X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.c;h=be339cf587603482e124053b3134090aeb99cdd0;hb=c0e4a67ba2f001179df6e2cde97370a946669c22;hp=96317c1b4da3b458a8fbb449c0caddf3f1823c0e;hpb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.c b/world_gate.c index 96317c1..be339cf 100644 --- a/world_gate.c +++ b/world_gate.c @@ -65,10 +65,6 @@ 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_close( &mgate ); } @@ -86,8 +82,7 @@ static void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ){ * 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 ) -{ + 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 ); @@ -145,63 +140,42 @@ 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; - 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 ); + 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 ); + } } - - 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 ); + else { + mesh_bind( &world_gates.mesh ); + mdl_draw_submesh( &world_gates.sm_surface ); } + render_world( world_inside, &world_gates.cam, + 1, !localplayer.gate_waiting, 1, 1 ); + return 1; } @@ -276,8 +250,11 @@ static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){ 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 ); @@ -299,4 +276,87 @@ static void ent_gate_call( world_instance *world, ent_call *call ){ } } + +/* + * detatches any nonlocal gates + */ +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->flags & k_ent_gate_nonlocal ){ + gate->flags &= ~k_ent_gate_linked; + } + } +} + +/* + * attatches nonlocal gates, to be called from main thread ONLY! + */ +static void world_link_nonlocal_async( void *payload, u32 size ){ + 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 ); + + 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:; + } +} + #endif /* WORLD_GATE_C */