update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.c
index bb62e341aab99085071a9edc55d08ba6da73fc57..2a236d4391c0d8d7f67d8bcc94bcbad42151a787 100644 (file)
 #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 <string.h>
+
+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;
@@ -65,11 +68,12 @@ 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 ){
+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) ){
@@ -78,11 +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; i<gate->submesh_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 );
@@ -123,8 +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;
@@ -138,69 +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; i<gate->submesh_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 );
-
-   {
-      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 );
+   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 );
 
-      glStencilMask( 0xFF );
-      glStencilFunc( GL_ALWAYS, 1, 0xFF );
-      glDisable( GL_STENCIL_TEST );
-   }
-
-   render_remote_players( world_inside, &world_gates.cam );
    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'
@@ -249,7 +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 ) ){
@@ -265,16 +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; i<mdl_arrcount(&world->ent_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 )
-         if( world_static.load_state != k_world_loader_none )
+      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 );
@@ -283,28 +295,58 @@ static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){
    return 0;
 }
 
+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() */
+   { 
+      gate->flags &= ~k_ent_gate_locked;
+      return k_entity_call_result_OK;
+   }
+   else 
+   {
+      return k_entity_call_result_unhandled;
+   }
+}
+
+
 /* 
  * detatches any nonlocal gates 
  */
-static void world_unlink_nonlocal( world_instance *world ){
-   for( u32 j=0; j<mdl_arrcount(&world->ent_gate); j ++ ){
+void world_unlink_nonlocal( world_instance *world )
+{
+   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 ){
+      if( gate->flags & k_ent_gate_nonlocal )
+      {
          gate->flags &= ~k_ent_gate_linked;
       }
    }
 }
 
-/* 
- * 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.
  */
-static 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 );
+
+      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;
@@ -365,17 +407,4 @@ static void world_link_nonlocal_async( void *payload, u32 size ){
    }
 }
 
-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 );
-   }
-}
-
 #endif /* WORLD_GATE_C */