stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / gate.h
diff --git a/gate.h b/gate.h
index 541cec8c627d2e9cb62f6e9e9dad2c5c87717806..7088c7dc5c236dc03223e5b3948904a6011278d0 100644 (file)
--- a/gate.h
+++ b/gate.h
@@ -1,4 +1,252 @@
 #ifndef GATE_H
 #define GATE_H
 
+#define VG_3D
+#include "vg/vg.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
+{
+   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 =
+{
+   .high_qual = 0,
+   .fb = {
+      .format = GL_RGB,
+      .div = 1
+   }
+};
+
+struct teleport_gate
+{ 
+   v3f co[2];
+   v4f q[2];
+   v2f dims;
+
+   m4x3f to_world, recv_to_world, transport;
+};
+
+static void gate_transform_update( teleport_gate *gate )
+{
+   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, 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_gate_register();
+   shader_gatelq_register();
+}
+
+static void gate_init(void)
+{
+   fb_init( &grender.fb );
+
+   model *mgate = vg_asset_read( "models/rs_gate.mdl" );
+   model_unpack( mgate, &grender.mdl );
+   free( mgate );
+}
+
+static void gate_fb_resize(void)
+{
+   fb_resize( &grender.fb );
+}
+
+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 );
+
+   v3f v0;
+   v3_sub( viewpos, gate->co[0], v0 );
+   if( v3_dot(v0, gatedir) >= 0.0f )
+      return;
+
+   if( v3_dist( viewpos, gate->co[0] ) > 100.0f )
+      return;
+
+   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_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 );
+
+   m4x3f cam_new;
+   m4x3_mul( gate->transport, camera, cam_new );
+   
+   vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 );
+
+   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 );
+
+   m4x4f view;
+   m4x3_expand( inverse, view );
+
+   v4f surface;
+   m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface );
+   surface[3] = v3_dot( surface, gate->co[1] );
+
+   m4x4f projection;
+   pipeline_projection( projection, 0.1f, 900.0f );
+   
+   m4x3_mulp( inverse, surface, surface );
+   surface[3] = -fabsf(surface[3]);
+   plane_clip_projection( projection, surface );
+
+   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
+   {
+      glStencilMask( 0xFF );
+      glStencilFunc( GL_ALWAYS, 1, 0xFF );
+      glDisable( GL_STENCIL_TEST );
+   }
+}
+
+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( 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[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;
+}
+
 #endif