unlockables basics
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.c
1 /*
2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WORLD_GATE_C
6 #define WORLD_GATE_C
7
8 #include "world.h"
9 #include "world_gate.h"
10
11 #include "skaterift.h"
12 #include "common.h"
13 #include "model.h"
14 #include "entity.h"
15 #include "render.h"
16 #include "camera.h"
17
18 #include "world_water.h"
19
20 /*
21 * Update the transform matrices for gate
22 */
23 VG_STATIC void gate_transform_update( ent_gate *gate ){
24 if( gate->flags & k_ent_gate_flip ){
25 v4f qflip;
26 q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
27 q_mul( gate->q[1], qflip, gate->q[1] );
28 }
29
30 m4x3f to_local, recv_to_world;
31
32 q_m3x3( gate->q[0], gate->to_world );
33 v3_copy( gate->co[0], gate->to_world[3] );
34
35 m4x3_invert_affine( gate->to_world, to_local );
36
37 q_m3x3( gate->q[1], recv_to_world );
38 v3_copy( gate->co[1], recv_to_world[3] );
39 m4x3_mul( recv_to_world, to_local, gate->transport );
40 }
41
42 VG_STATIC void world_gates_init(void)
43 {
44 vg_info( "world_gates_init\n" );
45
46 shader_model_gate_register();
47
48 vg_linear_clear( vg_mem.scratch );
49
50 mdl_context mgate;
51 mdl_open( &mgate, "models/rs_gate.mdl", vg_mem.scratch );
52 mdl_load_metadata_block( &mgate, vg_mem.scratch );
53
54 mdl_mesh *surface = mdl_find_mesh( &mgate, "rs_gate" );
55 mdl_submesh *sm = mdl_arritm(&mgate.submeshs,surface->submesh_start);
56 world_gates.sm_surface = *sm;
57
58 const char *names[] = { "rs_gate_marker", "rs_gate_marker.001",
59 "rs_gate_marker.002", "rs_gate_marker.003" };
60
61 for( int i=0; i<4; i++ ){
62 mdl_mesh *marker = mdl_find_mesh( &mgate, names[i] );
63 sm = mdl_arritm( &mgate.submeshs, marker->submesh_start );
64 world_gates.sm_marker[i] = *sm;
65 }
66
67 mdl_async_load_glmesh( &mgate, &world_gates.mesh );
68 mdl_close( &mgate );
69 }
70
71 /*
72 * Render the view through a gate
73 */
74 VG_STATIC int render_gate( world_instance *world, world_instance *world_inside,
75 ent_gate *gate, camera *cam, int layer_depth )
76 {
77 v3f viewdir, gatedir;
78 m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir );
79 q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, gatedir );
80
81 v3f v0;
82 v3_sub( cam->pos, gate->co[0], v0 );
83
84 float dist = v3_dot(v0, gatedir);
85
86 /* Hard cutoff */
87 if( dist > 3.0f )
88 return 0;
89
90 if( v3_dist( cam->pos, gate->co[0] ) > 100.0f )
91 return 0;
92
93 {
94 f32 w = gate->dimensions[0],
95 h = gate->dimensions[1];
96
97 v3f a,b,c,d;
98 m4x3_mulv( gate->to_world, (v3f){-w,-h,0.0f}, a );
99 m4x3_mulv( gate->to_world, (v3f){ w,-h,0.0f}, b );
100 m4x3_mulv( gate->to_world, (v3f){ w, h,0.0f}, c );
101 m4x3_mulv( gate->to_world, (v3f){-w, h,0.0f}, d );
102
103 vg_line( a,b, 0xffffa000 );
104 vg_line( b,c, 0xffffa000 );
105 vg_line( c,d, 0xffffa000 );
106 vg_line( d,a, 0xffffa000 );
107 vg_line( gate->co[0], gate->co[1], 0xff0000ff );
108 }
109
110 /* update gate camera */
111 world_gates.cam.fov = cam->fov;
112 world_gates.cam.nearz = 0.1f;
113 world_gates.cam.farz = 2000.0f;
114
115 m4x3_mul( gate->transport, cam->transform, world_gates.cam.transform );
116 camera_update_view( &world_gates.cam );
117 camera_update_projection( &world_gates.cam );
118
119 /* Add special clipping plane to projection */
120 v4f surface;
121 q_mulv( gate->q[1], (v3f){0.0f,0.0f,-1.0f}, surface );
122 surface[3] = v3_dot( surface, gate->co[1] );
123
124 m4x3_mulp( world_gates.cam.transform_inverse, surface, surface );
125 surface[3] = -fabsf(surface[3]);
126
127 if( dist < -0.5f )
128 m4x4_clip_projection( world_gates.cam.mtx.p, surface );
129
130 /* Ready to draw with new camrea */
131 camera_finalize( &world_gates.cam );
132
133 vg_line_point( world_gates.cam.transform[3], 0.3f, 0xff00ff00 );
134 {
135 shader_model_gate_use();
136 shader_model_gate_uPv( cam->mtx.pv );
137 shader_model_gate_uCam( cam->pos );
138 shader_model_gate_uColour( (v4f){0.0f,1.0f,0.0f,0.0f} );
139 shader_model_gate_uTime( vg.time*0.25f );
