X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.c;h=2a236d4391c0d8d7f67d8bcc94bcbad42151a787;hb=72f789aa46c913ec2ffa10907b2124f8d09670e5;hp=96317c1b4da3b458a8fbb449c0caddf3f1823c0e;hpb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.c b/world_gate.c index 96317c1..2a236d4 100644 --- a/world_gate.c +++ b/world_gate.c @@ -13,39 +13,42 @@ #include "model.h" #include "entity.h" #include "render.h" -#include "camera.h" #include "world_water.h" #include "player_remote.h" +#include "shaders/model_gate_unlinked.h" +#include + +struct world_gates world_gates; /* * Update the transform matrices for gate */ -static void gate_transform_update( ent_gate *gate ){ - if( gate->flags & k_ent_gate_flip ){ +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] ); + q_normalize( gate->q[1] ); } 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], recv_to_world ); v3_copy( gate->co[1], recv_to_world[3] ); + m4x3_mul( recv_to_world, to_local, gate->transport ); } -static void world_gates_init(void) +void world_gates_init(void) { vg_info( "world_gates_init\n" ); - - shader_model_gate_register(); - vg_linear_clear( vg_mem.scratch ); mdl_context mgate; @@ -65,15 +68,12 @@ static void world_gates_init(void) world_gates.sm_marker[i] = *sm; } - mdl_mesh *icosphere = mdl_find_mesh( &mgate, "rs_icosphere" ); - world_gates.sm_icosphere = - *((mdl_submesh *)mdl_arritm( &mgate.submeshs, icosphere->submesh_start )); - - 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 ){ +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) ){ @@ -82,11 +82,27 @@ static void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ){ } } +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 */ -static int render_gate( world_instance *world, world_instance *world_inside, - ent_gate *gate, camera *cam, int layer_depth ) +int render_gate( world_instance *world, world_instance *world_inside, + ent_gate *gate, vg_camera *cam ) { v3f viewdir, gatedir; m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir ); @@ -127,8 +143,8 @@ static int render_gate( world_instance *world, world_instance *world_inside, world_gates.cam.farz = 2000.0f; m4x3_mul( gate->transport, cam->transform, world_gates.cam.transform ); - camera_update_view( &world_gates.cam ); - camera_update_projection( &world_gates.cam ); + vg_camera_update_view( &world_gates.cam ); + vg_camera_update_projection( &world_gates.cam ); /* Add special clipping plane to projection */ v4f surface; @@ -142,69 +158,57 @@ static int render_gate( world_instance *world, world_instance *world_inside, m4x4_clip_projection( world_gates.cam.mtx.p, surface ); /* Ready to draw with new camrea */ - camera_finalize( &world_gates.cam ); + vg_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; - ent_gate_get_mdl_mtx( gate, mmdl ); - shader_model_gate_uMdl( mmdl ); - - 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 ); - } - - 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 ); - render_remote_players( world_inside, &world_gates.cam ); - - { - glDisable( GL_STENCIL_TEST ); - - render_water_texture( world_inside, &world_gates.cam, layer_depth ); - render_fb_bind( gpipeline.fb_main, 1 ); - - glEnable( GL_STENCIL_TEST ); - - render_water_surface( world_inside, &world_gates.cam ); - - glStencilMask( 0xFF ); - glStencilFunc( GL_ALWAYS, 1, 0xFF ); - glDisable( GL_STENCIL_TEST ); - } + 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 ); return 1; } +void render_gate_unlinked( world_instance *world, + ent_gate *gate, vg_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 ); + + 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 ); + + vg_line_point( gate->co[0], 0.1f, 0xffffff00 ); + + render_gate_mesh( world, gate ); +} + /* * Intersect the plane of a gate with a line segment, plane coordinate result * stored in 'where' @@ -253,7 +257,8 @@ static int gate_intersect_plane( ent_gate *gate, /* * Intersect specific gate */ -static int gate_intersect( ent_gate *gate, v3f pos, v3f last ){ +int gate_intersect( ent_gate *gate, v3f pos, v3f last ) +{ v2f xy; if( gate_intersect_plane( gate, pos, last, xy ) ){ @@ -269,15 +274,19 @@ static int gate_intersect( ent_gate *gate, v3f pos, v3f last ){ /* * Intersect all gates in the world */ -static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){ +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->flags & k_ent_gate_linked) ) continue; if( gate->flags & k_ent_gate_locked ) continue; - if( gate->flags & k_ent_gate_nonlocal_DELETED ) - 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 mdl_entity_id( k_ent_gate, i ); @@ -286,16 +295,115 @@ static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){ return 0; } -static void ent_gate_call( world_instance *world, ent_call *call ){ +entity_call_result 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() */ + if( call->function == 0 ) /* unlock() */ + { gate->flags &= ~k_ent_gate_locked; + return k_entity_call_result_OK; } - else { - vg_print_backtrace(); - vg_error( "Unhandled function id: %u\n", call->function ); + else + { + return k_entity_call_result_unhandled; + } +} + + +/* + * detatches any nonlocal gates + */ +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->flags & k_ent_gate_nonlocal ) + { + gate->flags &= ~k_ent_gate_linked; + } + } +} + +/* + * This has to be synchronous because main thread looks at gate data for + * rendering, and we modify gates that the main thread has ownership of. + */ +void world_link_gates_async( void *payload, u32 size ) +{ + VG_ASSERT( vg_thread_purpose() == k_thread_purpose_main ); + + world_instance *world = payload; + 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( skaterift.demo_mode ) + if( world_static.instance_addons[world_id]->flags & ADDON_REG_PREMIUM ) + continue; + + if( !(gate->flags & k_ent_gate_nonlocal) ) continue; + if( gate->flags & k_ent_gate_linked ) continue; + + 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 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; + + const char *key2 = mdl_pstr( &other->meta, gate2->key ); + vg_info( " key2: %s\n", key2 ); + + 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 ); + + goto matched; + } + } matched:; } }