X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.h;h=a071e4bb20ee575e59c5f1722ade8b4da0ac0dab;hb=494c85703c76c4123c49937a32584840b6be1470;hp=dd7177631836a9992567db76dde903638c6474b3;hpb=d00b1df8f80e4714dc2f9aa2189d242bb4d09a2f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.h b/world_gate.h index dd71776..a071e4b 100644 --- a/world_gate.h +++ b/world_gate.h @@ -1,263 +1,36 @@ /* - * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + * Copyright (C) 2021-2024 Mt.ZERO Software, Harry Godden - All Rights Reserved */ -#ifndef WORLD_GATE_H -#define WORLD_GATE_H +#pragma once -#define GATE_RENDER_PERFORMANCE +#include "vg/vg_camera.h" +#include "world.h" +#include "shaders/model_gate.h" +#include "entity.h" -#include "common.h" -#include "model.h" -#include "render.h" - -#ifndef GATE_RENDER_PERFORMANCE - #include "shaders/gate.h" -#else - #include "shaders/gatelq.h" -#endif - -#include "world_water.h" - - -typedef struct teleport_gate teleport_gate; - -static struct -{ - struct framebuffer fb; - glmesh mdl; -} -grender = -{ - .fb = { - .format = GL_RGB, - .div = 1 - } -}; - -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 world_gates_init(void) -{ - vg_info( "world_gates_init\n" ); - -#ifndef GATE_RENDER_PERFORMANCE - shader_gate_register(); -#else - shader_gatelq_register(); -#endif - - mdl_header *mgate = mdl_load( "models/rs_gate.mdl" ); - - vg_acquire_thread_sync(); - { - fb_init( &grender.fb ); - mdl_unpack_glmesh( mgate, &grender.mdl ); - } - vg_release_thread_sync(); -} - -static void world_gates_free(void*_) -{ - fb_free( &grender.fb ); -} - -static void gate_fb_resize(void) -{ - fb_resize( &grender.fb ); -} - -static int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera ) +struct world_gates { - 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; - - 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 ); + glmesh mesh; + mdl_submesh sm_surface, sm_marker[4]; + vg_camera cam; - 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 ); - -#ifndef GATE_RENDER_PERFORMANCE - 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 ); -#endif - - render_world( projection, cam_new ); - -#ifndef GATE_RENDER_PERFORMANCE - - /* - * NOTE: 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 ); -#endif - - return 1; + v3f userportal_co; } +extern world_gates; -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); +void world_gates_init(void); +void gate_transform_update( ent_gate *gate ); +int render_gate( world_instance *world, world_instance *world_inside, + ent_gate *gate, vg_camera *cam ); - 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[0], local, rel ); +int gate_intersect( ent_gate *gate, v3f pos, v3f last ); +u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ); - 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; -} +entity_call_result ent_gate_call( world_instance *world, ent_call *call ); +void ent_gate_get_mdl_mtx( ent_gate *gate, m4x3f mmdl ); -#endif /* WORLD_GATE_H */ +void world_link_gates_async( void *payload, u32 size ); +void world_unlink_nonlocal( world_instance *world ); +void render_gate_unlinked( world_instance *world, + ent_gate *gate, vg_camera *cam );