#include "render.h"
#include "camera.h"
-#include "shaders/gatelq.h"
+#include "shaders/model_gate.h"
#include "world_water.h"
-
VG_STATIC void gate_transform_update( teleport_gate *gate )
{
m4x3f to_local;
{
vg_info( "world_gates_init\n" );
- shader_gatelq_register();
+ shader_model_gate_register();
vg_linear_clear( vg_mem.scratch );
mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" );
vg_acquire_thread_sync();
{
- mdl_unpack_glmesh( mgate, &world.mesh_gate_surface );
+ mdl_unpack_glmesh( mgate, &world_global.mesh_gate_surface );
}
vg_release_thread_sync();
}
-VG_STATIC int render_gate( teleport_gate *gate, camera *cam )
+VG_STATIC int render_gate( world_instance *world_inside,
+ teleport_gate *gate, camera *cam )
{
v3f viewdir, gatedir;
m3x3_mulv( cam->transform, (v3f){0.0f,0.0f,-1.0f}, viewdir );
}
/* update gate camera */
- static camera gate_view;
- gate_view.fov = cam->fov;
- gate_view.nearz = 0.1f;
- gate_view.farz = 2000.0f;
+ gate_camera.fov = cam->fov;
+ gate_camera.nearz = 0.1f;
+ gate_camera.farz = 2000.0f;
- m4x3_mul( gate->transport, cam->transform, gate_view.transform );
- camera_update_view( &gate_view );
- camera_update_projection( &gate_view );
+ m4x3_mul( gate->transport, cam->transform, gate_camera.transform );
+ camera_update_view( &gate_camera );
+ camera_update_projection( &gate_camera );
/* 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] );
- m4x3_mulp( gate_view.transform_inverse, surface, surface );
+ m4x3_mulp( gate_camera.transform_inverse, surface, surface );
surface[3] = -fabsf(surface[3]);
if( dist < -0.5f )
- m4x4_clip_projection( gate_view.mtx.p, surface );
+ m4x4_clip_projection( gate_camera.mtx.p, surface );
/* Ready to draw with new camrea */
- camera_finalize( &gate_view );
+ camera_finalize( &gate_camera );
- vg_line_pt3( gate_view.transform[3], 0.3f, 0xff00ff00 );
+ vg_line_pt3( gate_camera.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( cam->mtx.pv );
- shader_gatelq_uMdl( gate_xform );
- shader_gatelq_uCam( cam->pos );
- shader_gatelq_uTime( vg.time*0.25f );
- shader_gatelq_uInvRes( (v2f){
+ shader_model_gate_use();
+ shader_model_gate_uPv( cam->mtx.pv );
+ shader_model_gate_uMdl( gate_xform );
+ shader_model_gate_uCam( cam->pos );
+ shader_model_gate_uTime( vg.time*0.25f );
+ shader_model_gate_uInvRes( (v2f){
1.0f / (float)vg.window_x,
1.0f / (float)vg.window_y });
glStencilFunc( GL_ALWAYS, 1, 0xFF );
glStencilMask( 0xFF );
- mesh_bind( &world.mesh_gate_surface );
- mesh_draw( &world.mesh_gate_surface );
+ mesh_bind( &world_global.mesh_gate_surface );
+ mesh_draw( &world_global.mesh_gate_surface );
glClear( GL_DEPTH_BUFFER_BIT );
glStencilFunc( GL_EQUAL, 1, 0xFF );
glStencilMask( 0x00 );
}
- render_world( &gate_view );
+ render_world( world_inside, &gate_camera );
{
glDisable( GL_STENCIL_TEST );
- render_water_texture( &gate_view );
+ render_water_texture( world_inside, &gate_camera );
render_fb_bind( gpipeline.fb_main );
glEnable( GL_STENCIL_TEST );
- render_water_surface( &gate_view );
+ render_water_surface( world_inside, &gate_camera );
glStencilMask( 0xFF );
glStencilFunc( GL_ALWAYS, 1, 0xFF );
return 0;
}
+struct gate_hit
+{
+ struct nonlocal_gate *nonlocal;
+ struct route_gate *route;
+ teleport_gate *gate;
+};
+
/*
* Intersect all gates in the world
*/
-VG_STATIC teleport_gate *world_intersect_gates( v3f pos, v3f last )
+VG_STATIC int world_intersect_gates( world_instance *world,
+ v3f pos, v3f last, struct gate_hit *hit )
{
- for( int i=0; i<world.gate_count; i++ )
+ for( int i=0; i<world->gate_count; i++ )
{
- struct route_gate *rg = &world.gates[i];
+ struct route_gate *rg = &world->gates[i];
teleport_gate *gate = &rg->gate;
if( gate_intersect( gate, pos, last ) )
- return gate;
+ {
+ hit->gate = gate;
+ hit->nonlocal = NULL;
+ hit->route = rg;
+ return 1;
+ }
+ }
+
+ for( int i=0; i<world->nonlocalgate_count; i++ )
+ {
+ struct nonlocal_gate *nlg = &world->nonlocal_gates[i];
+ teleport_gate *gate = &nlg->gate;
+
+ if( gate_intersect( gate, pos, last ) )
+ {
+ hit->gate = gate;
+ hit->nonlocal = nlg;
+ hit->route = NULL;
+ return 1;
+ }
}
- return NULL;
+ return 0;
}
#endif /* WORLD_GATE_H */