cleanup+walgrid init
[carveJwlIkooP6JGAAIwe30JlM.git] / gate.h
1 #ifndef GATE_H
2 #define GATE_H
3
4 #define VG_3D
5 #include "vg/vg.h"
6 #include "model.h"
7 #include "render.h"
8 #include "shaders/gate.h"
9
10 typedef struct teleport_gate teleport_gate;
11
12 static struct
13 {
14 GLuint fb, rgb, rb;
15 glmesh mdl;
16 }
17 grender;
18
19 struct teleport_gate
20 {
21 v3f co;
22 v4f q;
23 v2f dims;
24
25 m4x3f to_world, to_local;
26 teleport_gate *other;
27 };
28
29 static void gate_transform_update( teleport_gate *gate )
30 {
31 q_m3x3( gate->q, gate->to_world );
32 v3_copy( gate->co, gate->to_world[3] );
33
34 m4x3_invert_affine( gate->to_world, gate->to_local );
35 }
36
37 static void gate_register(void)
38 {
39 shader_gate_register();
40 }
41
42 static void gate_init(void)
43 {
44 create_renderbuffer_std( &grender.fb, &grender.rgb, &grender.rb );
45
46 model *mgate = vg_asset_read( "models/rs_gate.mdl" );
47 model_unpack( mgate, &grender.mdl );
48 free( mgate );
49 }
50
51 static void gate_fb_resize(void)
52 {
53 resize_renderbuffer_std( &grender.fb, &grender.rgb, &grender.rb );
54 }
55
56 static void render_gate( teleport_gate *gate, m4x3f camera )
57 {
58 v3f viewpos, viewdir, gatedir;
59 v3_copy( camera[3], viewpos );
60 m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir );
61 m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir );
62
63 if( v3_dot(viewdir, gatedir) <= 0.0f )
64 return;
65
66 v3f v0;
67 v3_sub( viewpos, gate->co, v0 );
68 if( v3_dot(v0, gatedir) >= 0.0f )
69 return;
70
71 m4x3f transport;
72 m4x3_mul( gate->other->to_world, gate->to_local, transport );
73
74 v3f a,b,c,d;
75
76 float sx = gate->dims[0],
77 sy = gate->dims[1];
78 m4x3_mulv( gate->to_world, (v3f){-sx,-sy,0.0f}, a );
79 m4x3_mulv( gate->to_world, (v3f){ sx,-sy,0.0f}, b );
80 m4x3_mulv( gate->to_world, (v3f){ sx, sy,0.0f}, c );
81 m4x3_mulv( gate->to_world, (v3f){-sx, sy,0.0f}, d );
82
83 vg_line( a,b, 0xffffa000 );
84 vg_line( b,c, 0xffffa000 );
85 vg_line( c,d, 0xffffa000 );
86 vg_line( d,a, 0xffffa000 );
87
88 vg_line( gate->co, gate->other->co, 0xffffffff );
89
90 m4x3f cam_new;
91 m4x3_mul( transport, camera, cam_new );
92
93 vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 );
94
95 glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
96 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
97 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
98
99 m4x3f inverse;
100 m4x3_invert_affine( cam_new, inverse );
101
102 m4x4f view;
103 m4x3_expand( inverse, view );
104
105 v4f surface;
106 m3x3_mulv( gate->other->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
107 surface[3] = v3_dot( surface, gate->other->co );
108
109 m4x4f projection;
110 pipeline_projection( projection, 0.1f, 900.0f );
111
112 #if 0 /* For debugging frustum */
113 {
114 m4x4f devm;
115 m4x4_mul( projection, view, devm );
116 m4x4_inv( devm, devm );
117
118 v4f corners[] =
119 {
120 {-1,-1,-1, 1}, { 1,-1,-1, 1}, { 1, 1,-1, 1}, {-1, 1,-1, 1},
121 {-1,-1, 1, 1}, { 1,-1, 1, 1}, { 1, 1, 1, 1}, {-1, 1, 1, 1}
122 };
123
124 for( int i=0; i<vg_list_size(corners); i++ )
125 {
126 m4x4_mulv( devm, corners[i], corners[i] );
127 v3_muls( corners[i], 1.0f/corners[i][3], corners[i] );
128 }
129
130 vg_line( corners[0], corners[1], 0xffffffff );
131 vg_line( corners[1], corners[2], 0xffffffff );
132 vg_line( corners[2], corners[3], 0xffffffff );
133 vg_line( corners[3], corners[0], 0xffffffff );
134 vg_line( corners[4], corners[5], 0xffffffff );
135 vg_line( corners[5], corners[6], 0xffffffff );
