#ifndef GATE_H
#define GATE_H
+#define VG_3D
+#include "vg/vg.h"
+#include "model.h"
+#include "render.h"
+#include "shaders/gate.h"
+
+typedef struct teleport_gate teleport_gate;
+
+static struct
+{
+ GLuint fb, rgb, rb;
+ glmesh mdl;
+}
+grender;
+
+struct teleport_gate
+{
+ v3f co;
+ v4f q;
+ v2f dims;
+
+ m4x3f to_world, to_local;
+ teleport_gate *other;
+};
+
+static void gate_transform_update( teleport_gate *gate )
+{
+ q_m3x3( gate->q, gate->to_world );
+ v3_copy( gate->co, gate->to_world[3] );
+
+ m4x3_invert_affine( gate->to_world, gate->to_local );
+}
+
+static void gate_register(void)
+{
+ shader_gate_register();
+}
+
+static void gate_init(void)
+{
+ create_renderbuffer_std( &grender.fb, &grender.rgb, &grender.rb );
+
+ model *mgate = vg_asset_read( "models/rs_gate.mdl" );
+ model_unpack( mgate, &grender.mdl );
+ free( mgate );
+}
+
+static void gate_fb_resize(void)
+{
+ resize_renderbuffer_std( &grender.fb, &grender.rgb, &grender.rb );
+}
+
+static void render_gate( teleport_gate *gate, m4x3f camera )
+{
+ 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 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 );
+
+ m4x3f cam_new;
+ m4x3_mul( transport, camera, cam_new );
+
+ vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 );
+
+ glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
+ 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 view;
+ 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 );
+
+ m4x4f projection;
+ pipeline_projection( projection, 0.1f, 900.0f );
+
+#if 0 /* For debugging frustum */
+ {
+ 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}
+ };
+
+ 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] );
+ }
+
+ 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);
+
+ v3_muls( surface, surface[3], c );
+ v3_sub( c, corners[0+i], delta );
+
+ float t = v3_dot(delta, surface) / v3_dot(surface, v0);
+ v3_muladds( corners[0+i], v0, t, clipped[i] );
+ }
+
+ 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 );
+
+ 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 );
+
+ 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 );
+
+ m4x4_mul( projection, view, projection );
+
+ render_world( projection, cam_new );
+ render_water_texture( cam_new );
+ glBindFramebuffer( GL_FRAMEBUFFER, grender.fb );
+ render_water_surface( projection );
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+
+ shader_gate_use();
+
+ m4x3f full;
+ m4x3_copy( gate->to_world, full );
+ m4x3_scalev( full, (v3f){ gate->dims[0], gate->dims[1], 1.0f } );
+
+ shader_gate_uPv( vg_pv );
+ shader_gate_uMdl( full );
+
+ glActiveTexture( GL_TEXTURE0 );
+ glBindTexture( GL_TEXTURE_2D, grender.rgb );
+ 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);
+}
+
+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 );
+
+ 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( fabsf(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 );
+
+ 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;
+}
+
#endif