X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=gate.h;h=fec28266caa1aaf176898565bfb52d488825a686;hb=86dbcd5796ed674ca9433cce1ace8bef322cd121;hp=c0bdbaab9ce8b0b8f1705582a43f6bcb25e079f2;hpb=51a9d6b9321b951b79dff0d52a82116c678ad8aa;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/gate.h b/gate.h index c0bdbaa..fec2826 100644 --- a/gate.h +++ b/gate.h @@ -1,164 +1,115 @@ #ifndef GATE_H #define GATE_H -#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 "common.h" +#include "model.h" +#include "render.h" +#include "shaders/gate.h" +#include "shaders/gatelq.h" +#include "world_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_INIT( shader_gate ); + shader_gate_register(); + shader_gatelq_register(); } static void gate_init(void) { - 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); + fb_init( &grender.fb ); - 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 ); - - { - float ksz = k_gatesize; - 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 }; - - 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(); - } + mdl_header *mgate = mdl_load( "models/rs_gate.mdl" ); + mdl_unpack_glmesh( mgate, &grender.mdl ); + free( mgate ); } -static void render_world(m4x4f pv); - -/* - * http://www.terathon.com/lengyel/Lengyel-Oblique.pdf - */ -static void plane_clip_projection( m4x4f mat, v4f plane ) +static void gate_fb_resize(void) { - 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]; + fb_resize( &grender.fb ); } -static void render_gate( teleport_gate *gate, m4x3f camera, float fov ) +static int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera ) { - m4x3f transport; + v3f viewdir, gatedir; + 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 0; + + if( v3_dist( viewpos, gate->co[0] ) > 100.0f ) + return 0; - 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 ); 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( 0.0f, 0.0f, 1.0f, 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 ); @@ -166,109 +117,110 @@ static void render_gate( teleport_gate *gate, m4x3f camera, float fov ) 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, - fov, - (float)vg_window_x / (float)vg_window_y, - 0.01f, 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 */ + m4x4_mul( projection, view, projection ); + + if( grender.high_qual ) { - 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} - }; + 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 ); + } - 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 ); - glBindFramebuffer( GL_FRAMEBUFFER, 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 ); - SHADER_USE( shader_gate ); + render_water_texture( cam_new ); + fb_use( NULL ); + glEnable( GL_STENCIL_TEST ); - 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 ); + render_water_surface( projection, cam_new ); - glActiveTexture( GL_TEXTURE0 ); - glBindTexture( GL_TEXTURE_2D, grender.rgb ); - glUniform1i( SHADER_UNIFORM( shader_gate, "uTexMain"), 0 ); - glUniform2f( SHADER_UNIFORM( shader_gate, "uInvRes"), - 1.0f / (float)vg_window_x, - 1.0f / (float)vg_window_y ); + glStencilMask( 0xFF ); + glStencilFunc( GL_ALWAYS, 1, 0xFF ); + glDisable( GL_STENCIL_TEST ); + } - glBindVertexArray( grender.vao ); - glDrawArrays( GL_TRIANGLES, 0, 12 ); + return 1; } 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 ); @@ -280,14 +232,14 @@ 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 ) { 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 ); @@ -295,7 +247,7 @@ 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; }