chaos pt 2
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.c
index b49113b3f0c381d1f27a618d9a213e57c3748776..bc21e95bc13dea6cd4a1645201ba7ffd0b859167 100644 (file)
 #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 );
@@ -39,7 +40,7 @@ VG_STATIC void gate_transform_update( ent_gate *gate ){
    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" );
 
@@ -64,16 +65,28 @@ VG_STATIC void world_gates_init(void)
       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 );
@@ -131,65 +144,42 @@ VG_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;
-      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 );
+   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 );
-
-   {
-      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;
 }
 
@@ -197,7 +187,7 @@ VG_STATIC int render_gate( world_instance *world, world_instance *world_inside,
  * 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;
@@ -241,8 +231,7 @@ VG_STATIC int gate_intersect_plane( ent_gate *gate,
 /*
  * 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 ) ){
@@ -258,115 +247,24 @@ VG_STATIC int gate_intersect( ent_gate *gate, v3f pos, v3f last )
 /* 
  * 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_static.load_state != k_world_loader_none ){
-            continue;
-         }
-      }
-
-      if( gate_intersect( gate, pos, last ) ){
-         return gate;
-      }
-   }
-
-   return NULL;
-}
-
-/* 
- * 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 );
+      if( gate->flags & k_ent_gate_nonlocal_DELETED )
+         continue;
 
-      if( gate->flags & k_ent_gate_nonlocal ){
-         gate->flags &= ~k_ent_gate_linked;
-      }
+      if( gate_intersect( gate, pos, last ) )
+         return mdl_entity_id( k_ent_gate, i );
    }
-}
 
-/* 
- * 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.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 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( world->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:;
-   }
+   return 0;
 }
 
-VG_STATIC void ent_gate_call( world_instance *world, ent_call *call ){
+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 );