X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=gate.h;h=a370d81dde091a61c7c0f34235a158af48df33ef;hb=d8b8c566831e15ef061a66409e1219f44a82097a;hp=541cec8c627d2e9cb62f6e9e9dad2c5c87717806;hpb=fa76acdf613baf7991fbceecbdbd7138620647f8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/gate.h b/gate.h index 541cec8..a370d81 100644 --- a/gate.h +++ b/gate.h @@ -1,4 +1,260 @@ #ifndef GATE_H #define GATE_H +#define VG_3D +#include "vg/vg.h" +#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 +{ + 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 = +{ + .high_qual = 0, + .fb = { + .format = GL_RGB, + .div = 1 + } +}; + +struct teleport_gate +{ + v3f co[2]; + v4f q[2]; + v2f dims; + + m4x3f to_world, recv_to_world, transport; +}; + +static void gate_transform_update( teleport_gate *gate ) +{ + 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, 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) +{ + fb_init( &grender.fb ); + + mdl_header *mgate = mdl_load( "models/rs_gate.mdl" ); + mdl_unpack_glmesh( mgate, &grender.mdl ); + free( mgate ); +} + +static void gate_fb_resize(void) +{ + fb_resize( &grender.fb ); +} + +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 ); + + v3f v0; + v3_sub( viewpos, gate->co[0], v0 ); + if( v3_dot(v0, gatedir) >= 0.0f ) + return; + + if( v3_dist( viewpos, gate->co[0] ) > 100.0f ) + return; + + 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_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 ); + + m4x3f cam_new; + m4x3_mul( gate->transport, camera, cam_new ); + + vg_line_pt3( cam_new[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 } ); + + m4x3f inverse; + m4x3_invert_affine( cam_new, inverse ); + + m4x4f view; + m4x3_expand( inverse, view ); + + v4f surface; + m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface ); + surface[3] = v3_dot( surface, gate->co[1] ); + + m4x4f projection; + pipeline_projection( projection, 0.1f, 900.0f ); + + m4x3_mulp( inverse, surface, surface ); + surface[3] = -fabsf(surface[3]); + plane_clip_projection( projection, surface ); + + m4x4_mul( projection, view, projection ); + + if( grender.high_qual ) + { + fb_use( &grender.fb ); + glClearColor( 0.11f, 0.35f, 0.37f, 1.0f ); + glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); + } + else + { + shader_gatelq_use(); + shader_gatelq_uPv( vg_pv ); + shader_gatelq_uMdl( gate_xform ); + shader_gatelq_uCam( viewpos ); + shader_gatelq_uTime( vg_time*0.25f ); + shader_gatelq_uInvRes( (v2f){ + 1.0f / (float)vg_window_x, + 1.0f / (float)vg_window_y }); + + glEnable( GL_STENCIL_TEST ); + glStencilOp( GL_KEEP, GL_KEEP, GL_REPLACE ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glStencilMask( 0xFF ); + + mesh_bind( &grender.mdl ); + mesh_draw( &grender.mdl ); + + glClear( GL_DEPTH_BUFFER_BIT ); + glStencilFunc( GL_EQUAL, 1, 0xFF ); + glStencilMask( 0x00 ); + } + + render_world( projection, cam_new ); + + if( grender.high_qual ) + { + /* + * TODO: Need to find a way to draw a stencil buffer into the water + * rendering + */ + + render_water_texture( cam_new ); + fb_use( &grender.fb ); + + render_water_surface( projection, cam_new ); + fb_use( NULL ); + + shader_gate_use(); + + shader_gate_uPv( vg_pv ); + shader_gate_uMdl( gate_xform ); + + fb_bindtex( &grender.fb, 0 ); + + 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); + } + else + { + glDisable( GL_STENCIL_TEST ); + + render_water_texture( cam_new ); + fb_use( NULL ); + glEnable( GL_STENCIL_TEST ); + + render_water_surface( projection, cam_new ); + + 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[0] ); + + 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[0], 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