140 shader_model_gate_uInvRes( (v2f){
141 1.0f / (float)vg.window_x,
142 1.0f / (float)vg.window_y });
143
144 glEnable( GL_STENCIL_TEST );
145 glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
146 glStencilFunc( GL_ALWAYS, 1, 0xFF );
147 glStencilMask( 0xFF );
148 glDisable( GL_CULL_FACE );
149
150 m4x3f mmdl;
151 m4x3_copy( gate->to_world, mmdl );
152
153 if( gate->flags & k_ent_gate_custom_mesh ){
154 mesh_bind( &world->mesh_no_collide );
155 for( u32 i=0; i<gate->submesh_count; i++ ){
156 mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
157 gate->submesh_start+i );
158 mdl_draw_submesh( sm );
159 }
160 }
161 else {
162 m3x3_scale( mmdl, (v3f){ gate->dimensions[0],
163 gate->dimensions[1], 1.0f } );
164
165 mesh_bind( &world_gates.mesh );
166 mdl_draw_submesh( &world_gates.sm_surface );
167 }
168
169 shader_model_gate_uMdl( mmdl );
170
171 glClear( GL_DEPTH_BUFFER_BIT );
172 glStencilFunc( GL_EQUAL, 1, 0xFF );
173 glStencilMask( 0x00 );
174 glEnable( GL_CULL_FACE );
175 }
176
177 render_world( world_inside, &world_gates.cam, layer_depth );
178
179 {
180 glDisable( GL_STENCIL_TEST );
181
182 render_water_texture( world_inside, &world_gates.cam, layer_depth );
183 render_fb_bind( gpipeline.fb_main, 1 );
184
185 glEnable( GL_STENCIL_TEST );
186
187 render_water_surface( world_inside, &world_gates.cam );
188
189 glStencilMask( 0xFF );
190 glStencilFunc( GL_ALWAYS, 1, 0xFF );
191 glDisable( GL_STENCIL_TEST );
192 }
193
194 return 1;
195 }
196
197 /*
198 * Intersect the plane of a gate with a line segment, plane coordinate result
199 * stored in 'where'
200 */
201 VG_STATIC int gate_intersect_plane( ent_gate *gate,
202 v3f pos, v3f last, v2f where )
203 {
204 v4f surface;
205 q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, surface );
206 surface[3] = v3_dot( surface, gate->co[0] );
207
208 v3f v0, c, delta, p0;
209 v3_sub( pos, last, v0 );
210 float l = v3_length( v0 );
211
212 if( l == 0.0f )
213 return 0;
214
215 v3_divs( v0, l, v0 );
216
217 v3_muls( surface, surface[3], c );
218 v3_sub( c, last, delta );
219
220 float d = v3_dot( surface, v0 );
221
222 if( d > 0.00001f ){
223 float t = v3_dot(delta, surface) / d;
224 if( t >= 0.0f && t <= l ){
225 v3f local, rel;
226 v3_muladds( last, v0, t, local );
227 v3_sub( gate->co[0], local, rel );
228
229 where[0] = v3_dot( rel, gate->to_world[0] );
230 where[1] = v3_dot( rel, gate->to_world[1] );
231
232 where[0] /= v3_dot( gate->to_world[0], gate->to_world[0] );
233 where[1] /= v3_dot( gate->to_world[1], gate->to_world[1] );
234
235 return 1;
236 }
237 }
238
239 return 0;
240 }
241
242 /*
243 * Intersect specific gate
244 */
245 VG_STATIC int gate_intersect( ent_gate *gate, v3f pos, v3f last )
246 {
247 v2f xy;
248
249 if( gate_intersect_plane( gate, pos, last, xy ) ){
250 if( (fabsf(xy[0]) <= gate->dimensions[0]) &&
251 (fabsf(xy[1]) <= gate->dimensions[1]) ){
252 return 1;
253 }
254 }
255
256 return 0;
257 }
258
259 /*
260 * Intersect all gates in the world
261 */
262 VG_STATIC ent_gate *world_intersect_gates( world_instance *world,
263 v3f pos, v3f last ){
264 for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
265 ent_gate *gate = mdl_arritm( &world->ent_gate, i );
266
267 if( !(gate->flags & k_ent_gate_linked) ) continue;
268 if( gate->flags & k_ent_gate_locked ) continue;
269
270 if( gate->flags & k_ent_gate_nonlocal ){
271 if( world_loader.state != k_world_loader_none ){
272 continue;
273 }
274 }
275
276 if( gate_intersect( gate, pos, last ) ){
277 return gate;
278 }
279 }
280
281 return NULL;
282 }
283
284 /*
285 * detatches any nonlocal gates
286 */
287 VG_STATIC void world_unlink_nonlocal( world_instance *world ){
288 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
289 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
290
291 if( gate->flags & k_ent_gate_nonlocal ){
292 gate->flags &= ~k_ent_gate_linked;
293 }
294 }
295 }
296
297 /*
298 * attatches nonlocal gates, to be called from main thread ONLY!
