light->angle_sin_cos[1] = cosf( light->angle * 0.5f );
}
- /* gates */
- for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
- ent_gate *gate = mdl_arritm( &world->ent_gate, j );
-
- if( !(gate->flags & k_ent_gate_nonlocal) ) {
- gate_transform_update( gate );
- }
- }
-
- vg_async_call( world_link_nonlocal_async, world, 0 );
+ vg_async_call( world_link_gates_async, world, 0 );
+ vg_async_stall();
/* water */
for( u32 j=0; j<mdl_arrcount(&world->ent_water); j++ ){
#include "world_water.h"
#include "player_remote.h"
#include "shaders/model_gate_unlinked.h"
+#include <string.h>
struct world_gates world_gates;
*/
void gate_transform_update( ent_gate *gate )
{
- if( gate->flags & k_ent_gate_flip ){
+ 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 );
}
}
}
-/*
- * attatches nonlocal gates, to be called from main thread ONLY!
+/*
+ * 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_nonlocal_async( void *payload, u32 size )
+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; j<mdl_arrcount(&world->ent_gate); j ++ ){
+ for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ )
+ {
ent_gate *gate = mdl_arritm( &world->ent_gate, j );
gate_transform_update( gate );
void ent_gate_call( world_instance *world, ent_call *call );
void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl );
-void world_link_nonlocal_async( void *payload, u32 size );
+void world_link_gates_async( void *payload, u32 size );
void world_unlink_nonlocal( world_instance *world );
void render_gate_unlinked( world_instance *world,
ent_gate *gate, vg_camera *cam );