLY!
- */
-VG_STATIC void world_link_nonlocal_async( void *payload, u32 size )
-{
- world_instance *world = payload;
- u32 world_id = world - world_static.worlds;
-
- 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.worlds); i++ ){
- world_instance *other = &world_static.worlds[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 j=0; j<mdl_arrcount( &other->ent_gate ); j++ ){
- ent_gate *gate2 = mdl_arritm( &other->ent_gate, j );
-
- 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( other->meta.info.version >= 102 ){
- gate->flags |= k_ent_gate_flip;
- gate2->flags |= k_ent_gate_flip;
- }
- else {
- /* 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] );
- }
-
- gate_transform_update( gate );
- gate_transform_update( gate2 );
-
- goto matched;
- }
- }
-matched:;
+ else {
+ vg_print_backtrace();
+ vg_error( "Unhandled function id: %u\n", call->function );
}
}