X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.c;h=259260c0f006a3110409ec27d0fd7b5fc7c5e5ea;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=7a5360a6e2b09a9bcd517ee3cfe2781bf3552257;hpb=342fcbf6fda017bdd38d56ce0fa7c9e59e589f3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.c b/world_gate.c index 7a5360a..259260c 100644 --- a/world_gate.c +++ b/world_gate.c @@ -16,12 +16,19 @@ #include "camera.h" #include "world_water.h" +#include "player_remote.h" +#include "shaders/model_gate_unlinked.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 ); + q_mul( gate->q[1], qflip, gate->q[1] ); + } + m4x3f to_local, recv_to_world; q_m3x3( gate->q[0], gate->to_world ); @@ -32,16 +39,14 @@ VG_STATIC void gate_transform_update( ent_gate *gate ) 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) +static void world_gates_init(void) { vg_info( "world_gates_init\n" ); shader_model_gate_register(); + shader_model_gate_unlinked_register(); vg_linear_clear( vg_mem.scratch ); @@ -62,16 +67,39 @@ VG_STATIC void world_gates_init(void) world_gates.sm_marker[i] = *sm; } - mdl_async_load_glmesh( &mgate, &world_gates.mesh ); + mdl_async_load_glmesh( &mgate, &world_gates.mesh, NULL ); 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 } ); + } +} + +static void render_gate_mesh( world_instance *world, ent_gate *gate ){ + if( gate->flags & k_ent_gate_custom_mesh ){ + mesh_bind( &world->mesh_no_collide ); + for( u32 i=0; isubmesh_count; i++ ){ + mdl_submesh *sm = mdl_arritm( &world->meta.submeshs, + gate->submesh_start+i ); + mdl_draw_submesh( sm ); + } + } + else { + mesh_bind( &world_gates.mesh ); + mdl_draw_submesh( &world_gates.sm_surface ); + } +} + /* * Render the view through a gate */ -VG_STATIC int render_gate( 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 ); @@ -89,94 +117,98 @@ VG_STATIC int render_gate( world_instance *world_inside, return 0; { - v3f a,b,c,d; + f32 w = gate->dimensions[0], + h = gate->dimensions[1]; - 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 ); + v3f a,b,c,d; + m4x3_mulv( gate->to_world, (v3f){-w,-h,0.0f}, a ); + m4x3_mulv( gate->to_world, (v3f){ w,-h,0.0f}, b ); + m4x3_mulv( gate->to_world, (v3f){ w, h,0.0f}, c ); + m4x3_mulv( gate->to_world, (v3f){-w, h,0.0f}, d ); vg_line( a,b, 0xffffa000 ); vg_line( b,c, 0xffffa000 ); vg_line( c,d, 0xffffa000 ); vg_line( d,a, 0xffffa000 ); - - vg_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 ); + vg_line( gate->co[0], gate->co[1], 0xff0000ff ); } /* update gate camera */ - gate_camera.fov = cam->fov; - gate_camera.nearz = 0.1f; - gate_camera.farz = 2000.0f; + world_gates.cam.fov = cam->fov; + world_gates.cam.nearz = 0.1f; + world_gates.cam.farz = 2000.0f; - m4x3_mul( gate->transport, cam->transform, gate_camera.transform ); - camera_update_view( &gate_camera ); - camera_update_projection( &gate_camera ); + m4x3_mul( gate->transport, cam->transform, world_gates.cam.transform ); + camera_update_view( &world_gates.cam ); + camera_update_projection( &world_gates.cam ); /* Add special clipping plane to projection */ v4f 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_camera.transform_inverse, surface, surface ); + m4x3_mulp( world_gates.cam.transform_inverse, surface, surface ); surface[3] = -fabsf(surface[3]); if( dist < -0.5f ) - m4x4_clip_projection( gate_camera.mtx.p, surface ); + m4x4_clip_projection( world_gates.cam.mtx.p, surface ); /* Ready to draw with new camrea */ - camera_finalize( &gate_camera ); + camera_finalize( &world_gates.cam ); - vg_line_pt3( gate_camera.transform[3], 0.3f, 0xff00ff00 ); - { - 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 }); - - glEnable( GL_STENCIL_TEST ); - glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); - glStencilFunc( GL_ALWAYS, 1, 0xFF ); - glStencilMask( 0xFF ); + vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 ); - 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 }); - glClear( GL_DEPTH_BUFFER_BIT ); - glStencilFunc( GL_EQUAL, 1, 0xFF ); - glStencilMask( 0x00 ); - } + glEnable( GL_STENCIL_TEST ); + glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glStencilMask( 0xFF ); + glEnable( GL_CULL_FACE ); - render_world( world_inside, &gate_camera, layer_depth ); + m4x3f mmdl; + ent_gate_get_mdl_mtx( gate, mmdl ); + shader_model_gate_uMdl( mmdl ); + render_gate_mesh( world, gate ); - { - glDisable( GL_STENCIL_TEST ); + render_world( world_inside, &world_gates.cam, + 1, !localplayer.gate_waiting, 1, 1 ); - render_water_texture( world_inside, &gate_camera, layer_depth ); - render_fb_bind( gpipeline.fb_main, 1 ); + return 1; +} - glEnable( GL_STENCIL_TEST ); +static void render_gate_unlinked( world_instance *world, + ent_gate *gate, camera *cam ){ + m4x3f mmdl; m4x4f m4mdl; + ent_gate_get_mdl_mtx( gate, mmdl ); + m4x3_expand( mmdl, m4mdl ); + m4x4_mul( cam->mtx_prev.pv, m4mdl, m4mdl ); - render_water_surface( world_inside, &gate_camera ); + shader_model_gate_unlinked_use(); + shader_model_gate_unlinked_uPv( cam->mtx.pv ); + shader_model_gate_unlinked_uPvmPrev( m4mdl ); + shader_model_gate_unlinked_uCam( cam->pos ); + shader_model_gate_unlinked_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} ); + shader_model_gate_unlinked_uTime( vg.time*0.25f ); + shader_model_gate_unlinked_uMdl( mmdl ); - glStencilMask( 0xFF ); - glStencilFunc( GL_ALWAYS, 1, 0xFF ); - glDisable( GL_STENCIL_TEST ); - } + vg_line_point( gate->co[0], 0.1f, 0xffffff00 ); - return 1; + render_gate_mesh( world, gate ); } /* * 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; @@ -220,12 +252,12 @@ 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 ) ){ - if( fabsf(xy[0]) <= 1.0f && fabsf(xy[1]) <= 1.0f ){ + if( (fabsf(xy[0]) <= gate->dimensions[0]) && + (fabsf(xy[1]) <= gate->dimensions[1]) ){ return 1; } } @@ -236,40 +268,49 @@ 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; ient_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->type == k_gate_type_nonlocel ){ - if( skaterift.async_op == k_async_op_world_loading || - skaterift.async_op == k_async_op_world_preloading ){ + 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.instances[gate->target].status + != k_world_status_loaded ) 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; +} + +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( call->function == 0 ){ /* unlock() */ + gate->flags &= ~k_ent_gate_locked; + } + else { + vg_print_backtrace(); + vg_error( "Unhandled function id: %u\n", call->function ); + } } + /* * detatches any nonlocal gates */ -VG_STATIC void world_unlink_nonlocal( world_instance *world ) -{ +static void world_unlink_nonlocal( world_instance *world ){ for( u32 j=0; jent_gate); j ++ ){ ent_gate *gate = mdl_arritm( &world->ent_gate, j ); - if( gate->type == k_gate_type_nonlocel ){ - gate->type = k_gate_type_nonlocal_unlinked; + if( gate->flags & k_ent_gate_nonlocal ){ + gate->flags &= ~k_ent_gate_linked; } } } @@ -277,59 +318,70 @@ VG_STATIC void world_unlink_nonlocal( world_instance *world ) /* * attatches nonlocal gates, to be called from main thread ONLY! */ -VG_STATIC void world_link_nonlocal_async( void *payload, u32 size ) -{ +static void world_link_nonlocal_async( void *payload, u32 size ){ world_instance *world = payload; - u32 world_id = world - world_static.worlds; + u32 world_id = world - world_static.instances; for( u32 j=0; jent_gate); j ++ ){ ent_gate *gate = mdl_arritm( &world->ent_gate, j ); + gate_transform_update( gate ); - if( gate->type == k_gate_type_nonlocal_unlinked ){ - const char *key = mdl_pstr( &world->meta, gate->key ); - vg_info( "key: %s\n", key ); + if( !(gate->flags & k_ent_gate_nonlocal) ) continue; + if( gate->flags & k_ent_gate_linked ) continue; - for( u32 i=0; istatus != k_world_status_loaded ) continue; - vg_info( "Checking world %u for key matches\n", i ); + const char *key = mdl_pstr( &world->meta, gate->key ); + vg_info( "key: %s\n", key ); - for( u32 j=0; jent_gate ); j++ ){ - ent_gate *gate2 = mdl_arritm( &other->ent_gate, j ); - if( gate2->type != k_gate_type_nonlocal_unlinked ) continue; + for( u32 i=0; istatus != k_world_status_loaded ) continue; + vg_info( "Checking world %u for key matches\n", i ); - const char *key2 = mdl_pstr( &other->meta, gate2->key ); - vg_info( " key2: %s\n", key2 ); + for( u32 k=0; kent_gate ); k++ ){ + ent_gate *gate2 = mdl_arritm( &other->ent_gate, k ); - if( strcmp( key, key2 ) ) continue; + if( !(gate2->flags & k_ent_gate_nonlocal) ) continue; + if( gate2->flags & k_ent_gate_linked ) continue; - vg_success( "Non-local matching pair '%s' found. (%u:%u)\n", - key, world_id, i ); - - gate->type = k_gate_type_nonlocel; - gate2->type = k_gate_type_nonlocel; - gate->target = i; - gate2->target = world_id; + const char *key2 = mdl_pstr( &other->meta, gate2->key ); + vg_info( " key2: %s\n", key2 ); - 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( 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 ){ + /* 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] ); + q_mul( gate2->q[1], qflip, gate2->q[1] ); + } - gate_transform_update( gate ); - gate_transform_update( gate2 ); + gate_transform_update( gate ); + gate_transform_update( gate2 ); - goto matched; - } + goto matched; } -matched:; - } + } matched:; } }