2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
8 #define GATE_RENDER_PERFORMANCE
14 #ifndef GATE_RENDER_PERFORMANCE
15 #include "shaders/gate.h"
17 #include "shaders/gatelq.h"
20 #include "world_water.h"
23 typedef struct teleport_gate teleport_gate
;
27 struct framebuffer fb
;
38 static void gate_transform_update( teleport_gate
*gate
)
42 q_m3x3( gate
->q
[0], gate
->to_world
);
43 v3_copy( gate
->co
[0], gate
->to_world
[3] );
45 m4x3_invert_affine( gate
->to_world
, to_local
);
47 q_m3x3( gate
->q
[1], gate
->recv_to_world
);
48 v3_copy( gate
->co
[1], gate
->recv_to_world
[3] );
49 m4x3_mul( gate
->recv_to_world
, to_local
, gate
->transport
);
52 static void world_gates_init(void)
54 vg_info( "world_gates_init\n" );
56 #ifndef GATE_RENDER_PERFORMANCE
57 shader_gate_register();
59 shader_gatelq_register();
62 mdl_header
*mgate
= mdl_load( "models/rs_gate.mdl" );
64 vg_acquire_thread_sync();
66 fb_init( &grender
.fb
);
67 mdl_unpack_glmesh( mgate
, &grender
.mdl
);
69 vg_release_thread_sync();
72 static void world_gates_free(void*_
)
74 fb_free( &grender
.fb
);
77 static void gate_fb_resize(void)
79 fb_resize( &grender
.fb
);
82 static int render_gate( teleport_gate
*gate
, v3f viewpos
, m4x3f camera
)
85 m3x3_mulv( camera
, (v3f
){0.0f
,0.0f
,-1.0f
}, viewdir
);
86 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, gatedir
);
89 v3_sub( viewpos
, gate
->co
[0], v0
);
90 if( v3_dot(v0
, gatedir
) >= 0.0f
)
93 if( v3_dist( viewpos
, gate
->co
[0] ) > 100.0f
)
98 float sx
= gate
->dims
[0],
100 m4x3_mulv( gate
->to_world
, (v3f
){-sx
,-sy
,0.0f
}, a
);
101 m4x3_mulv( gate
->to_world
, (v3f
){ sx
,-sy
,0.0f
}, b
);
102 m4x3_mulv( gate
->to_world
, (v3f
){ sx
, sy
,0.0f
}, c
);
103 m4x3_mulv( gate
->to_world
, (v3f
){-sx
, sy
,0.0f
}, d
);
105 vg_line( a
,b
, 0xffffa000 );
106 vg_line( b
,c
, 0xffffa000 );
107 vg_line( c
,d
, 0xffffa000 );
108 vg_line( d
,a
, 0xffffa000 );
110 vg_line2( gate
->co
[0], gate
->co
[1], 0xff0000ff, 0x00000000 );
113 m4x3_mul( gate
->transport
, camera
, cam_new
);
115 vg_line_pt3( cam_new
[3], 0.3f
, 0xff00ff00 );
118 m4x3_copy( gate
->to_world
, gate_xform
);
119 m4x3_scalev( gate_xform
, (v3f
){ gate
->dims
[0], gate
->dims
[1], 1.0f
} );
122 m4x3_invert_affine( cam_new
, inverse
);
125 m4x3_expand( inverse
, view
);
128 m3x3_mulv( gate
->recv_to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
129 surface
[3] = v3_dot( surface
, gate
->co
[1] );
132 pipeline_projection( projection
, 0.1f
, 900.0f
);
134 m4x3_mulp( inverse
, surface
, surface
);
135 surface
[3] = -fabsf(surface
[3]);
136 plane_clip_projection( projection
, surface
);
138 m4x4_mul( projection
, view
, projection
);
140 #ifndef GATE_RENDER_PERFORMANCE
141 fb_use( &grender
.fb
);
142 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
143 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
146 shader_gatelq_uPv( vg_pv
);
147 shader_gatelq_uMdl( gate_xform
);
148 shader_gatelq_uCam( viewpos
);
149 shader_gatelq_uTime( vg_time
*0.25f
);
150 shader_gatelq_uInvRes( (v2f
){
151 1.0f
/ (float)vg_window_x
,
152 1.0f
/ (float)vg_window_y
});
154 glEnable( GL_STENCIL_TEST
);
155 glStencilOp( GL_KEEP
, GL_KEEP
, GL_REPLACE
);
156 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
157 glStencilMask( 0xFF );
159 mesh_bind( &grender
.mdl
);
160 mesh_draw( &grender
.mdl
);
162 glClear( GL_DEPTH_BUFFER_BIT
);
163 glStencilFunc( GL_EQUAL
, 1, 0xFF );
164 glStencilMask( 0x00 );
167 render_world( projection
, cam_new
);
169 #ifndef GATE_RENDER_PERFORMANCE
172 * NOTE: Need to find a way to draw a stencil buffer into the water
176 render_water_texture( cam_new
);
177 fb_use( &grender
.fb
);
179 render_water_surface( projection
, cam_new
);
184 shader_gate_uPv( vg_pv
);
185 shader_gate_uMdl( gate_xform
);
187 fb_bindtex( &grender
.fb
, 0 );
189 shader_gate_uCam( viewpos
);
190 shader_gate_uTexMain( 0 );
191 shader_gate_uTexWater( 1 );
192 shader_gate_uTime( vg_time
*0.25f
);
193 shader_gate_uInvRes( (v2f
){
194 1.0f
/ (float)vg_window_x
,
195 1.0f
/ (float)vg_window_y
});
198 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
199 glBlendEquation(GL_FUNC_ADD
);
201 mesh_bind( &grender
.mdl
);
202 mesh_draw( &grender
.mdl
);
206 glDisable( GL_STENCIL_TEST
);
208 render_water_texture( cam_new
);
210 glEnable( GL_STENCIL_TEST
);
212 render_water_surface( projection
, cam_new
);
214 glStencilMask( 0xFF );
215 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
216 glDisable( GL_STENCIL_TEST
);
222 static int gate_intersect( teleport_gate
*gate
, v3f pos
, v3f last
)
225 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
226 surface
[3] = v3_dot( surface
, gate
->co
[0] );
228 v3f v0
, c
, delta
, p0
;
229 v3_sub( pos
, last
, v0
);
230 float l
= v3_length( v0
);
231 v3_divs( v0
, l
, v0
);
233 v3_muls( surface
, surface
[3], c
);
234 v3_sub( c
, last
, delta
);
236 float d
= v3_dot(surface
, v0
);
240 float t
= v3_dot(delta
, surface
) / d
;
241 if( t
>= 0.0f
&& t
<= l
)
244 v3_muladds( last
, v0
, t
, local
);
245 v3_sub( gate
->co
[0], local
, rel
);
248 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, vup
);
249 m3x3_mulv( gate
->to_world
, (v3f
){1.0f
,0.0f
,0.0f
}, vside
);
251 v2f xy
= { v3_dot( rel
, vside
), v3_dot( rel
, vup
) };
253 if( fabsf(xy
[0]) <= gate
->dims
[0] && fabsf(xy
[1]) <= gate
->dims
[1] )
263 #endif /* WORLD_GATE_H */