#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, 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->dims[0], gate->dims[1], 1.0f } );
+ m3x3_scale( 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 );
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,
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_camera );
+ render_world( world_inside, &gate_camera, layer_depth );
{
glDisable( GL_STENCIL_TEST );
- render_water_texture( world_inside, &gate_camera );
- 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 );
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;
q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, surface );
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 );
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 ) )
- {
- vg_info( "%f %f\n", xy[0], xy[1] );
- if( fabsf(xy[0]) <= 1.0f && fabsf(xy[1]) <= 1.0f )
- {
+ if( gate_intersect_plane( gate, pos, last, xy ) ){
+ if( fabsf(xy[0]) <= 1.0f && fabsf(xy[1]) <= 1.0f ){
return 1;
}
}
return 0;
}
-struct gate_hit
-{
- struct nonlocal_gate *nonlocal;
- struct route_gate *route;
- teleport_gate *gate;
-};
-
/*
* Intersect all gates in the world
*/
-VG_STATIC int world_intersect_gates( world_instance *world,
- v3f pos, v3f last, struct gate_hit *hit )
+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;
-
- if( gate_intersect( gate, pos, last ) )
- {
- hit->gate = gate;
- hit->nonlocal = NULL;
- hit->route = rg;
- return 1;
+ 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;
}
}
- for( int i=0; i<world->nonlocalgate_count; i++ )
- {
- struct nonlocal_gate *nlg = &world->nonlocal_gates[i];
- teleport_gate *gate = &nlg->gate;
-
- if( gate_intersect( gate, pos, last ) )
- {
- hit->gate = gate;
- hit->nonlocal = nlg;
- hit->route = NULL;
- return 1;
- }
- }
-
- return 0;
+ return NULL;
}
#endif /* WORLD_GATE_H */