framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef WATER_H
6 #define WATER_H
7
8 #include "world.h"
9 #include "render.h"
10 #include "shaders/water.h"
11 #include "shaders/water_fast.h"
12 #include "scene.h"
13
14 vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
15
16 VG_STATIC void world_water_init(void)
17 {
18 vg_info( "world_water_init\n" );
19 shader_water_register();
20 shader_water_fast_register();
21
22 vg_acquire_thread_sync();
23 {
24 vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
25 }
26 vg_release_thread_sync();
27
28 vg_success( "done\n" );
29 }
30
31 VG_STATIC void water_set_surface( float height )
32 {
33 world.water.height = height;
34 v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane );
35 }
36
37 /*
38 * Does not write motion vectors
39 */
40 VG_STATIC void render_water_texture( camera *cam )
41 {
42 if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) )
43 return;
44
45 /* Draw reflection buffa */
46 render_fb_bind( gpipeline.fb_water_reflection );
47 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
48
49 /*
50 * Create flipped view matrix. Don't care about motion vectors
51 */
52 float cam_height = cam->transform[3][1] - world.water.height;
53
54 camera water_cam;
55 v3_copy( cam->transform[3], water_cam.transform[3] );
56 water_cam.transform[3][1] -= 2.0f * cam_height;
57
58 m3x3f flip;
59 m3x3_identity( flip );
60 flip[1][1] = -1.0f;
61 m3x3_mul( flip, cam->transform, water_cam.transform );
62
63 camera_update_view( &water_cam );
64
65 /*
66 * Create clipped projection
67 */
68 v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f };
69 m4x3_mulp( water_cam.transform_inverse, clippa, clippa );
70 clippa[3] *= -1.0f;
71
72 m4x4_copy( cam->mtx.p, water_cam.mtx.p );
73 m4x4_clip_projection( water_cam.mtx.p, clippa );
74
75 camera_finalize( &water_cam );
76
77 /*
78 * Draw world
79 */
80 glCullFace( GL_FRONT );
81 render_world( &water_cam );
82 glCullFace( GL_BACK );
83
84 /*
85 * Create beneath view matrix
86 */
87 camera beneath_cam;
88 render_fb_bind( gpipeline.fb_water_beneath );
89 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
90
91 m4x3_copy( cam->transform, beneath_cam.transform );
92 camera_update_view( &beneath_cam );
93
94 float bias = -(cam->transform[3][1]-world.water.height)*0.1f;
95
96 v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias };
97 m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb );
98 clippb[3] *= -1.0f;
99
100 m4x4_copy( cam->mtx.p, beneath_cam.mtx.p );
101 m4x4_clip_projection( beneath_cam.mtx.p, clippb );
102 camera_finalize( &beneath_cam );
103
104 render_world_depth( &beneath_cam );
105 glViewport( 0, 0, vg.window_x, vg.window_y );
106 }
107
108 VG_STATIC void render_water_surface( camera *cam )
109 {
110 if( !world.water.enabled )
111 return;
112
113 if( vg.quality_profile == k_quality_profile_high )
114 {
115 /* Draw surface */
116 shader_water_use();
117
118 render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
119 shader_water_uTexMain( 0 );
120
121 vg_tex2d_bind( &tex_water_surf, 1 );
122 shader_water_uTexDudv( 1 );
123 shader_water_uInvRes( (v2f){
124 1.0f / (float)vg.window_x,
125 1.0f / (float)vg.window_y });
126
127 shader_link_standard_ub( _shader_water.id, 2 );
128
129 render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
130 shader_water_uTexBack( 3 );
131 shader_water_uTime( world.time );
132 shader_water_uCamera( cam->transform[3] );
133 shader_water_uSurfaceY( world.water.height );
134
135 shader_water_uPv( cam->mtx.pv );
136 shader_water_uPvmPrev( cam->mtx_prev.pv );
137
138 m4x3f full;
139 m4x3_identity( full );
140 shader_water_uMdl( full );
141
142 glEnable(GL_BLEND);
143 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
144 glBlendEquation(GL_FUNC_ADD);
145
146 mesh_bind( &world.mesh_no_collide );
147
148 for( int i=0; i<world.material_count; i++ )
149 {
150 struct world_material *mat = &world.materials[i];
151
152 if( mat->info.shader == k_shader_water )
153 {
154 shader_water_uShoreColour( mat->info.colour );
155 shader_water_uOceanColour( mat->info.colour1 );
156
157 mdl_draw_submesh( &mat->sm_no_collide );
158 }
159 }
160
161 glDisable(GL_BLEND);
162 }
163 else if( vg.quality_profile == k_quality_profile_low )
164 {
165 shader_water_fast_use();
166
167 vg_tex2d_bind( &tex_water_surf, 1 );
168 shader_water_fast_uTexDudv( 1 );
169 shader_water_fast_uTime( world.time );
170 shader_water_fast_uCamera( cam->transform[3] );
171 shader_water_fast_uSurfaceY( world.water.height );
172 shader_link_standard_ub( _shader_water_fast.id, 2 );
173
174 m4x3f full;
175 m4x3_identity( full );
176 shader_water_fast_uMdl( full );
177 shader_water_fast_uPv( cam->mtx.pv );
178 shader_water_fast_uPvmPrev( cam->mtx_prev.pv );
179
180 glEnable(GL_BLEND);
181 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
182 glBlendEquation(GL_FUNC_ADD);
183
184 mesh_bind( &world.mesh_no_collide );
185
186 for( int i=0; i<world.material_count; i++ )
187 {
188 struct world_material *mat = &world.materials[i];
189
190 if( mat->info.shader == k_shader_water )
191 {
192 shader_water_fast_uShoreColour( mat->info.colour );
193 shader_water_fast_uOceanColour( mat->info.colour1 );
194
195 mdl_draw_submesh( &mat->sm_no_collide );
196 }
197 }
198
199 glDisable(GL_BLEND);
200 }
201 }
202
203 #endif /* WATER_H */