framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / world_gate.h
index dd7177631836a9992567db76dde903638c6474b3..3e35081e2b1c72639bfa510a9196eb4da04fc706 100644 (file)
@@ -5,37 +5,16 @@
 #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;
 
@@ -49,177 +28,125 @@ static void gate_transform_update( teleport_gate *gate )
    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_uTime( vg_time*0.25f );
+      shader_gatelq_uCam( cam->pos );
+      shader_gatelq_uTime( vg.time*0.25f );
       shader_gatelq_uInvRes( (v2f){
-            1.0f / (float)vg_window_x,
-            1.0f / (float)vg_window_y });
+            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 );
+      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 );
-      fb_use( NULL );
+      render_water_texture( &gate_view );
+      render_fb_bind( gpipeline.fb_main );
+
       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 );
@@ -228,12 +155,16 @@ static int gate_intersect( teleport_gate *gate, v3f pos, v3f last )
    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 )
    {