2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
8 #define GATE_RENDER_PERFORMANCE
14 #ifndef GATE_RENDER_PERFORMANCE
15 #include "shaders/gate.h"
17 #include "shaders/gatelq.h"
20 #include "world_water.h"
25 struct framebuffer fb
;
36 static void gate_transform_update( teleport_gate
*gate
)
40 q_m3x3( gate
->q
[0], gate
->to_world
);
41 v3_copy( gate
->co
[0], gate
->to_world
[3] );
43 m4x3_invert_affine( gate
->to_world
, to_local
);
45 q_m3x3( gate
->q
[1], gate
->recv_to_world
);
46 v3_copy( gate
->co
[1], gate
->recv_to_world
[3] );
47 m4x3_mul( gate
->recv_to_world
, to_local
, gate
->transport
);
50 static void world_gates_init(void)
52 vg_info( "world_gates_init\n" );
54 #ifndef GATE_RENDER_PERFORMANCE
55 shader_gate_register();
57 shader_gatelq_register();
60 mdl_header
*mgate
= mdl_load( "models/rs_gate.mdl" );
62 vg_acquire_thread_sync();
64 fb_init( &grender
.fb
);
65 mdl_unpack_glmesh( mgate
, &grender
.mdl
);
67 vg_release_thread_sync();
70 static void world_gates_free(void*_
)
72 fb_free( &grender
.fb
);
75 static void gate_fb_resize(void)
77 fb_resize( &grender
.fb
);
80 static int render_gate( teleport_gate
*gate
, v3f viewpos
, m4x3f camera
)
83 m3x3_mulv( camera
, (v3f
){0.0f
,0.0f
,-1.0f
}, viewdir
);
84 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, gatedir
);
87 v3_sub( viewpos
, gate
->co
[0], v0
);
88 if( v3_dot(v0
, gatedir
) >= 0.0f
)
91 if( v3_dist( viewpos
, gate
->co
[0] ) > 100.0f
)
96 float sx
= gate
->dims
[0],
98 m4x3_mulv( gate
->to_world
, (v3f
){-sx
,-sy
,0.0f
}, a
);
99 m4x3_mulv( gate
->to_world
, (v3f
){ sx
,-sy
,0.0f
}, b
);
100 m4x3_mulv( gate
->to_world
, (v3f
){ sx
, sy
,0.0f
}, c
);
101 m4x3_mulv( gate
->to_world
, (v3f
){-sx
, sy
,0.0f
}, d
);
103 vg_line( a
,b
, 0xffffa000 );
104 vg_line( b
,c
, 0xffffa000 );
105 vg_line( c
,d
, 0xffffa000 );
106 vg_line( d
,a
, 0xffffa000 );
108 vg_line2( gate
->co
[0], gate
->co
[1], 0xff0000ff, 0x00000000 );
111 m4x3_mul( gate
->transport
, camera
, cam_new
);
113 vg_line_pt3( cam_new
[3], 0.3f
, 0xff00ff00 );
116 m4x3_copy( gate
->to_world
, gate_xform
);
117 m4x3_scalev( gate_xform
, (v3f
){ gate
->dims
[0], gate
->dims
[1], 1.0f
} );
120 m4x3_invert_affine( cam_new
, inverse
);
123 m4x3_expand( inverse
, view
);
126 m3x3_mulv( gate
->recv_to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
127 surface
[3] = v3_dot( surface
, gate
->co
[1] );
130 pipeline_projection( projection
, 0.1f
, 900.0f
);
132 m4x3_mulp( inverse
, surface
, surface
);
133 surface
[3] = -fabsf(surface
[3]);
134 plane_clip_projection( projection
, surface
);
136 m4x4_mul( projection
, view
, projection
);
138 #ifndef GATE_RENDER_PERFORMANCE
139 fb_use( &grender
.fb
);
140 glClearColor( 0.11f
, 0.35f
, 0.37f
, 1.0f
);
141 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
144 shader_gatelq_uPv( vg
.pv
);
145 shader_gatelq_uMdl( gate_xform
);
146 shader_gatelq_uCam( viewpos
);
147 shader_gatelq_uTime( vg
.time
*0.25f
);
148 shader_gatelq_uInvRes( (v2f
){
149 1.0f
/ (float)vg
.window_x
,
150 1.0f
/ (float)vg
.window_y
});
152 glEnable( GL_STENCIL_TEST
);
153 glStencilOp( GL_KEEP
, GL_KEEP
, GL_REPLACE
);
154 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
155 glStencilMask( 0xFF );
157 mesh_bind( &grender
.mdl
);
158 mesh_draw( &grender
.mdl
);
160 glClear( GL_DEPTH_BUFFER_BIT
);
161 glStencilFunc( GL_EQUAL
, 1, 0xFF );
162 glStencilMask( 0x00 );
165 render_world( projection
, cam_new
);
167 #ifndef GATE_RENDER_PERFORMANCE
170 * NOTE: Need to find a way to draw a stencil buffer into the water
174 render_water_texture( cam_new
);
175 fb_use( &grender
.fb
);
177 render_water_surface( projection
, cam_new
);
182 shader_gate_uPv( vg_pv
);
183 shader_gate_uMdl( gate_xform
);
185 fb_bindtex( &grender
.fb
, 0 );
187 shader_gate_uCam( viewpos
);
188 shader_gate_uTexMain( 0 );
189 shader_gate_uTexWater( 1 );
190 shader_gate_uTime( vg_time
*0.25f
);
191 shader_gate_uInvRes( (v2f
){
192 1.0f
/ (float)vg_window_x
,
193 1.0f
/ (float)vg_window_y
});
196 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
197 glBlendEquation(GL_FUNC_ADD
);
199 mesh_bind( &grender
.mdl
);
200 mesh_draw( &grender
.mdl
);
204 glDisable( GL_STENCIL_TEST
);
206 render_water_texture( cam_new
);
208 glEnable( GL_STENCIL_TEST
);
210 render_water_surface( projection
, cam_new
);
212 glStencilMask( 0xFF );
213 glStencilFunc( GL_ALWAYS
, 1, 0xFF );
214 glDisable( GL_STENCIL_TEST
);
220 static int gate_intersect( teleport_gate
*gate
, v3f pos
, v3f last
)
223 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,0.0f
,-1.0f
}, surface
);
224 surface
[3] = v3_dot( surface
, gate
->co
[0] );
226 v3f v0
, c
, delta
, p0
;
227 v3_sub( pos
, last
, v0
);
228 float l
= v3_length( v0
);
229 v3_divs( v0
, l
, v0
);
231 v3_muls( surface
, surface
[3], c
);
232 v3_sub( c
, last
, delta
);
234 float d
= v3_dot(surface
, v0
);
238 float t
= v3_dot(delta
, surface
) / d
;
239 if( t
>= 0.0f
&& t
<= l
)
242 v3_muladds( last
, v0
, t
, local
);
243 v3_sub( gate
->co
[0], local
, rel
);
246 m3x3_mulv( gate
->to_world
, (v3f
){0.0f
,1.0f
,0.0f
}, vup
);
247 m3x3_mulv( gate
->to_world
, (v3f
){1.0f
,0.0f
,0.0f
}, vside
);
249 v2f xy
= { v3_dot( rel
, vside
), v3_dot( rel
, vup
) };
251 if( fabsf(xy
[0]) <= gate
->dims
[0] && fabsf(xy
[1]) <= gate
->dims
[1] )
261 #endif /* WORLD_GATE_H */