X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=gate.h;h=7088c7dc5c236dc03223e5b3948904a6011278d0;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=65dda90b275ced92e690c7e95654953d89dd2203;hpb=1f1d636056450dcd23cce55c0795ec6276272531;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/gate.h b/gate.h index 65dda90..7088c7d 100644 --- a/gate.h +++ b/gate.h @@ -6,69 +6,70 @@ #include "model.h" #include "render.h" #include "shaders/gate.h" +#include "shaders/gatelq.h" +#include "water.h" typedef struct teleport_gate teleport_gate; static struct { - GLuint fb, rgb, rb, vao, vbo; + struct framebuffer fb; glmesh mdl; + + int high_qual; /* If in high performance mode, we don't use RT's, and + instead use stencil buffers. + There is therefore no heat warp effect. */ } -grender; +grender = +{ + .high_qual = 0, + .fb = { + .format = GL_RGB, + .div = 1 + } +}; struct teleport_gate { - v3f co; - v4f q; + v3f co[2]; + v4f q[2]; v2f dims; - m4x3f to_world, to_local; - teleport_gate *other; + m4x3f to_world, recv_to_world, transport; }; static void gate_transform_update( teleport_gate *gate ) { - q_m3x3( gate->q, gate->to_world ); - v3_copy( gate->co, gate->to_world[3] ); + m4x3f to_local; + + q_m3x3( gate->q[0], gate->to_world ); + v3_copy( gate->co[0], gate->to_world[3] ); - m4x3_invert_affine( gate->to_world, gate->to_local ); + m4x3_invert_affine( gate->to_world, to_local ); + + q_m3x3( gate->q[1], gate->recv_to_world ); + v3_copy( gate->co[1], gate->recv_to_world[3] ); + m4x3_mul( gate->recv_to_world, to_local, gate->transport ); } static void gate_register(void) { shader_gate_register(); + shader_gatelq_register(); } -static void gate_init( void (*newfb)(GLuint*,GLuint*,GLuint*) ) +static void gate_init(void) { - newfb( &grender.fb, &grender.rgb, &grender.rb ); - { - 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,-0.1f, 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 ); - glBindVertexArray( grender.vao ); - glBindBuffer( GL_ARRAY_BUFFER, grender.vbo ); - glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW ); - glBindVertexArray( grender.vao ); - glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, - sizeof(float)*3, (void*)0 ); - glEnableVertexAttribArray( 0 ); - VG_CHECK_GL(); - } + fb_init( &grender.fb ); model *mgate = vg_asset_read( "models/rs_gate.mdl" ); model_unpack( mgate, &grender.mdl ); free( mgate ); } -static void gate_fb_resize( void (*resize)(GLuint*,GLuint*,GLuint*) ) +static void gate_fb_resize(void) { - resize( &grender.fb, &grender.rgb, &grender.rb ); + fb_resize( &grender.fb ); } static void render_gate( teleport_gate *gate, m4x3f camera ) @@ -78,17 +79,14 @@ static void render_gate( teleport_gate *gate, m4x3f camera ) 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 ); + v3_sub( viewpos, gate->co[0], v0 ); if( v3_dot(v0, gatedir) >= 0.0f ) return; - m4x3f transport; - m4x3_mul( gate->other->to_world, gate->to_local, transport ); - + if( v3_dist( viewpos, gate->co[0] ) > 100.0f ) + return; + v3f a,b,c,d; float sx = gate->dims[0], @@ -103,17 +101,17 @@ static void render_gate( teleport_gate *gate, m4x3f camera ) vg_line( c,d, 0xffffa000 ); vg_line( d,a, 0xffffa000 ); - vg_line( gate->co, gate->other->co, 0xffffffff ); + vg_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 ); m4x3f cam_new; - m4x3_mul( transport, camera, cam_new ); + m4x3_mul( gate->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 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 ); @@ -121,126 +119,100 @@ static void render_gate( teleport_gate *gate, m4x3f camera ) 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 ); + m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface ); + surface[3] = v3_dot( surface, gate->co[1] ); m4x4f projection; - m4x4_projection( projection, - gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, - 0.1f, 900.0f ); + pipeline_projection( projection, 0.1f, 900.0f ); + + m4x3_mulp( inverse, surface, surface ); + surface[3] = -fabsf(surface[3]); + plane_clip_projection( projection, surface ); -#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} - }; + m4x4_mul( projection, view, projection ); - 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 ); + shader_gate_uPv( vg_pv ); + shader_gate_uMdl( gate_xform ); - 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 ); + fb_bindtex( &grender.fb, 0 ); - 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_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); + 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 ); + mesh_bind( &grender.mdl ); + mesh_draw( &grender.mdl ); - glDisable(GL_BLEND); - return; - glBindVertexArray( grender.vao ); - glDrawArrays( GL_TRIANGLES, 0, 12 ); + glDisable(GL_BLEND); + } + else + { + glStencilMask( 0xFF ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glDisable( GL_STENCIL_TEST ); + } } 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 ); + surface[3] = v3_dot( surface, gate->co[0] ); v3f v0, c, delta, p0; v3_sub( pos, last, v0 ); @@ -259,7 +231,7 @@ static int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) { v3f local, rel; v3_muladds( last, v0, t, local ); - v3_sub( gate->co, local, rel ); + v3_sub( gate->co[0], local, rel ); v3f vup, vside; m3x3_mulv( gate->to_world, (v3f){0.0f,1.0f,0.0f}, vup );