X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=gate.h;h=c3f922967cba1a015584019bc7ce67c138669e3d;hb=b4c9550f206c476bb38b0bb2855d35e6b31bee83;hp=7088c7dc5c236dc03223e5b3948904a6011278d0;hpb=dfee9022b3513fddec36f7ea70867ee5961a44da;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/gate.h b/gate.h index 7088c7d..c3f9229 100644 --- a/gate.h +++ b/gate.h @@ -1,8 +1,7 @@ #ifndef GATE_H #define GATE_H -#define VG_3D -#include "vg/vg.h" +#include "common.h" #include "model.h" #include "render.h" #include "shaders/gate.h" @@ -62,8 +61,8 @@ static void gate_init(void) { fb_init( &grender.fb ); - model *mgate = vg_asset_read( "models/rs_gate.mdl" ); - model_unpack( mgate, &grender.mdl ); + mdl_header *mgate = mdl_load( "models/rs_gate.mdl" ); + mdl_unpack_glmesh( mgate, &grender.mdl ); free( mgate ); } @@ -72,7 +71,7 @@ static void gate_fb_resize(void) fb_resize( &grender.fb ); } -static void render_gate( teleport_gate *gate, m4x3f camera ) +static int render_gate( teleport_gate *gate, m4x3f camera ) { v3f viewpos, viewdir, gatedir; v3_copy( camera[3], viewpos ); @@ -82,10 +81,10 @@ static void render_gate( teleport_gate *gate, m4x3f camera ) v3f v0; v3_sub( viewpos, gate->co[0], v0 ); if( v3_dot(v0, gatedir) >= 0.0f ) - return; + return 0; if( v3_dist( viewpos, gate->co[0] ) > 100.0f ) - return; + return 0; v3f a,b,c,d; @@ -162,7 +161,7 @@ static void render_gate( teleport_gate *gate, m4x3f camera ) } render_world( projection, cam_new ); - + if( grender.high_qual ) { /* @@ -202,10 +201,20 @@ static void render_gate( teleport_gate *gate, m4x3f camera ) } 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 ); } + + return 1; } static int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) @@ -224,7 +233,7 @@ static int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) float d = v3_dot(surface, v0); - if( fabsf(d) > 0.00001f ) + if( d > 0.00001f ) { float t = v3_dot(delta, surface) / d; if( t >= 0.0f && t <= l )