#ifndef GATE_H
#define GATE_H
+#define VG_3D
#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 "model.h"
+#include "render.h"
+#include "shaders/gate.h"
typedef struct teleport_gate teleport_gate;
static struct
{
GLuint fb, rgb, rb, vao, vbo;
+ glmesh mdl;
}
grender;
{
v3f co;
v4f q;
+ v2f dims;
m4x3f to_world, to_local;
teleport_gate *other;
static void gate_register(void)
{
- SHADER_INIT( shader_gate );
+ shader_gate_register();
}
-static void gate_init(void)
+static void gate_init( void (*newfb)(GLuint*,GLuint*,GLuint*) )
{
- 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);
-
- 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 );
-
+ newfb( &grender.fb, &grender.rgb, &grender.rb );
{
- float ksz = k_gatesize;
+ float ksz = 1.0f;
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 };
+ -ksz,-ksz,-0.1f, ksz, ksz,-0.1f, -ksz, ksz,-0.1f,
+ -ksz,-ksz,-0.1f, ksz,-ksz,-0.1f, ksz, ksz,-0.1f };
glGenVertexArrays( 1, &grender.vao );
glGenBuffers( 1, &grender.vbo );
glEnableVertexAttribArray( 0 );
VG_CHECK_GL();
}
-}
-static void render_world(m4x4f pv);
+ model *mgate = vg_asset_read( "models/rs_gate.mdl" );
+ model_unpack( mgate, &grender.mdl );
+ free( mgate );
+}
-/*
- * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
- */
-static void plane_clip_projection( m4x4f mat, v4f plane )
+static void gate_fb_resize( void (*resize)(GLuint*,GLuint*,GLuint*) )
{
- 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];
+ resize( &grender.fb, &grender.rgb, &grender.rb );
}
-static void render_gate( teleport_gate *gate, m4x3f camera, float fov )
+static void render_gate( teleport_gate *gate, m4x3f camera )
{
- m4x3f transport;
+ v3f viewpos, viewdir, gatedir;
+ v3_copy( camera[3], viewpos );
+ m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir );
+ m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir );
+
+ if( v3_dot(viewdir, gatedir) <= 0.0f )
+ return;
+
+ v3f v0;
+ v3_sub( viewpos, gate->co, v0 );
+ if( v3_dot(v0, gatedir) >= 0.0f )
+ return;
+ m4x3f transport;
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_pt3( cam_new[3], 0.3f, 0xff00ff00 );
glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
- glClearColor( 0.0f, 0.0f, 1.0f, 1.0f );
+ glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
m4x3f inverse;
m4x3_invert_affine( cam_new, inverse );
m4x4f projection;
m4x4_projection( projection,
- fov,
+ gpipeline.fov,
(float)vg_window_x / (float)vg_window_y,
- 0.01f, 900.0f );
+ 0.1f, 900.0f );
#if 0 /* For debugging frustum */
{
m4x4_mul( projection, view, projection );
render_world( projection );
+ render_water_texture( cam_new );
+ glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
+ render_water_surface( projection );
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- SHADER_USE( shader_gate );
+ shader_gate_use();
+
+ m4x3f full;
+ m4x3_copy( gate->to_world, full );
+ m4x3_scalev( full, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
- 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 );
+ shader_gate_uPv( vg_pv );
+ shader_gate_uMdl( full );
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, grender.rgb );
- glUniform1i( SHADER_UNIFORM( shader_gate, "uTexMain"), 0 );
- glUniform2f( SHADER_UNIFORM( shader_gate, "uInvRes"),
+ 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 );
+ 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);
+ return;
glBindVertexArray( grender.vao );
glDrawArrays( GL_TRIANGLES, 0, 12 );
}
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;
}