- m4x4_mul( projection, view, projection );
-
- if( grender.high_qual )
- {
- fb_use( &grender.fb );
- glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
- }
- else
- {
- shader_gatelq_use();
- shader_gatelq_uPv( vg_pv );
- shader_gatelq_uMdl( gate_xform );
- shader_gatelq_uCam( viewpos );
- shader_gatelq_uTime( vg_time*0.25f );
- shader_gatelq_uInvRes( (v2f){
- 1.0f / (float)vg_window_x,
- 1.0f / (float)vg_window_y });
-
- glEnable( GL_STENCIL_TEST );
- glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE );
- glStencilFunc( GL_ALWAYS, 1, 0xFF );
- glStencilMask( 0xFF );
-
- mesh_bind( &grender.mdl );
- mesh_draw( &grender.mdl );
-
- glClear( GL_DEPTH_BUFFER_BIT );
- glStencilFunc( GL_EQUAL, 1, 0xFF );
- glStencilMask( 0x00 );
- }
-
- render_world( projection, cam_new );
-
- if( grender.high_qual )
- {
- /*
- * TODO: Need to find a way to draw a stencil buffer into the water
- * rendering
- */
-
- render_water_texture( cam_new );
- fb_use( &grender.fb );
-
- render_water_surface( projection, cam_new );
- fb_use( NULL );
-
- shader_gate_use();
-
- shader_gate_uPv( vg_pv );
- shader_gate_uMdl( gate_xform );
-
- fb_bindtex( &grender.fb, 0 );
-
- shader_gate_uCam( viewpos );
- shader_gate_uTexMain( 0 );
- shader_gate_uTexWater( 1 );
- shader_gate_uTime( vg_time*0.25f );
- shader_gate_uInvRes( (v2f){
- 1.0f / (float)vg_window_x,
- 1.0f / (float)vg_window_y });
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- mesh_bind( &grender.mdl );
- mesh_draw( &grender.mdl );
-
- glDisable(GL_BLEND);
- }
- else
- {
- glDisable( GL_STENCIL_TEST );
-
- render_water_texture( cam_new );
- fb_use( NULL );
- glEnable( GL_STENCIL_TEST );
-
- render_water_surface( projection, cam_new );
-
- glStencilMask( 0xFF );
- glStencilFunc( GL_ALWAYS, 1, 0xFF );
- glDisable( GL_STENCIL_TEST );
- }
-
- return 1;
-}
-
-static int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
-{
- v4f surface;
- m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
- surface[3] = v3_dot( surface, gate->co[0] );
-
- v3f v0, c, delta, p0;
- v3_sub( pos, last, v0 );
- float l = v3_length( v0 );
- v3_divs( v0, l, v0 );
-
- v3_muls( surface, surface[3], c );
- v3_sub( c, last, delta );
-
- float d = v3_dot(surface, v0);
-
- if( d > 0.00001f )
- {
- float t = v3_dot(delta, surface) / d;
- if( t >= 0.0f && t <= l )
- {
- v3f local, rel;
- v3_muladds( last, v0, t, local );
- v3_sub( gate->co[0], local, rel );
-
- v3f vup, vside;
- m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- m3x3_mulv( gate->to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
- v2f xy = { v3_dot( rel, vside ), v3_dot( rel, vup ) };
-
- if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
- {
- return 1;
- }
- }
- }
-
- return 0;
-}