4 #define GATE_RENDER_PERFORMANCE
10 #ifndef GATE_RENDER_PERFORMANCE
11 #include "shaders/gate.h"
13 #include "shaders/gatelq.h"
16 #include "world_water.h"
19 typedef struct teleport_gate teleport_gate
;
23 struct framebuffer fb
;
34 static void gate_transform_update( teleport_gate
*gate
)
38 q_m3x3( gate
->q
[0], gate
->to_world
);
39 v3_copy( gate
->co
[0], gate
->to_world
[3] );
41 m4x3_invert_affine( gate
->to_world
, to_local
);
43 q_m3x3( gate
->q
[1], gate
->recv_to_world
);
44 v3_copy( gate
->co
[1], gate
->recv_to_world
[3] );
45 m4x3_mul( gate
->recv_to_world
, to_local
, gate
->transport
);
48 static void world_gates_init(void)
50 vg_info( "world_gates_init\n" );
52 #ifndef GATE_RENDER_PERFORMANCE
53 shader_gate_register();
55 shader_gatelq_register();
58 mdl_header
*mgate
= mdl_load( "models/rs_gate.mdl" );
60 vg_acquire_thread_sync();
62 fb_init( &grender
.fb
);
63 mdl_unpack_glmesh( mgate
, &grender
.mdl
);
65 vg_release_thread_sync();
68 static void world_gates_free(void*_
)
70 fb_free( &grender
.fb
);
73 static void gate_fb_resize(void)
75 fb_resize( &grender
.fb
);
78 static int render_gate( teleport_gate
*gate
, v3f viewpos
, m4x3f camera
)
81 m3x3_mulv( camera
, (v3f
){0.0f
,0.0f
,-1.0f
}, viewdir
);
82 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, gatedir
);
85 v3_sub( viewpos
, gate
->co
[0], v0
);
86 if( v3_dot(v0
, gatedir
) >= 0.0f
)
89 if( v3_dist( viewpos
, gate
->co
[0] ) > 100.0f
)
94 float sx
= gate
->dims
[0],
96 m4x3_mulv( gate
->to_world
, (v3f
){-sx
,-sy
,0.0f
}, a
);
97 m4x3_mulv( gate
->to_world
, (v3f
){ sx
,-sy
,0.0f
}, b
);
98 m4x3_mulv( gate
->to_world
, (v3f
){ sx
, sy
,0.0f
}, c
);
99 m4x3_mulv( gate
->to_world
, (v3f
){-sx
, sy
,0.0f
}, d
);
101 vg_line( a
,b
, 0xffffa000 );
102 vg_line( b
,c
, 0xffffa000 );
103 vg_line( c
,d
, 0xffffa000 );
104 vg_line( d
,a
, 0xffffa000 );
106 vg_line2( gate
->co
[0], gate
->co
[1], 0xff0000ff, 0x00000000 );
109 m4x3_mul( gate
->transport
, camera
, cam_new
);
111 vg_line_pt3( cam_new
[3], 0.3f
, 0xff00ff00 );
114 m4x3_copy( gate
->to_world
, gate_xform
);
115 m4x3_scalev( gate_xform
, (v3f
){ gate
->dims
[0], gate
->dims
[1], 1.0f
} );
118 m4x3_invert_affine( cam_new
, inverse
);
121 m4x3_expand( inverse
, view
);
124 m3x3_mulv( gate
->recv_to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
125 surface
[3] = v3_dot( surface
, gate
->co
[1] );
128 pipeline_projection( projection
, 0.1f
, 900.0f
);
130 m4x3_mulp( inverse
, surface
, surface
);
131 surface
[3] = -fabsf(surface
[3]);
132 plane_clip_projection( projection
, surface
);
134 m4x4_mul( projection
, view
, projection
);
136 #ifndef GATE_RENDER_PERFORMANCE
137 fb_use( &grender
.fb
);
138 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
139 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 #ifndef GATE_RENDER_PERFORMANCE
168 * NOTE: 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
);
202 glDisable( GL_STENCIL_TEST
);
204 render_water_texture( cam_new
);
206 glEnable( GL_STENCIL_TEST
);
208 render_water_surface( projection
, cam_new
);
210 glStencilMask( 0xFF );
211 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
212 glDisable( GL_STENCIL_TEST
);
218 static int gate_intersect( teleport_gate
*gate
, v3f pos
, v3f last
)
221 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
222 surface
[3] = v3_dot( surface
, gate
->co
[0] );
224 v3f v0
, c
, delta
, p0
;
225 v3_sub( pos
, last
, v0
);
226 float l
= v3_length( v0
);
227 v3_divs( v0
, l
, v0
);
229 v3_muls( surface
, surface
[3], c
);
230 v3_sub( c
, last
, delta
);
232 float d
= v3_dot(surface
, v0
);
236 float t
= v3_dot(delta
, surface
) / d
;
237 if( t
>= 0.0f
&& t
<= l
)
240 v3_muladds( last
, v0
, t
, local
);
241 v3_sub( gate
->co
[0], local
, rel
);
244 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, vup
);
245 m3x3_mulv( gate
->to_world
, (v3f
){1.0f
,0.0f
,0.0f
}, vside
);
247 v2f xy
= { v3_dot( rel
, vside
), v3_dot( rel
, vup
) };
249 if( fabsf(xy
[0]) <= gate
->dims
[0] && fabsf(xy
[1]) <= gate
->dims
[1] )
259 #endif /* WORLD_GATE_H */