X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_gate.h;h=bd4510b8aad89dd301235cad21b176e95a916d6c;hb=343d594b37f42a94f220a5089c9db36da9da3ab4;hp=f83cd87a24dd0455a8fea06bf667ba571c896921;hpb=9edcce70acf6cf8fbb2449bf54d797e212ebb2c2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_gate.h b/world_gate.h index f83cd87..bd4510b 100644 --- a/world_gate.h +++ b/world_gate.h @@ -10,45 +10,47 @@ #include "render.h" #include "camera.h" -#include "shaders/gatelq.h" +#include "shaders/model_gate.h" #include "world_water.h" - VG_STATIC void gate_transform_update( teleport_gate *gate ) { - m4x3f to_local; + m4x3f to_local, recv_to_world; 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 ); + q_m3x3( gate->q[1], recv_to_world ); + v3_copy( gate->co[1], recv_to_world[3] ); + m4x3_mul( recv_to_world, to_local, gate->transport ); + + m4x3_scalev( gate->to_world, (v3f){ gate->dims[0], gate->dims[1], 1.0f } ); } VG_STATIC void world_gates_init(void) { vg_info( "world_gates_init\n" ); - shader_gatelq_register(); + shader_model_gate_register(); vg_linear_clear( vg_mem.scratch ); mdl_context *mgate = mdl_load_full( vg_mem.scratch, "models/rs_gate.mdl" ); vg_acquire_thread_sync(); { - mdl_unpack_glmesh( mgate, &world.mesh_gate_surface ); + mdl_unpack_glmesh( mgate, &world_global.mesh_gate_surface ); } vg_release_thread_sync(); } -VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) +VG_STATIC int render_gate( world_instance *world_inside, + teleport_gate *gate, camera *cam ) { v3f viewdir, gatedir; 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 ); + q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, gatedir ); v3f v0; v3_sub( cam->pos, gate->co[0], v0 ); @@ -65,12 +67,10 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) { 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 ); + m4x3_mulv( gate->to_world, (v3f){-1.0f,-1.0f,0.0f}, a ); + m4x3_mulv( gate->to_world, (v3f){ 1.0f,-1.0f,0.0f}, b ); + m4x3_mulv( gate->to_world, (v3f){ 1.0f, 1.0f,0.0f}, c ); + m4x3_mulv( gate->to_world, (v3f){-1.0f, 1.0f,0.0f}, d ); vg_line( a,b, 0xffffa000 ); vg_line( b,c, 0xffffa000 ); @@ -81,41 +81,36 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) } /* update gate camera */ - static camera gate_view; - gate_view.fov = cam->fov; - gate_view.nearz = 0.1f; - gate_view.farz = 2000.0f; + gate_camera.fov = cam->fov; + gate_camera.nearz = 0.1f; + gate_camera.farz = 2000.0f; - m4x3_mul( gate->transport, cam->transform, gate_view.transform ); - camera_update_view( &gate_view ); - camera_update_projection( &gate_view ); + m4x3_mul( gate->transport, cam->transform, gate_camera.transform ); + camera_update_view( &gate_camera ); + camera_update_projection( &gate_camera ); /* Add special clipping plane to projection */ v4f surface; - m3x3_mulv( gate->recv_to_world, (v3f){0.0f,0.0f,-1.0f}, surface ); + q_mulv( gate->q[1], (v3f){0.0f,0.0f,-1.0f}, surface ); surface[3] = v3_dot( surface, gate->co[1] ); - m4x3_mulp( gate_view.transform_inverse, surface, surface ); + m4x3_mulp( gate_camera.transform_inverse, surface, surface ); surface[3] = -fabsf(surface[3]); if( dist < -0.5f ) - m4x4_clip_projection( gate_view.mtx.p, surface ); + m4x4_clip_projection( gate_camera.mtx.p, surface ); /* Ready to draw with new camrea */ - camera_finalize( &gate_view ); + camera_finalize( &gate_camera ); - vg_line_pt3( gate_view.transform[3], 0.3f, 0xff00ff00 ); + vg_line_pt3( gate_camera.