X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=world_gate.h;h=b6942519c4fe93059a9f881284dcd51db9a799d3;hb=34a8df54eb962f3ad2e036355041f5bc5cabe5a0;hp=9d1287711782d7570fb0c26505647beb2b9c5978;hpb=1142fd5c27cf6d5bef073969b55e20b160646164;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.h b/world_gate.h index 9d12877..b694251 100644 --- a/world_gate.h +++ b/world_gate.h @@ -10,10 +10,9 @@ #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; @@ -32,19 +31,20 @@ VG_STATIC void world_gates_init(void) { 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 ); @@ -81,41 +81,40 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) } /* 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 }); @@ -124,25 +123,25 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) 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 ); @@ -152,7 +151,8 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) return 1; } -VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) +VG_STATIC int gate_intersect_plane( teleport_gate *gate, v3f pos, v3f last, + v2f where ) { v4f surface; m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface ); @@ -185,16 +185,73 @@ VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) 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 ) }; + where[0] = v3_dot( rel, vside ); + where[1] = v3_dot( rel, vup ); + + return 1; + } + } + + return 0; +} + +VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) +{ + v2f xy; - if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] ) - { - return 1; - } + if( gate_intersect_plane( gate, pos, last, xy ) ) + { + if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] ) + { + return 1; } } return 0; } +struct gate_hit +{ + struct nonlocal_gate *nonlocal; + struct route_gate *route; + teleport_gate *gate; +}; + +/* + * Intersect all gates in the world + */ +VG_STATIC int world_intersect_gates( world_instance *world, + v3f pos, v3f last, struct gate_hit *hit ) +{ + for( int i=0; igate_count; i++ ) + { + struct route_gate *rg = &world->gates[i]; + teleport_gate *gate = &rg->gate; + + if( gate_intersect( gate, pos, last ) ) + { + hit->gate = gate; + hit->nonlocal = NULL; + hit->route = rg; + return 1; + } + } + + for( int i=0; inonlocalgate_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 0; +} + #endif /* WORLD_GATE_H */