X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.h;h=004ee8ade1f44ae11ca48a09914e86a5578c61b5;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=b57c799fd33b68f31eb9a513fb8fc5f009253a52;hpb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.h b/world_gate.h index b57c799..004ee8a 100644 --- a/world_gate.h +++ b/world_gate.h @@ -8,6 +8,7 @@ #include "common.h" #include "model.h" #include "render.h" +#include "camera.h" #include "shaders/gatelq.h" #include "world_water.h" @@ -43,69 +44,70 @@ VG_STATIC void world_gates_init(void) vg_release_thread_sync(); } -VG_STATIC int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera ) +VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) { v3f viewdir, gatedir; - m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir ); + m3x3_mulv( cam->transform, (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 ); + v3_sub( cam->pos, gate->co[0], v0 ); if( v3_dot(v0, gatedir) >= 0.0f ) return 0; - if( v3_dist( viewpos, gate->co[0] ) > 100.0f ) + if( v3_dist( cam->pos, gate->co[0] ) > 100.0f ) return 0; - 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 ); + { + v3f a,b,c,d; - vg_line( a,b, 0xffffa000 ); - vg_line( b,c, 0xffffa000 ); - vg_line( c,d, 0xffffa000 ); - vg_line( d,a, 0xffffa000 ); + 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_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 ); + vg_line( a,b, 0xffffa000 ); + vg_line( b,c, 0xffffa000 ); + vg_line( c,d, 0xffffa000 ); + vg_line( d,a, 0xffffa000 ); - m4x3f cam_new; - m4x3_mul( gate->transport, camera, cam_new ); - - vg_line_pt3( cam_new[3], 0.3f, 0xff00ff00 ); + vg_line2( gate->co[0], gate->co[1], 0xff0000ff, 0x00000000 ); + } - 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 ); + /* update gate camera */ + static camera gate_view; + gate_view.fov = cam->fov; + gate_view.nearz = 0.1f; + gate_view.farz = 900.0f; - m4x4f view; - m4x3_expand( inverse, view ); + m4x3_mul( gate->transport, cam->transform, gate_view.transform ); + camera_update_view( &gate_view ); + camera_update_projection( &gate_view ); + /* Add special clipping plane to projection */ 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 ); + m4x3_mulp( gate_view.transform_inverse, surface, surface ); surface[3] = -fabsf(surface[3]); - plane_clip_projection( projection, surface ); + m4x4_clip_projection( gate_view.mtx.p, surface ); - m4x4_mul( projection, view, projection ); + /* Ready to draw with new camrea */ + camera_finalize( &gate_view ); + vg_line_pt3( gate_view.transform[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 } ); + shader_gatelq_use(); - shader_gatelq_uPv( vg.pv ); + shader_gatelq_uPv( cam->mtx.pv ); shader_gatelq_uMdl( gate_xform ); - shader_gatelq_uCam( viewpos ); + shader_gatelq_uCam( cam->pos ); shader_gatelq_uTime( vg.time*0.25f ); shader_gatelq_uInvRes( (v2f){ 1.0f / (float)vg.window_x, @@ -124,16 +126,16 @@ VG_STATIC int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera ) glStencilMask( 0x00 ); } - render_world( projection, cam_new ); + render_world( &gate_view ); { glDisable( GL_STENCIL_TEST ); - render_water_texture( cam_new ); + render_water_texture( &gate_view ); fb_use( NULL ); glEnable( GL_STENCIL_TEST ); - render_water_surface( projection, cam_new ); + render_water_surface( &gate_view ); glStencilMask( 0xFF ); glStencilFunc( GL_ALWAYS, 1, 0xFF ); @@ -152,12 +154,16 @@ VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) v3f v0, c, delta, p0; v3_sub( pos, last, v0 ); float l = v3_length( v0 ); + + if( l == 0.0f ) + return 0; + v3_divs( v0, l, v0 ); v3_muls( surface, surface[3], c ); v3_sub( c, last, delta ); - float d = v3_dot(surface, v0); + float d = v3_dot( surface, v0 ); if( d > 0.00001f ) {