299 */
300 VG_STATIC void world_link_nonlocal_async( void *payload, u32 size )
301 {
302 world_instance *world = payload;
303 u32 world_id = world - world_static.worlds;
304
305 for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
306 ent_gate *gate = mdl_arritm( &world->ent_gate, j );
307
308 if( !(gate->flags & k_ent_gate_nonlocal) ) continue;
309 if( gate->flags & k_ent_gate_linked ) continue;
310
311 const char *key = mdl_pstr( &world->meta, gate->key );
312 vg_info( "key: %s\n", key );
313
314 for( u32 i=0; i<vg_list_size(world_static.worlds); i++ ){
315 world_instance *other = &world_static.worlds[i];
316 if( other == world ) continue;
317 if( other->status != k_world_status_loaded ) continue;
318 vg_info( "Checking world %u for key matches\n", i );
319
320 for( u32 j=0; j<mdl_arrcount( &other->ent_gate ); j++ ){
321 ent_gate *gate2 = mdl_arritm( &other->ent_gate, j );
322
323 if( !(gate2->flags & k_ent_gate_nonlocal) ) continue;
324 if( gate2->flags & k_ent_gate_linked ) continue;
325
326 const char *key2 = mdl_pstr( &other->meta, gate2->key );
327 vg_info( " key2: %s\n", key2 );
328
329 if( strcmp( key, key2 ) ) continue;
330
331 vg_success( "Non-local matching pair '%s' found. (%u:%u)\n",
332 key, world_id, i );
333
334 gate->flags |= k_ent_gate_linked;
335 gate2->flags |= k_ent_gate_linked;
336 gate->target = i;
337 gate2->target = world_id;
338
339 v3_copy( gate->co[0], gate2->co[1] );
340 v3_copy( gate2->co[0], gate->co[1] );
341 v4_copy( gate->q[0], gate2->q[1] );
342 v4_copy( gate2->q[0], gate->q[1] );
343
344 if( other->meta.info.version >= 102 ){
345 gate->flags |= k_ent_gate_flip;
346 gate2->flags |= k_ent_gate_flip;
347 }
348 else {
349 /* LEGACY BEHAVIOUR: v101
350 * this would flip both the client worlds portal's entrance and
351 * exit. effectively the clients portal would be the opposite
352 * to the hub worlds one. new behaviour is to just flip the
353 * destinations so the rules are consistent in each world.
354 */
355 v4f qflip;
356 q_axis_angle( qflip, (v3f){0.0f,1.0f,0.0f}, VG_PIf );
357 q_mul( gate->q[0], qflip, gate->q[0] );
358 q_mul( gate->q[1], qflip, gate->q[1] );
359 }
360
361 gate_transform_update( gate );
362 gate_transform_update( gate2 );
363
364 goto matched;
365 }
366 }
367 matched:;
368 }
369 }
370
371 VG_STATIC void ent_gate_call( world_instance *world, ent_call *call ){
372 u32 index = mdl_entity_id_id( call->id );
373 ent_gate *gate = mdl_arritm( &world->ent_gate, index );
374
375 if( call->function == 0 ){ /* unlock() */
376 gate->flags &= ~k_ent_gate_locked;
377 }
378 else {
379 vg_print_backtrace();
380 vg_error( "Unhandled function id: %u\n", call->function );
381 }
382 }
383
384 #endif /* WORLD_GATE_C */