update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.c
index bc21e95bc13dea6cd4a1645201ba7ffd0b859167..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;
@@ -65,15 +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 +82,28 @@ 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 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 );
    q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, gatedir );
@@ -126,8 +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;
@@ -141,7 +158,7 @@ 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 );
 
@@ -158,24 +175,12 @@ static int render_gate( world_instance *world, world_instance *world_inside,
    glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );  
    glStencilFunc( GL_ALWAYS, 1, 0xFF ); 
    glStencilMask( 0xFF );
-   glDisable( GL_CULL_FACE );
+   glEnable( 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 );
-   }
+   render_gate_mesh( world, gate );
 
    render_world( world_inside, &world_gates.cam, 
                  1, !localplayer.gate_waiting, 1, 1 );
@@ -183,6 +188,27 @@ static int render_gate( world_instance *world, world_instance *world_inside,
    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'
@@ -231,7 +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 ) ){
@@ -247,15 +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; 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_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 );
@@ -264,16 +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; j<mdl_arrcount(&world->ent_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; 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;
+
+      const char *key = mdl_pstr( &world->meta, gate->key );
+      vg_info( "key: %s\n", key );
+
+      for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
+         world_instance *other = &world_static.instances[i];
+         if( other == world ) continue;
+         if( other->status != k_world_status_loaded ) continue;
+         vg_info( "Checking world %u for key matches\n", i );
+
+         for( u32 k=0; k<mdl_arrcount( &other->ent_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:;
    }
 }