7 #include "shaders/gate.h"
8 #include "shaders/gatelq.h"
11 typedef struct teleport_gate teleport_gate
;
15 struct framebuffer fb
;
18 int high_qual
; /* If in high performance mode, we don't use RT's, and
19 instead use stencil buffers.
20 There is therefore no heat warp effect. */
37 m4x3f to_world
, recv_to_world
, transport
;
40 static void gate_transform_update( teleport_gate
*gate
)
44 q_m3x3( gate
->q
[0], gate
->to_world
);
45 v3_copy( gate
->co
[0], gate
->to_world
[3] );
47 m4x3_invert_affine( gate
->to_world
, to_local
);
49 q_m3x3( gate
->q
[1], gate
->recv_to_world
);
50 v3_copy( gate
->co
[1], gate
->recv_to_world
[3] );
51 m4x3_mul( gate
->recv_to_world
, to_local
, gate
->transport
);
54 static void gate_register(void)
56 shader_gate_register();
57 shader_gatelq_register();
60 static void gate_init(void)
62 fb_init( &grender
.fb
);
64 mdl_header
*mgate
= mdl_load( "models/rs_gate.mdl" );
65 mdl_unpack_glmesh( mgate
, &grender
.mdl
);
69 static void gate_fb_resize(void)
71 fb_resize( &grender
.fb
);
74 static int render_gate( teleport_gate
*gate
, m4x3f camera
)
76 v3f viewpos
, viewdir
, gatedir
;
77 v3_copy( camera
[3], viewpos
);
78 m3x3_mulv( camera
, (v3f
){0.0f
,0.0f
,-1.0f
}, viewdir
);
79 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, gatedir
);
82 v3_sub( viewpos
, gate
->co
[0], v0
);
83 if( v3_dot(v0
, gatedir
) >= 0.0f
)
86 if( v3_dist( viewpos
, gate
->co
[0] ) > 100.0f
)
91 float sx
= gate
->dims
[0],
93 m4x3_mulv( gate
->to_world
, (v3f
){-sx
,-sy
,0.0f
}, a
);
94 m4x3_mulv( gate
->to_world
, (v3f
){ sx
,-sy
,0.0f
}, b
);
95 m4x3_mulv( gate
->to_world
, (v3f
){ sx
, sy
,0.0f
}, c
);
96 m4x3_mulv( gate
->to_world
, (v3f
){-sx
, sy
,0.0f
}, d
);
98 vg_line( a
,b
, 0xffffa000 );
99 vg_line( b
,c
, 0xffffa000 );
100 vg_line( c
,d
, 0xffffa000 );
101 vg_line( d
,a
, 0xffffa000 );
103 vg_line2( gate
->co
[0], gate
->co
[1], 0xff0000ff, 0x00000000 );
106 m4x3_mul( gate
->transport
, camera
, cam_new
);
108 vg_line_pt3( cam_new
[3], 0.3f
, 0xff00ff00 );
111 m4x3_copy( gate
->to_world
, gate_xform
);
112 m4x3_scalev( gate_xform
, (v3f
){ gate
->dims
[0], gate
->dims
[1], 1.0f
} );
115 m4x3_invert_affine( cam_new
, inverse
);
118 m4x3_expand( inverse
, view
);
121 m3x3_mulv( gate
->recv_to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
122 surface
[3] = v3_dot( surface
, gate
->co
[1] );
125 pipeline_projection( projection
, 0.1f
, 900.0f
);
127 m4x3_mulp( inverse
, surface
, surface
);
128 surface
[3] = -fabsf(surface
[3]);
129 plane_clip_projection( projection
, surface
);
131 m4x4_mul( projection
, view
, projection
);
133 if( grender
.high_qual
)
135 fb_use( &grender
.fb
);
136 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
137 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
142 shader_gatelq_uPv( vg_pv
);
143 shader_gatelq_uMdl( gate_xform
);
144 shader_gatelq_uCam( viewpos
);
145 shader_gatelq_uTime( vg_time
*0.25f
);
146 shader_gatelq_uInvRes( (v2f
){
147 1.0f
/ (float)vg_window_x
,
148 1.0f
/ (float)vg_window_y
});
150 glEnable( GL_STENCIL_TEST
);
151 glStencilOp( GL_KEEP
, GL_KEEP
, GL_REPLACE
);
152 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
153 glStencilMask( 0xFF );
155 mesh_bind( &grender
.mdl
);
156 mesh_draw( &grender
.mdl
);
158 glClear( GL_DEPTH_BUFFER_BIT
);
159 glStencilFunc( GL_EQUAL
, 1, 0xFF );
160 glStencilMask( 0x00 );
163 render_world( projection
, cam_new
);
165 if( grender
.high_qual
)
168 * TODO: Need to find a way to draw a stencil buffer into the water
172 render_water_texture( cam_new
);
173 fb_use( &grender
.fb
);
175 render_water_surface( projection
, cam_new
);
180 shader_gate_uPv( vg_pv
);
181 shader_gate_uMdl( gate_xform
);
183 fb_bindtex( &grender
.fb
, 0 );
185 shader_gate_uCam( viewpos
);
186 shader_gate_uTexMain( 0 );
187 shader_gate_uTexWater( 1 );
188 shader_gate_uTime( vg_time
*0.25f
);
189 shader_gate_uInvRes( (v2f
){
190 1.0f
/ (float)vg_window_x
,
191 1.0f
/ (float)vg_window_y
});
194 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
195 glBlendEquation(GL_FUNC_ADD
);
197 mesh_bind( &grender
.mdl
);
198 mesh_draw( &grender
.mdl
);
204 glDisable( GL_STENCIL_TEST
);
206 render_water_texture( cam_new
);
208 glEnable( GL_STENCIL_TEST
);
210 render_water_surface( projection
, cam_new
);
212 glStencilMask( 0xFF );
213 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
214 glDisable( GL_STENCIL_TEST
);
220 static int gate_intersect( teleport_gate
*gate
, v3f pos
, v3f last
)
223 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
224 surface
[3] = v3_dot( surface
, gate
->co
[0] );
226 v3f v0
, c
, delta
, p0
;
227 v3_sub( pos
, last
, v0
);
228 float l
= v3_length( v0
);
229 v3_divs( v0
, l
, v0
);
231 v3_muls( surface
, surface
[3], c
);
232 v3_sub( c
, last
, delta
);
234 float d
= v3_dot(surface
, v0
);
236 if( fabsf(d
) > 0.00001f
)
238 float t
= v3_dot(delta
, surface
) / d
;
239 if( t
>= 0.0f
&& t
<= l
)
242 v3_muladds( last
, v0
, t
, local
);
243 v3_sub( gate
->co
[0], local
, rel
);
246 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, vup
);
247 m3x3_mulv( gate
->to_world
, (v3f
){1.0f
,0.0f
,0.0f
}, vside
);
249 v2f xy
= { v3_dot( rel
, vside
), v3_dot( rel
, vup
) };
251 if( fabsf(xy
[0]) <= gate
->dims
[0] && fabsf(xy
[1]) <= gate
->dims
[1] )