136 vg_line( corners[6], corners[7], 0xffffffff );
137 vg_line( corners[7], corners[4], 0xffffffff );
138 vg_line( corners[0], corners[4], 0xffffffff );
139 vg_line( corners[1], corners[5], 0xffffffff );
140 vg_line( corners[2], corners[6], 0xffffffff );
141 vg_line( corners[3], corners[7], 0xffffffff );
142
143 v3f clipped[4];
144 for( int i=0; i<4; i++ )
145 {
146 v3f v0, c, delta, p0;
147 v3_sub( corners[4+i],corners[0+i], v0 );
148 v3_normalize(v0);
149
150 v3_muls( surface, surface[3], c );
151 v3_sub( c, corners[0+i], delta );
152
153 float t = v3_dot(delta, surface) / v3_dot(surface, v0);
154 v3_muladds( corners[0+i], v0, t, clipped[i] );
155 }
156
157 vg_line( clipped[0], clipped[1], 0xff0000ff );
158 vg_line( clipped[1], clipped[2], 0xff0000ff );
159 vg_line( clipped[2], clipped[3], 0xff0000ff );
160 vg_line( clipped[3], clipped[0], 0xff0000ff );
161
162 m4x3_mulv( gate->other->to_world, (v3f){-2.0f,-2.0f,0.0f}, a );
163 m4x3_mulv( gate->other->to_world, (v3f){ 2.0f,-2.0f,0.0f}, b );
164 m4x3_mulv( gate->other->to_world, (v3f){ 2.0f, 2.0f,0.0f}, c );
165 m4x3_mulv( gate->other->to_world, (v3f){-2.0f, 2.0f,0.0f}, d );
166
167 vg_line( clipped[0], a, 0xff0000ff );
168 vg_line( clipped[1], b, 0xff0000ff );
169 vg_line( clipped[2], c, 0xff0000ff );
170 vg_line( clipped[3], d, 0xff0000ff );
171 }
172 #endif
173
174 m4x3_mulp( inverse, surface, surface );
175 surface[3] = -fabsf(surface[3]);
176 plane_clip_projection( projection, surface );
177
178 m4x4_mul( projection, view, projection );
179
180 render_world( projection, cam_new );
181 render_water_texture( cam_new );
182 glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
183 render_water_surface( projection );
184 glBindFramebuffer( GL_FRAMEBUFFER, 0 );
185
186 shader_gate_use();
187
188 m4x3f full;
189 m4x3_copy( gate->to_world, full );
190 m4x3_scalev( full, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
191
192 shader_gate_uPv( vg_pv );
193 shader_gate_uMdl( full );
194
195 glActiveTexture( GL_TEXTURE0 );
196 glBindTexture( GL_TEXTURE_2D, grender.rgb );
197 shader_gate_uCam( viewpos );
198 shader_gate_uTexMain( 0 );
199 shader_gate_uTexWater( 1 );
200 shader_gate_uTime( vg_time*0.25f );
201 shader_gate_uInvRes( (v2f){
202 1.0f / (float)vg_window_x,
203 1.0f / (float)vg_window_y });
204
205 glEnable(GL_BLEND);
206 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
207 glBlendEquation(GL_FUNC_ADD);
208
209 mesh_bind( &grender.mdl );
210 mesh_draw( &grender.mdl );
211
212 glDisable(GL_BLEND);
213 }
214
215 static int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
216 {
217 v4f surface;
218 m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
219 surface[3] = v3_dot( surface, gate->co );
220
221 v3f v0, c, delta, p0;
222 v3_sub( pos, last, v0 );
223 float l = v3_length( v0 );
224 v3_divs( v0, l, v0 );
225
226 v3_muls( surface, surface[3], c );
227 v3_sub( c, last, delta );
228
229 float d = v3_dot(surface, v0);
230
231 if( fabsf(d) > 0.00001f )
232 {
233 float t = v3_dot(delta, surface) / d;
234 if( t >= 0.0f && t <= l )
235 {
236 v3f local, rel;
237 v3_muladds( last, v0, t, local );
238 v3_sub( gate->co, local, rel );
239
240 v3f vup, vside;
241 m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );
242 m3x3_mulv( gate->to_world, (v3f){1.0f,0.0f,0.0f}, vside );
243
244 v2f xy = { v3_dot( rel, vside ), v3_dot( rel, vup ) };
245
246 if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
247 {
248 return 1;
249 }
250 }
251 }
252
253 return 0;
254 }
255
256 #endif