#ifndef GATE_H
#define GATE_H
-#include "vg/vg.h"
-
-static const float k_gatesize = 4.0f;
-
-SHADER_DEFINE( shader_gate,
- "layout (location=0) in vec3 a_co;"
- "uniform mat4 uPv;"
- "uniform mat4x3 uMdl;"
- ""
- "void main()"
- "{"
- "gl_Position = uPv * vec4(uMdl * vec4( a_co, 1.0 ),1.0);"
- "}",
-
- /* Fragment */
- "out vec4 FragColor;"
- ""
- "uniform sampler2D uTexMain;"
- "uniform vec2 uInvRes;"
- ""
- "void main()"
- "{"
- "vec2 uv = gl_FragCoord.xy*uInvRes;"
- "FragColor = texture( uTexMain, uv );"
- "}"
- ,
- UNIFORMS({ "uPv", "uMdl", "uTexMain", "uInvRes" })
-)
+#include "common.h"
+#include "model.h"
+#include "render.h"
+#include "shaders/gate.h"
+#include "shaders/gatelq.h"
+#include "water.h"
typedef struct teleport_gate teleport_gate;
static struct
{
- GLuint fb, rgb, rb, vao, vbo;
+ struct framebuffer fb;
+ glmesh mdl;
+
+ int high_qual; /* If in high performance mode, we don't use RT's, and
+ instead use stencil buffers.
+ There is therefore no heat warp effect. */
}
-grender;
+grender =
+{
+ .high_qual = 0,
+ .fb = {
+ .format = GL_RGB,
+ .div = 1
+ }
+};
struct teleport_gate
{
- v3f co;
- v4f q;
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
- m4x3f to_world, to_local;
- teleport_gate *other;
+ m4x3f to_world, recv_to_world, transport;
};
static void gate_transform_update( teleport_gate *gate )
{
- q_m3x3( gate->q, gate->to_world );
- v3_copy( gate->co, gate->to_world[3] );
+ m4x3f to_local;
+
+ q_m3x3( gate->q[0], gate->to_world );
+ v3_copy( gate->co[0], gate->to_world[3] );
- m4x3_invert_affine( gate->to_world, gate->to_local );
+ m4x3_invert_affine( gate->to_world, to_local );
+
+ q_m3x3( gate->q[1], gate->recv_to_world );
+ v3_copy( gate->co[1], gate->recv_to_world[3] );
+ m4x3_mul( gate->recv_to_world, to_local, gate->transport );
}
static void gate_register(void)
{
- SHADER_INIT( shader_gate );
+ shader_gate_register();
+ shader_gatelq_register();
}
static void gate_init(void)
{
- glGenFramebuffers( 1, &grender.fb );
- glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
-
- glGenTextures( 1, &grender.rgb );
- glBindTexture( GL_TEXTURE_2D, grender.rgb );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y,
- 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
+ fb_init( &grender.fb );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, grender.rgb, 0);
-
- /* TODO: Check for DEPTH32f availiblity and use if possible */
-
- glGenRenderbuffers( 1, &grender.rb );
- glBindRenderbuffer( GL_RENDERBUFFER, grender.rb );
- glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
- vg_window_x, vg_window_y );
-
- glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
- GL_RENDERBUFFER, grender.rb );
-
- {
- float ksz = k_gatesize;
- float quad[] = { -ksz,-ksz,0.0f, ksz, ksz,0.0f, -ksz, ksz,0.0f,
- -ksz,-ksz,0.0f, ksz,-ksz,0.0f, ksz, ksz,0.0f,
- -ksz,-ksz,0.0f, -ksz, ksz,0.0f, ksz, ksz,0.0f,
- -ksz,-ksz,0.0f, ksz, ksz,0.0f, ksz,-ksz,0.0f };
-
- glGenVertexArrays( 1, &grender.vao );
- glGenBuffers( 1, &grender.vbo );
- glBindVertexArray( grender.vao );
- glBindBuffer( GL_ARRAY_BUFFER, grender.vbo );
- glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW );
- glBindVertexArray( grender.vao );
- glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE,
- sizeof(float)*3, (void*)0 );
- glEnableVertexAttribArray( 0 );
- VG_CHECK_GL();
- }
+ mdl_header *mgate = mdl_load( "models/rs_gate.mdl" );
+ mdl_unpack_glmesh( mgate, &grender.mdl );
+ free( mgate );
}
-static void render_world(m4x4f pv);
-
-/*
- * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
- */
-static void plane_clip_projection( m4x4f mat, v4f plane )
+static void gate_fb_resize(void)
{
- v4f c =
- {
- (vg_signf(plane[0]) + mat[2][0]) / mat[0][0],
- (vg_signf(plane[1]) + mat[2][1]) / mat[1][1],
- -1.0f,
- (1.0f + mat[2][2]) / mat[3][2]
- };
-
- v4_muls( plane, 2.0f / v4_dot(plane,c), c );
-
- mat[0][2] = c[0];
- mat[1][2] = c[1];
- mat[2][2] = c[2] + 1.0f;
- mat[3][2] = c[3];
+ fb_resize( &grender.fb );
}
-static void render_gate( teleport_gate *gate, m4x3f camera, float fov )
+static int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera )
{
- m4x3f transport;
+ v3f viewdir, gatedir;
+ m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir );
+ m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir );
+
+ v3f v0;
+ v3_sub( viewpos, gate->co[0], v0 );
+ if( v3_dot(v0, gatedir) >= 0.0f )
+ return 0;
+
+ if( v3_dist( viewpos, gate->co[0] ) > 100.0f )
+ return 0;
- m4x3_mul( gate->other->to_world, gate->to_local, transport );
-
v3f a,b,c,d;
-
- float ksz = k_gatesize;
- m4x3_mulv( gate->to_world, (v3f){-ksz,-ksz,0.0f}, a );
- m4x3_mulv( gate->to_world, (v3f){ ksz,-ksz,0.0f}, b );
- m4x3_mulv( gate->to_world, (v3f){ ksz, ksz,0.0f}, c );
- m4x3_mulv( gate->to_world, (v3f){-ksz, ksz,0.0f}, d );
+
+ float sx = gate->dims[0],
+ sy = gate->dims[1];
+ m4x3_mulv( gate->to_world, (v3f){-sx,-sy,0.0f}, a );
+ m4x3_mulv( gate->to_world, (v3f){ sx,-sy,0.0f}, b );
+ m4x3_mulv( gate->to_world, (v3f){ sx, sy,0.0f}, c );
+ m4x3_mulv( gate->to_world, (v3f){-sx, sy,0.0f}, d );
vg_line( a,b, 0xffffa000 );
vg_line( b,c, 0xffffa000 );
vg_line( c,d, 0xffffa000 );
vg_line( d,a, 0xffffa000 );
- vg_line( gate->co, gate->other->co, 0xffffffff );
+ vg_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 );
m4x3f cam_new;
- m4x3_mul( transport, camera, cam_new );
+ m4x3_mul( gate->transport, camera, cam_new );
vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 );
- glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
- glClearColor( 0.0f, 0.0f, 1.0f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
-
+ m4x3f gate_xform;
+ m4x3_copy( gate->to_world, gate_xform );
+ m4x3_scalev( gate_xform, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
+
m4x3f inverse;
m4x3_invert_affine( cam_new, inverse );
m4x3_expand( inverse, view );
v4f surface;
- m3x3_mulv( gate->other->to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
- surface[3] = v3_dot( surface, gate->other->co );
+ m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
+ surface[3] = v3_dot( surface, gate->co[1] );
m4x4f projection;
- m4x4_projection( projection,
- fov,
- (float)vg_window_x / (float)vg_window_y,
- 0.01f, 900.0f );
+ pipeline_projection( projection, 0.1f, 900.0f );
+
+ m4x3_mulp( inverse, surface, surface );
+ surface[3] = -fabsf(surface[3]);
+ plane_clip_projection( projection, surface );
-#if 0 /* For debugging frustum */
+ m4x4_mul( projection, view, projection );
+
+ if( grender.high_qual )
{
- m4x4f devm;
- m4x4_mul( projection, view, devm );
- m4x4_inv( devm, devm );
-
- v4f corners[] =
- {
- {-1,-1,-1, 1}, { 1,-1,-1, 1}, { 1, 1,-1, 1}, {-1, 1,-1, 1},
- {-1,-1, 1, 1}, { 1,-1, 1, 1}, { 1, 1, 1, 1}, {-1, 1, 1, 1}
- };
+ 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 );
+ }
- for( int i=0; i<vg_list_size(corners); i++ )
- {
- m4x4_mulv( devm, corners[i], corners[i] );
- v3_muls( corners[i], 1.0f/corners[i][3], corners[i] );
- }
+ render_world( projection, cam_new );
- vg_line( corners[0], corners[1], 0xffffffff );
