#include "common.h"
#include "model.h"
+#include "entity.h"
#include "render.h"
#include "camera.h"
#include "shaders/model_gate.h"
#include "world_water.h"
-VG_STATIC void gate_transform_update( teleport_gate *gate )
+VG_STATIC void gate_transform_update( ent_gate *gate )
{
- m4x3f to_local;
+ m4x3f to_local, recv_to_world;
q_m3x3( gate->q[0], gate->to_world );
v3_copy( gate->co[0], gate->to_world[3] );
m4x3_invert_affine( gate->to_world, to_local );
- q_m3x3( gate->q[1], gate->recv_to_world );
- v3_copy( gate->co[1], gate->recv_to_world[3] );
- m4x3_mul( gate->recv_to_world, to_local, gate->transport );
+ q_m3x3( gate->q[1], recv_to_world );
+ v3_copy( gate->co[1], recv_to_world[3] );
+ m4x3_mul( recv_to_world, to_local, gate->transport );
+
+ m4x3_scalev( gate->to_world, (v3f){ gate->dimensions[0],
+ gate->dimensions[1], 1.0f } );
}
VG_STATIC void world_gates_init(void)
shader_model_gate_register();
vg_linear_clear( vg_mem.scratch );
- mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" );
+
+ mdl_context mgate;
+ mdl_open( &mgate, "models/rs_gate.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &mgate, vg_mem.scratch );
+ mdl_load_mesh_block( &mgate, vg_mem.scratch );
+
+ mdl_mesh *surface = mdl_find_mesh( &mgate, "rs_gate" );
+ mdl_submesh *sm = mdl_arritm(&mgate.submeshs,surface->submesh_start);
+ world_global.sm_gate_surface = *sm;
+
+ const char *names[] = { "rs_gate_marker", "rs_gate_marker.001",
+ "rs_gate_marker.002", "rs_gate_marker.003" };
+
+ for( int i=0; i<4; i++ ){
+ mdl_mesh *marker = mdl_find_mesh( &mgate, names[i] );
+ sm = mdl_arritm( &mgate.submeshs, marker->submesh_start );
+ world_global.sm_gate_marker[i] = *sm;
+ }
+
+ mdl_close( &mgate );
vg_acquire_thread_sync();
{
- mdl_unpack_glmesh( mgate, &world_global.mesh_gate_surface );
+ mdl_unpack_glmesh( &mgate, &world_global.mesh_gate );
}
vg_release_thread_sync();
}
VG_STATIC int render_gate( world_instance *world_inside,
- teleport_gate *gate, camera *cam )
+ ent_gate *gate, camera *cam, int layer_depth )
{
v3f viewdir, gatedir;
m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir );
- m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir );
+ q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, gatedir );
v3f v0;
v3_sub( cam->pos, gate->co[0], v0 );
{
v3f a,b,c,d;
- float sx = gate->dims[0],
- sy = gate->dims[1];
- m4x3_mulv( gate->to_world, (v3f){-sx,-sy,0.0f}, a );
- m4x3_mulv( gate->to_world, (v3f){ sx,-sy,0.0f}, b );
- m4x3_mulv( gate->to_world, (v3f){ sx, sy,0.0f}, c );
- m4x3_mulv( gate->to_world, (v3f){-sx, sy,0.0f}, d );
+ m4x3_mulv( gate->to_world, (v3f){-1.0f,-1.0f,0.0f}, a );
+ m4x3_mulv( gate->to_world, (v3f){ 1.0f,-1.0f,0.0f}, b );
+ m4x3_mulv( gate->to_world, (v3f){ 1.0f, 1.0f,0.0f}, c );
+ m4x3_mulv( gate->to_world, (v3f){-1.0f, 1.0f,0.0f}, d );
vg_line( a,b, 0xffffa000 );
vg_line( b,c, 0xffffa000 );
}
/* update gate camera */
- static camera gate_view;
- gate_view.fov = cam->fov;
- gate_view.nearz = 0.1f;
- gate_view.farz = 2000.0f;
+ gate_camera.fov = cam->fov;
+ gate_camera.nearz = 0.1f;
+ gate_camera.farz = 2000.0f;
- m4x3_mul( gate->transport, cam->transform, gate_view.transform );
- camera_update_view( &gate_view );
- camera_update_projection( &gate_view );
+ m4x3_mul( gate->transport, cam->transform, gate_camera.transform );
+ camera_update_view( &gate_camera );
+ camera_update_projection( &gate_camera );
/* Add special clipping plane to projection */
v4f surface;
- m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
+ q_mulv( gate->q[1], (v3f){0.0f,0.0f,-1.0f}, surface );
surface[3] = v3_dot( surface, gate->co[1] );
- m4x3_mulp( gate_view.transform_inverse, surface, surface );
+ m4x3_mulp( gate_camera.transform_inverse, surface, surface );
