X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.c;h=259260c0f006a3110409ec27d0fd7b5fc7c5e5ea;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=f757cdf8e1b760d167299c080b1731501e9ae1f8;hpb=3494503be52ee50b21e78c8ada30620210db6511;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.c b/world_gate.c index f757cdf..259260c 100644 --- a/world_gate.c +++ b/world_gate.c @@ -16,11 +16,13 @@ #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 ); @@ -39,11 +41,12 @@ 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" ); shader_model_gate_register(); + shader_model_gate_unlinked_register(); vg_linear_clear( vg_mem.scratch ); @@ -64,16 +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, 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 ); @@ -131,73 +157,58 @@ 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; isubmesh_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 ); - } - render_world( world_inside, &world_gates.cam, layer_depth ); + 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 ); + glEnable( GL_CULL_FACE ); + + m4x3f mmdl; + ent_gate_get_mdl_mtx( gate, mmdl ); + shader_model_gate_uMdl( mmdl ); + render_gate_mesh( world, gate ); + + render_world( world_inside, &world_gates.cam, + 1, !localplayer.gate_waiting, 1, 1 ); - { - glDisable( GL_STENCIL_TEST ); - - render_water_texture( world_inside, &world_gates.cam, 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, &world_gates.cam ); + 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; @@ -241,8 +252,7 @@ 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 ) ){ @@ -258,8 +268,7 @@ 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 ); @@ -267,23 +276,36 @@ VG_STATIC ent_gate *world_intersect_gates( world_instance *world, if( gate->flags & k_ent_gate_locked ) continue; if( gate->flags & k_ent_gate_nonlocal ){ - if( world_loader.state != k_world_loader_none ){ + 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 ); @@ -296,13 +318,13 @@ 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->flags & k_ent_gate_nonlocal) ) continue; if( gate->flags & k_ent_gate_linked ) continue; @@ -310,14 +332,14 @@ VG_STATIC void world_link_nonlocal_async( void *payload, u32 size ) const char *key = mdl_pstr( &world->meta, gate->key ); vg_info( "key: %s\n", key ); - for( u32 i=0; istatus != k_world_status_loaded ) continue; vg_info( "Checking world %u for key matches\n", i ); - for( u32 j=0; jent_gate ); j++ ){ - ent_gate *gate2 = mdl_arritm( &other->ent_gate, j ); + for( u32 k=0; kent_gate ); k++ ){ + ent_gate *gate2 = mdl_arritm( &other->ent_gate, k ); if( !(gate2->flags & k_ent_gate_nonlocal) ) continue; if( gate2->flags & k_ent_gate_linked ) continue; @@ -340,11 +362,7 @@ VG_STATIC void world_link_nonlocal_async( void *payload, u32 size ) 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 { + 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 @@ -355,6 +373,7 @@ VG_STATIC void world_link_nonlocal_async( void *payload, u32 size ) 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 ); @@ -362,21 +381,7 @@ VG_STATIC void world_link_nonlocal_async( void *payload, u32 size ) goto matched; } - } -matched:; - } -} - -VG_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 ); + } matched:; } }