X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=gate.h;h=6a6a0a9f91c59e37f66d38db2535850f04d88c42;hb=39378a28bc0b7c9beaf9f2191f5dc51b8c8865a0;hp=541cec8c627d2e9cb62f6e9e9dad2c5c87717806;hpb=fa76acdf613baf7991fbceecbdbd7138620647f8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/gate.h b/gate.h index 541cec8..6a6a0a9 100644 --- a/gate.h +++ b/gate.h @@ -1,4 +1,256 @@ #ifndef GATE_H #define GATE_H +#define VG_3D +#include "vg/vg.h" +#include "model.h" +#include "render.h" +#include "shaders/gate.h" + +typedef struct teleport_gate teleport_gate; + +static struct +{ + GLuint fb, rgb, rb; + glmesh mdl; +} +grender; + +struct teleport_gate +{ + v3f co; + v4f q; + v2f dims; + + m4x3f to_world, to_local; + teleport_gate *other; +}; + +static void gate_transform_update( teleport_gate *gate ) +{ + q_m3x3( gate->q, gate->to_world ); + v3_copy( gate->co, gate->to_world[3] ); + + m4x3_invert_affine( gate->to_world, gate->to_local ); +} + +static void gate_register(void) +{ + shader_gate_register(); +} + +static void gate_init(void) +{ + create_renderbuffer_std( &grender.fb, &grender.rgb, &grender.rb ); + + model *mgate = vg_asset_read( "models/rs_gate.mdl" ); + model_unpack( mgate, &grender.mdl ); + free( mgate ); +} + +static void gate_fb_resize(void) +{ + resize_renderbuffer_std( &grender.fb, &grender.rgb, &grender.rb ); +} + +static void render_gate( teleport_gate *gate, m4x3f camera ) +{ + 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 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 ); + vg_line( c,d, 0xffffa000 ); + vg_line( d,a, 0xffffa000 ); + + vg_line( gate->co, gate->other->co, 0xffffffff ); + + m4x3f cam_new; + m4x3_mul( transport, camera, cam_new ); + + vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 ); + + glBindFramebuffer( GL_FRAMEBUFFER, grender.fb ); + 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 ); + + m4x4f view; + m4x3_expand( inverse, view ); + + v4f surface; + m3x3_mulv( gate->other->to_world, (v3f){0.0f,0.0f,-1.0f}, surface ); + surface[3] = v3_dot( surface, gate->other->co ); + + m4x4f projection; + pipeline_projection( projection, 0.1f, 900.0f ); + +#if 0 /* For debugging frustum */ + { + m4x4f devm; + m4x4_mul( projection, view, devm ); + m4x4_inv( devm, devm ); + + v4f corners[] = + { + {-1,-1,-1, 1}, { 1,-1,-1, 1}, { 1, 1,-1, 1}, {-1, 1,-1, 1}, + {-1,-1, 1, 1}, { 1,-1, 1, 1}, { 1, 1, 1, 1}, {-1, 1, 1, 1} + }; + + for( int i=0; iother->to_world, (v3f){-2.0f,-2.0f,0.0f}, a ); + m4x3_mulv( gate->other->to_world, (v3f){ 2.0f,-2.0f,0.0f}, b ); + m4x3_mulv( gate->other->to_world, (v3f){ 2.0f, 2.0f,0.0f}, c ); + m4x3_mulv( gate->other->to_world, (v3f){-2.0f, 2.0f,0.0f}, d ); + + vg_line( clipped[0], a, 0xff0000ff ); + vg_line( clipped[1], b, 0xff0000ff ); + vg_line( clipped[2], c, 0xff0000ff ); + vg_line( clipped[3], d, 0xff0000ff ); + } +#endif + + m4x3_mulp( inverse, surface, surface ); + surface[3] = -fabsf(surface[3]); + plane_clip_projection( projection, surface ); + + m4x4_mul( projection, view, projection ); + + render_world( projection, cam_new ); + render_water_texture( cam_new ); + glBindFramebuffer( GL_FRAMEBUFFER, grender.fb ); + render_water_surface( projection ); + glBindFramebuffer( GL_FRAMEBUFFER, 0 ); + + shader_gate_use(); + + m4x3f full; + m4x3_copy( gate->to_world, full ); + m4x3_scalev( full, (v3f){ gate->dims[0], gate->dims[1], 1.0f } ); + + shader_gate_uPv( vg_pv ); + shader_gate_uMdl( full ); + + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, grender.rgb ); + 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 ); + + glDisable(GL_BLEND); +} + +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 ); + surface[3] = v3_dot( surface, gate->co ); + + v3f v0, c, delta, p0; + v3_sub( pos, last, v0 ); + float l = v3_length( v0 ); + v3_divs( v0, l, v0 ); + + v3_muls( surface, surface[3], c ); + v3_sub( c, last, delta ); + + float d = v3_dot(surface, v0); + + if( fabsf(d) > 0.00001f ) + { + float t = v3_dot(delta, surface) / d; + if( t >= 0.0f && t <= l ) + { + v3f local, rel; + v3_muladds( last, v0, t, local ); + v3_sub( gate->co, local, rel ); + + v3f vup, vside; + 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 ) }; + + if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] ) + { + return 1; + } + } + } + + return 0; +} + #endif