surface[3] = -fabsf(surface[3]);
if( dist < -0.5f )
- m4x4_clip_projection( gate_view.mtx.p, surface );
+ m4x4_clip_projection( gate_camera.mtx.p, surface );
/* Ready to draw with new camrea */
- camera_finalize( &gate_view );
+ camera_finalize( &gate_camera );
- vg_line_pt3( gate_view.transform[3], 0.3f, 0xff00ff00 );
+ vg_line_pt3( gate_camera.transform[3], 0.3f, 0xff00ff00 );
{
- m4x3f gate_xform;
- m4x3_copy( gate->to_world, gate_xform );
- m4x3_scalev( gate_xform, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
-
shader_model_gate_use();
shader_model_gate_uPv( cam->mtx.pv );
- shader_model_gate_uMdl( gate_xform );
+ shader_model_gate_uMdl( gate->to_world );
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,
glStencilFunc( GL_ALWAYS, 1, 0xFF );
glStencilMask( 0xFF );
- mesh_bind( &world_global.mesh_gate_surface );
- mesh_draw( &world_global.mesh_gate_surface );
+ mesh_bind( &world_global.mesh_gate );
+ mdl_draw_submesh( &world_global.sm_gate_surface );
glClear( GL_DEPTH_BUFFER_BIT );
glStencilFunc( GL_EQUAL, 1, 0xFF );
glStencilMask( 0x00 );
}
- render_world( world_inside, &gate_view );
+ render_world( world_inside, &gate_camera, layer_depth );
{
glDisable( GL_STENCIL_TEST );
- render_water_texture( world_inside, &gate_view );
+ render_water_texture( world_inside, &gate_camera, layer_depth );
render_fb_bind( gpipeline.fb_main );
glEnable( GL_STENCIL_TEST );
- render_water_surface( world_inside, &gate_view );
+ render_water_surface( world_inside, &gate_camera );
glStencilMask( 0xFF );
glStencilFunc( GL_ALWAYS, 1, 0xFF );
return 1;
}
-VG_STATIC int gate_intersect_plane( teleport_gate *gate, v3f pos, v3f last,
- v2f where )
+VG_STATIC int gate_intersect_plane( ent_gate *gate,
+ v3f pos, v3f last, v2f where )
{
v4f surface;
- m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
+ q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, surface );
surface[3] = v3_dot( surface, gate->co[0] );
v3f v0, c, delta, p0;
float d = v3_dot( surface, v0 );
- if( d > 0.00001f )
- {
+ if( d > 0.00001f ){
float t = v3_dot(delta, surface) / d;
- if( t >= 0.0f && t <= l )
- {
+ if( t >= 0.0f && t <= l ){
v3f local, rel;
v3_muladds( last, v0, t, local );
v3_sub( gate->co[0], local, rel );
- v3f vup, vside;
- m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- m3x3_mulv( gate->to_world, (v3f){1.0f,0.0f,0.0f}, vside );
+ where[0] = v3_dot( rel, gate->to_world[0] );
+ where[1] = v3_dot( rel, gate->to_world[1] );
- where[0] = v3_dot( rel, vside );
- where[1] = v3_dot( rel, vup );
+ where[0] /= v3_dot( gate->to_world[0], gate->to_world[0] );
+ where[1] /= v3_dot( gate->to_world[1], gate->to_world[1] );
return 1;
}
return 0;
}
-VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
+VG_STATIC int gate_intersect( ent_gate *gate, v3f pos, v3f last )
{
v2f xy;
- if( gate_intersect_plane( gate, pos, last, xy ) )
- {
- if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
- {
+ if( gate_intersect_plane( gate, pos, last, xy ) ){
+ if( fabsf(xy[0]) <= 1.0f && fabsf(xy[1]) <= 1.0f ){
return 1;
}
}
/*
* Intersect all gates in the world
*/
-VG_STATIC teleport_gate *world_intersect_gates( world_instance *world,
- v3f pos, v3f last )
+VG_STATIC ent_gate *world_intersect_gates( world_instance *world,
+ v3f pos, v3f last )
{
- for( int i=0; i<world->gate_count; i++ )
- {
- struct route_gate *rg = &world->gates[i];
- teleport_gate *gate = &rg->gate;
+ for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
+ ent_gate *gate = mdl_arritm( &world->ent_gate, i );
+ if( gate->type == k_gate_type_unlinked )
+ continue;
- if( gate_intersect( gate, pos, last ) )
+ if( gate_intersect( gate, pos, last ) ){
return gate;
+ }
}
return NULL;