X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=gate.h;h=65dda90b275ced92e690c7e95654953d89dd2203;hb=1f1d636056450dcd23cce55c0795ec6276272531;hp=c0bdbaab9ce8b0b8f1705582a43f6bcb25e079f2;hpb=51a9d6b9321b951b79dff0d52a82116c678ad8aa;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/gate.h b/gate.h index c0bdbaa..65dda90 100644 --- a/gate.h +++ b/gate.h @@ -1,40 +1,18 @@ #ifndef GATE_H #define GATE_H +#define VG_3D #include "vg/vg.h" - -static const float k_gatesize = 4.0f; - -SHADER_DEFINE( shader_gate, - "layout (location=0) in vec3 a_co;" - "uniform mat4 uPv;" - "uniform mat4x3 uMdl;" - "" - "void main()" - "{" - "gl_Position = uPv * vec4(uMdl * vec4( a_co, 1.0 ),1.0);" - "}", - - /* Fragment */ - "out vec4 FragColor;" - "" - "uniform sampler2D uTexMain;" - "uniform vec2 uInvRes;" - "" - "void main()" - "{" - "vec2 uv = gl_FragCoord.xy*uInvRes;" - "FragColor = texture( uTexMain, uv );" - "}" - , - UNIFORMS({ "uPv", "uMdl", "uTexMain", "uInvRes" }) -) +#include "model.h" +#include "render.h" +#include "shaders/gate.h" typedef struct teleport_gate teleport_gate; static struct { GLuint fb, rgb, rb, vao, vbo; + glmesh mdl; } grender; @@ -42,6 +20,7 @@ struct teleport_gate { v3f co; v4f q; + v2f dims; m4x3f to_world, to_local; teleport_gate *other; @@ -57,40 +36,18 @@ static void gate_transform_update( teleport_gate *gate ) static void gate_register(void) { - SHADER_INIT( shader_gate ); + shader_gate_register(); } -static void gate_init(void) +static void gate_init( void (*newfb)(GLuint*,GLuint*,GLuint*) ) { - glGenFramebuffers( 1, &grender.fb ); - glBindFramebuffer( GL_FRAMEBUFFER, grender.fb ); - - glGenTextures( 1, &grender.rgb ); - glBindTexture( GL_TEXTURE_2D, grender.rgb ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, - 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); - - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, grender.rgb, 0); - - /* TODO: Check for DEPTH32f availiblity and use if possible */ - - glGenRenderbuffers( 1, &grender.rb ); - glBindRenderbuffer( GL_RENDERBUFFER, grender.rb ); - glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, - vg_window_x, vg_window_y ); - - glFramebufferRenderbuffer( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, - GL_RENDERBUFFER, grender.rb ); - + newfb( &grender.fb, &grender.rgb, &grender.rb ); { - float ksz = k_gatesize; + float ksz = 1.0f; float quad[] = { -ksz,-ksz,0.0f, ksz, ksz,0.0f, -ksz, ksz,0.0f, -ksz,-ksz,0.0f, ksz,-ksz,0.0f, ksz, ksz,0.0f, - -ksz,-ksz,0.0f, -ksz, ksz,0.0f, ksz, ksz,0.0f, - -ksz,-ksz,0.0f, ksz, ksz,0.0f, ksz,-ksz,0.0f }; + -ksz,-ksz,-0.1f, ksz, ksz,-0.1f, -ksz, ksz,-0.1f, + -ksz,-ksz,-0.1f, ksz,-ksz,-0.1f, ksz, ksz,-0.1f }; glGenVertexArrays( 1, &grender.vao ); glGenBuffers( 1, &grender.vbo ); @@ -103,44 +60,43 @@ static void gate_init(void) glEnableVertexAttribArray( 0 ); VG_CHECK_GL(); } -} -static void render_world(m4x4f pv); + model *mgate = vg_asset_read( "models/rs_gate.mdl" ); + model_unpack( mgate, &grender.mdl ); + free( mgate ); +} -/* - * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf - */ -static void plane_clip_projection( m4x4f mat, v4f plane ) +static void gate_fb_resize( void (*resize)(GLuint*,GLuint*,GLuint*) ) { - v4f c = - { - (vg_signf(plane[0]) + mat[2][0]) / mat[0][0], - (vg_signf(plane[1]) + mat[2][1]) / mat[1][1], - -1.0f, - (1.0f + mat[2][2]) / mat[3][2] - }; - - v4_muls( plane, 2.0f / v4_dot(plane,c), c ); - - mat[0][2] = c[0]; - mat[1][2] = c[1]; - mat[2][2] = c[2] + 1.0f; - mat[3][2] = c[3]; + resize( &grender.fb, &grender.rgb, &grender.rb ); } -static void render_gate( teleport_gate *gate, m4x3f camera, float fov ) +static void render_gate( teleport_gate *gate, m4x3f camera ) { - m4x3f transport; + v3f viewpos, viewdir, gatedir; + v3_copy( camera[3], viewpos ); + m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir ); + m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir ); + + if( v3_dot(viewdir, gatedir) <= 0.0f ) + return; + + v3f v0; + v3_sub( viewpos, gate->co, v0 ); + if( v3_dot(v0, gatedir) >= 0.0f ) + return; + m4x3f transport; m4x3_mul( gate->other->to_world, gate->to_local, transport ); v3f a,b,c,d; - - float ksz = k_gatesize; - m4x3_mulv( gate->to_world, (v3f){-ksz,-ksz,0.0f}, a ); - m4x3_mulv( gate->to_world, (v3f){ ksz,-ksz,0.0f}, b ); - m4x3_mulv( gate->to_world, (v3f){ ksz, ksz,0.0f}, c ); - m4x3_mulv( gate->to_world, (v3f){-ksz, ksz,0.0f}, 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 ); vg_line( a,b, 0xffffa000 ); vg_line( b,c, 0xffffa000 ); @@ -155,10 +111,9 @@ static void render_gate( teleport_gate *gate, m4x3f camera, float fov ) vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 ); glBindFramebuffer( GL_FRAMEBUFFER, grender.fb ); - glClearColor( 0.0f, 0.0f, 1.0f, 1.0f ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); - m4x3f inverse; m4x3_invert_affine( cam_new, inverse ); @@ -171,9 +126,9 @@ static void render_gate( teleport_gate *gate, m4x3f camera, float fov ) m4x4f projection; m4x4_projection( projection, - fov, + gpipeline.fov, (float)vg_window_x / (float)vg_window_y, - 0.01f, 900.0f ); + 0.1f, 900.0f ); #if 0 /* For debugging frustum */ { @@ -244,22 +199,39 @@ static void render_gate( teleport_gate *gate, m4x3f camera, float fov ) m4x4_mul( projection, view, projection ); render_world( projection ); + render_water_texture( cam_new ); + glBindFramebuffer( GL_FRAMEBUFFER, grender.fb ); + render_water_surface( projection ); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - SHADER_USE( shader_gate ); + shader_gate_use(); + + m4x3f full; + m4x3_copy( gate->to_world, full ); + m4x3_scalev( full, (v3f){ gate->dims[0], gate->dims[1], 1.0f } ); - glUniformMatrix4fv( SHADER_UNIFORM( shader_gate, "uPv" ), - 1, GL_FALSE, (float *)vg_pv ); - glUniformMatrix4x3fv( SHADER_UNIFORM( shader_gate, "uMdl" ), - 1, GL_FALSE, (float *)gate->to_world ); + shader_gate_uPv( vg_pv ); + shader_gate_uMdl( full ); glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, grender.rgb ); - glUniform1i( SHADER_UNIFORM( shader_gate, "uTexMain"), 0 ); - glUniform2f( SHADER_UNIFORM( shader_gate, "uInvRes"), + 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 ); + 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 ); + glDisable(GL_BLEND); + return; glBindVertexArray( grender.vao ); glDrawArrays( GL_TRIANGLES, 0, 12 ); } @@ -295,7 +267,7 @@ static int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) v2f xy = { v3_dot( rel, vside ), v3_dot( rel, vup ) }; - if( fabsf(xy[0]) <= k_gatesize && fabsf(xy[1]) <= k_gatesize ) + if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] ) { return 1; }