#include "common.h"
#include "model.h"
#include "render.h"
+#include "camera.h"
#include "shaders/gatelq.h"
#include "world_water.h"
vg_release_thread_sync();
}
-VG_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 );
- if( v3_dot(v0, gatedir) >= 0.0f )
- return 0;
+ v3_sub( cam->pos, gate->co[0], v0 );
+
+ float dist = v3_dot(v0, gatedir);
- if( v3_dist( viewpos, gate->co[0] ) > 100.0f )
+ /* Hard cutoff */
+ if( dist > 3.0f )
return 0;
- v3f a,b,c,d;
+ if( v3_dist( cam->pos, gate->co[0] ) > 100.0f )
+ return 0;
- 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 = 2000.0f;
- 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_mul( projection, view, projection );
+ if( dist < -0.5f )
+ m4x4_clip_projection( gate_view.mtx.p, surface );
+
+ /* Ready to draw with new camrea */
+ camera_finalize( &gate_view );
+ 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,
glStencilMask( 0x00 );
}
- render_world( projection, cam_new );
+ render_world( &gate_view );
{
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 );
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 )
{