- vg_line( corners[1], corners[2], 0xffffffff );
- vg_line( corners[2], corners[3], 0xffffffff );
- vg_line( corners[3], corners[0], 0xffffffff );
- vg_line( corners[4], corners[5], 0xffffffff );
- vg_line( corners[5], corners[6], 0xffffffff );
- vg_line( corners[6], corners[7], 0xffffffff );
- vg_line( corners[7], corners[4], 0xffffffff );
- vg_line( corners[0], corners[4], 0xffffffff );
- vg_line( corners[1], corners[5], 0xffffffff );
- vg_line( corners[2], corners[6], 0xffffffff );
- vg_line( corners[3], corners[7], 0xffffffff );
-
- v3f clipped[4];
- for( int i=0; i<4; i++ )
- {
- v3f v0, c, delta, p0;
- v3_sub( corners[4+i],corners[0+i], v0 );
- v3_normalize(v0);
+ if( grender.high_qual )
+ {
+ /*
+ * TODO: Need to find a way to draw a stencil buffer into the water
+ * rendering
+ */
- v3_muls( surface, surface[3], c );
- v3_sub( c, corners[0+i], delta );
+ render_water_texture( cam_new );
+ fb_use( &grender.fb );
- float t = v3_dot(delta, surface) / v3_dot(surface, v0);
- v3_muladds( corners[0+i], v0, t, clipped[i] );
- }
+ render_water_surface( projection, cam_new );
+ fb_use( NULL );
- vg_line( clipped[0], clipped[1], 0xff0000ff );
- vg_line( clipped[1], clipped[2], 0xff0000ff );
- vg_line( clipped[2], clipped[3], 0xff0000ff );
- vg_line( clipped[3], clipped[0], 0xff0000ff );
+ shader_gate_use();
- m4x3_mulv( gate->other->to_world, (v3f){-2.0f,-2.0f,0.0f}, a );
- m4x3_mulv( gate->other->to_world, (v3f){ 2.0f,-2.0f,0.0f}, b );
- m4x3_mulv( gate->other->to_world, (v3f){ 2.0f, 2.0f,0.0f}, c );
- m4x3_mulv( gate->other->to_world, (v3f){-2.0f, 2.0f,0.0f}, d );
+ shader_gate_uPv( vg_pv );
+ shader_gate_uMdl( gate_xform );
- vg_line( clipped[0], a, 0xff0000ff );
- vg_line( clipped[1], b, 0xff0000ff );
- vg_line( clipped[2], c, 0xff0000ff );
- vg_line( clipped[3], d, 0xff0000ff );
- }
-#endif
-
- m4x3_mulp( inverse, surface, surface );
- surface[3] = -fabsf(surface[3]);
- plane_clip_projection( projection, surface );
+ fb_bindtex( &grender.fb, 0 );
- m4x4_mul( projection, view, projection );
-
- render_world( projection );
- glBindFramebuffer( GL_FRAMEBUFFER, 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 );
- SHADER_USE( shader_gate );
+ render_water_texture( cam_new );
+ fb_use( NULL );
+ glEnable( GL_STENCIL_TEST );
- glUniformMatrix4fv( SHADER_UNIFORM( shader_gate, "uPv" ),
- 1, GL_FALSE, (float *)vg_pv );
- glUniformMatrix4x3fv( SHADER_UNIFORM( shader_gate, "uMdl" ),
- 1, GL_FALSE, (float *)gate->to_world );
+ render_water_surface( projection, cam_new );
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, grender.rgb );
- glUniform1i( SHADER_UNIFORM( shader_gate, "uTexMain"), 0 );
- glUniform2f( SHADER_UNIFORM( shader_gate, "uInvRes"),
- 1.0f / (float)vg_window_x,
- 1.0f / (float)vg_window_y );
+ glStencilMask( 0xFF );
+ glStencilFunc( GL_ALWAYS, 1, 0xFF );
+ glDisable( GL_STENCIL_TEST );
+ }
- glBindVertexArray( grender.vao );
- glDrawArrays( GL_TRIANGLES, 0, 12 );
+ 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 );
+ surface[3] = v3_dot( surface, gate->co[0] );
v3f v0, c, delta, p0;
v3_sub( pos, last, v0 );
float d = v3_dot(surface, v0);
- if( fabsf(d) > 0.00001f )
+ 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, local, rel );
+ v3_sub( gate->co[0], local, rel );
v3f vup, vside;
m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );
v2f xy = { v3_dot( rel, vside ), v3_dot( rel, vup ) };
- if( fabsf(xy[0]) <= k_gatesize && fabsf(xy[1]) <= k_gatesize )
+ if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] )
{
return 1;
}