#ifndef WORLD_GATE_H
#define WORLD_GATE_H
-#define GATE_RENDER_PERFORMANCE
-
#include "common.h"
#include "model.h"
#include "render.h"
+#include "camera.h"
-#ifndef GATE_RENDER_PERFORMANCE
- #include "shaders/gate.h"
-#else
- #include "shaders/gatelq.h"
-#endif
-
+#include "shaders/gatelq.h"
#include "world_water.h"
-typedef struct teleport_gate teleport_gate;
-
-static struct
-{
- struct framebuffer fb;
- glmesh mdl;
-}
-grender =
-{
- .fb = {
- .format = GL_RGB,
- .div = 1
- }
-};
-
-static void gate_transform_update( teleport_gate *gate )
+VG_STATIC void gate_transform_update( teleport_gate *gate )
{
m4x3f to_local;
m4x3_mul( gate->recv_to_world, to_local, gate->transport );
}
-static void world_gates_init(void)
+VG_STATIC void world_gates_init(void)
{
vg_info( "world_gates_init\n" );
-#ifndef GATE_RENDER_PERFORMANCE
- shader_gate_register();
-#else
shader_gatelq_register();
-#endif
- mdl_header *mgate = mdl_load( "models/rs_gate.mdl" );
+ vg_linear_clear( vg_mem.scratch );
+ mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" );
vg_acquire_thread_sync();
{
- fb_init( &grender.fb );
- mdl_unpack_glmesh( mgate, &grender.mdl );
+ mdl_unpack_glmesh( mgate, &world.mesh_gate_surface );
}
vg_release_thread_sync();
}
-static void world_gates_free(void*_)
-{
- fb_free( &grender.fb );
-}
-
-static void gate_fb_resize(void)
-{
- fb_resize( &grender.fb );
-}
-
-static int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera )
+VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
{
v3f viewdir, gatedir;
- m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir );
+ m3x3_mulv( cam->transform, (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 );
+ v3_sub( cam->pos, gate->co[0], v0 );
if( v3_dot(v0, gatedir) >= 0.0f )
return 0;
- if( v3_dist( viewpos, gate->co[0] ) > 100.0f )
+ if( v3_dist( cam->pos, gate->co[0] ) > 100.0f )
return 0;
- 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 );
+ {
+ v3f a,b,c,d;
- vg_line( a,b, 0xffffa000 );
- vg_line( b,c, 0xffffa000 );
- vg_line( c,d, 0xffffa000 );
- vg_line( d,a, 0xffffa000 );
+ 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_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 );
+ vg_line( a,b, 0xffffa000 );
+ vg_line( b,c, 0xffffa000 );
+ vg_line( c,d, 0xffffa000 );
+ vg_line( d,a, 0xffffa000 );
- m4x3f cam_new;
- m4x3_mul( gate->transport, camera, cam_new );
-
- vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 );
+ vg_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 );
+ }
- 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 );
+ /* update gate camera */
+ static camera gate_view;
+ gate_view.fov = cam->fov;
+ gate_view.nearz = 0.1f;
+ gate_view.farz = 900.0f;
- m4x4f view;
- m4x3_expand( inverse, view );
+ m4x3_mul( gate->transport, cam->transform, gate_view.transform );
+ camera_update_view( &gate_view );
+ camera_update_projection( &gate_view );
+ /* Add special clipping plane to projection */
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 );
+ m4x3_mulp( gate_view.transform_inverse, surface, surface );
surface[3] = -fabsf(surface[3]);
- plane_clip_projection( projection, surface );
+ m4x4_clip_projection( gate_view.mtx.p, surface );
- m4x4_mul( projection, view, projection );
+ /* Ready to draw with new camrea */
+ camera_finalize( &gate_view );
-#ifndef GATE_RENDER_PERFORMANCE
- fb_use( &grender.fb );
- glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-#else
+ vg_line_pt3( gate_view.transform[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 } );
+
shader_gatelq_use();
- shader_gatelq_uPv( vg.pv );
+ shader_gatelq_uPv( cam->mtx.pv );
shader_gatelq_uMdl( gate_xform );
- shader_gatelq_uCam( viewpos );
+ shader_gatelq_uCam( cam->pos );
shader_gatelq_uTime( vg.time*0.25f );
shader_gatelq_uInvRes( (v2f){
1.0f / (float)vg.window_x,
glStencilFunc( GL_ALWAYS, 1, 0xFF );
glStencilMask( 0xFF );
- mesh_bind( &grender.mdl );
- mesh_draw( &grender.mdl );
+ mesh_bind( &world.mesh_gate_surface );
+ mesh_draw( &world.mesh_gate_surface );
glClear( GL_DEPTH_BUFFER_BIT );
glStencilFunc( GL_EQUAL, 1, 0xFF );
glStencilMask( 0x00 );
-#endif
-
- render_world( projection, cam_new );
-
-#ifndef GATE_RENDER_PERFORMANCE
-
- /*
- * NOTE: 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 );
+ render_world( &gate_view );
- glDisable(GL_BLEND);
-#else
+ {
glDisable( GL_STENCIL_TEST );
- render_water_texture( cam_new );
+ render_water_texture( &gate_view );
fb_use( NULL );
glEnable( GL_STENCIL_TEST );
- render_water_surface( projection, cam_new );
+ render_water_surface( &gate_view );
glStencilMask( 0xFF );
glStencilFunc( GL_ALWAYS, 1, 0xFF );
glDisable( GL_STENCIL_TEST );
-#endif
+ }
return 1;
}
-static int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
+VG_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 );
v3f v0, c, delta, p0;
v3_sub( pos, last, v0 );
float l = v3_length( v0 );
+
+ if( l == 0.0f )
+ return 0;
+
v3_divs( v0, l, v0 );
v3_muls( surface, surface[3], c );
v3_sub( c, last, delta );
- float d = v3_dot(surface, v0);
+ float d = v3_dot( surface, v0 );
if( d > 0.00001f )
{