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( cam->mtx.pv ); - shader_gatelq_uMdl( gate_xform ); - shader_gatelq_uCam( cam->pos ); - shader_gatelq_uTime( vg.time*0.25f ); - shader_gatelq_uInvRes( (v2f){ + shader_model_gate_use(); + shader_model_gate_uPv( cam->mtx.pv ); + shader_model_gate_uMdl( gate->to_world ); + shader_model_gate_uCam( cam->pos ); + shader_model_gate_uTime( vg.time*0.25f ); + shader_model_gate_uInvRes( (v2f){ 1.0f / (float)vg.window_x, 1.0f / (float)vg.window_y }); @@ -124,25 +119,25 @@ VG_STATIC int render_gate( teleport_gate *gate, camera *cam ) glStencilFunc( GL_ALWAYS, 1, 0xFF ); glStencilMask( 0xFF ); - mesh_bind( &world.mesh_gate_surface ); - mesh_draw( &world.mesh_gate_surface ); + mesh_bind( &world_global.mesh_gate_surface ); + mesh_draw( &world_global.mesh_gate_surface ); glClear( GL_DEPTH_BUFFER_BIT ); glStencilFunc( GL_EQUAL, 1, 0xFF ); glStencilMask( 0x00 ); } - render_world( &gate_view ); + render_world( world_inside, &gate_camera ); { glDisable( GL_STENCIL_TEST ); - render_water_texture( &gate_view ); + render_water_texture( world_inside, &gate_camera ); render_fb_bind( gpipeline.fb_main ); glEnable( GL_STENCIL_TEST ); - render_water_surface( &gate_view ); + render_water_surface( world_inside, &gate_camera ); glStencilMask( 0xFF ); glStencilFunc( GL_ALWAYS, 1, 0xFF ); @@ -156,7 +151,7 @@ VG_STATIC int gate_intersect_plane( teleport_gate *gate, v3f pos, v3f last, v2f where ) { v4f surface; - m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, surface ); + q_mulv( gate->q[0], (v3f){0.0f,0.0f,-1.0f}, surface ); surface[3] = v3_dot( surface, gate->co[0] ); v3f v0, c, delta, p0; @@ -182,12 +177,11 @@ VG_STATIC int gate_intersect_plane( teleport_gate *gate, v3f pos, v3f last, 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 ); + where[0] = v3_dot( rel, gate->to_world[0] ); + where[1] = v3_dot( rel, gate->to_world[1] ); - where[0] = v3_dot( rel, vside ); - where[1] = v3_dot( rel, vup ); + where[0] /= v3_dot( gate->to_world[0], gate->to_world[0] ); + where[1] /= v3_dot( gate->to_world[1], gate->to_world[1] ); return 1; } @@ -202,7 +196,7 @@ VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) if( gate_intersect_plane( gate, pos, last, xy ) ) { - if( fabsf(xy[0]) <= gate->dims[0] && fabsf(xy[1]) <= gate->dims[1] ) + if( fabsf(xy[0]) <= 1.0f && fabsf(xy[1]) <= 1.0f ) { return 1; } @@ -211,4 +205,48 @@ VG_STATIC int gate_intersect( teleport_gate *gate, v3f pos, v3f last ) return 0; } +struct gate_hit +{ + struct nonlocal_gate *nonlocal; + struct route_gate *route; + teleport_gate *gate; +}; + +/* + * Intersect all gates in the world + */ +VG_STATIC int world_intersect_gates( world_instance *world, + v3f pos, v3f last, struct gate_hit *hit ) +{ + for( int i=0; igate_count; i++ ) + { + struct route_gate *rg = &world->gates[i]; + teleport_gate *gate = &rg->gate; + + if( gate_intersect( gate, pos, last ) ) + { + hit->gate = gate; + hit->nonlocal = NULL; + hit->route = rg; + return 1; + } + } + + for( int i=0; inonlocalgate_count; i++ ) + { + struct nonlocal_gate *nlg = &world->nonlocal_gates[i]; + teleport_gate *gate = &nlg->gate; + + if( gate_intersect( gate, pos, last ) ) + { + hit->gate = gate; + hit->nonlocal = nlg; + hit->route = NULL; + return 1; + } + } + + return 0; +} + #endif /* WORLD_GATE_H */