chaos caused by async
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.h
index 3e35081e2b1c72639bfa510a9196eb4da04fc706..469f73695e7da46489e08a2f3b6dc8a93e67b306 100644 (file)
@@ -7,52 +7,73 @@
 
 #include "common.h"
 #include "model.h"
+#include "entity.h"
 #include "render.h"
 #include "camera.h"
 
-#include "shaders/gatelq.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 );
+
+   m3x3_scale( gate->to_world, (v3f){ gate->dimensions[0], 
+                                      gate->dimensions[1], 1.0f } );
 }
 
 VG_STATIC void world_gates_init(void)
 {
    vg_info( "world_gates_init\n" );
 
-   shader_gatelq_register();
+   shader_model_gate_register();
 
    vg_linear_clear( vg_mem.scratch );
-   mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" );
 
-   vg_acquire_thread_sync();
-   {
-      mdl_unpack_glmesh( mgate, &world.mesh_gate_surface );
+   mdl_context mgate;
+   mdl_open( &mgate, "models/rs_gate.mdl", vg_mem.scratch );
+   mdl_load_metadata_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;
    }
-   vg_release_thread_sync();
+
+   mdl_async_load_glmesh( &mgate, &world_global.mesh_gate );
+   mdl_close( &mgate );
 }
 
-VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
+VG_STATIC int render_gate( world_instance *world_inside,
+                           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 );
-   if( v3_dot(v0, gatedir) >= 0.0f )
+
+   float dist = v3_dot(v0, gatedir);
+
+   /* Hard cutoff */
+   if( dist > 3.0f )
       return 0;
 
    if( v3_dist( cam->pos, gate->co[0] ) > 100.0f )
@@ -61,12 +82,10 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
    {
       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 );
@@ -77,39 +96,37 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
    }
 
    /* update gate camera */
-   static camera gate_view;
-   gate_view.fov = cam->fov;
-   gate_view.nearz = 0.1f;
-   gate_view.farz  = 900.0f;
+   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]);
-   m4x4_clip_projection( gate_view.mtx.p, surface );
+
+   if( dist < -0.5f )
+      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_gatelq_use();
-      shader_gatelq_uPv( cam->mtx.pv );
-      shader_gatelq_uMdl( gate_xform );
-      shader_gatelq_uCam( cam->pos );
-      shader_gatelq_uTime( vg.time*0.25f );
-      shader_gatelq_uInvRes( (v2f){
+      shader_model_gate_use();
+      shader_model_gate_uPv( cam->mtx.pv );
+      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,
             1.0f / (float)vg.window_y });
 
@@ -118,25 +135,25 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
       glStencilFunc( GL_ALWAYS, 1, 0xFF ); 
       glStencilMask( 0xFF );
 
-      mesh_bind( &world.mesh_gate_surface );
-      mesh_draw( &world.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( &gate_view );
+   render_world( world_inside, &gate_camera, layer_depth );
 
    {
       glDisable( GL_STENCIL_TEST );
 
-      render_water_texture( &gate_view );
-      render_fb_bind( gpipeline.fb_main );
+      render_water_texture( world_inside, &gate_camera, layer_depth );
+      render_fb_bind( gpipeline.fb_main, 1 );
 
       glEnable( GL_STENCIL_TEST );
 
-      render_water_surface( &gate_view );
+      render_water_surface( world_inside, &gate_camera );
 
       glStencilMask( 0xFF );
       glStencilFunc( GL_ALWAYS, 1, 0xFF );
@@ -146,10 +163,11 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
    return 1;
 }
 
-VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
+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;
@@ -166,29 +184,57 @@ VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
 
    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] );
 
-         v2f xy = { v3_dot( rel, vside ), 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] );
 
-         if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
-         {
-            return 1;
-         }
+         return 1;
       }
    }
 
    return 0;
 }
 
+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]) <= 1.0f && fabsf(xy[1]) <= 1.0f ){
+         return 1;
+      }
+   }
+
+   return 0;
+}
+
+/* 
+ * Intersect all gates in the world
+ */
+VG_STATIC ent_gate *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->type == k_gate_type_unlinked ||
+          gate->type == k_gate_type_nonlocal_unlinked )
+         continue;
+
+      if( gate_intersect( gate, pos, last ) ){
+         return gate;
+      }
+   }
+
+   return NULL;
+}
+
 #endif /* WORLD_GATE_H */