medium sized dollop
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
1 #ifndef WATER_H
2 #define WATER_H
3
4 #include "world.h"
5 #include "render.h"
6 #include "shaders/water.h"
7 #include "scene.h"
8
9 vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
10
11 static struct
12 {
13 struct framebuffer fbreflect, fbdepth;
14 glmesh mdl;
15
16 boxf depthbounds;
17 int depth_computed;
18
19 float height;
20 int enabled;
21 v4f plane;
22 }
23 wrender =
24 {
25 .fbreflect = { .format = GL_RGB, .div = 3 },
26 .fbdepth = { .format = GL_RGBA, .div = 4 }
27 };
28
29 static int world_water_init(void)
30 {
31 vg_info( "world_water_init\n" );
32 shader_water_register();
33
34 if( vg_acquire_thread_sync(1) )
35 {
36 if( !fb_init( &wrender.fbreflect ) ||
37 !fb_init( &wrender.fbdepth ) )
38 {
39 vg_release_thread_sync(1);
40 return 0;
41 }
42
43 vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
44
45 vg_success( "done\n" );
46 vg_release_thread_sync(1);
47 return 1;
48 }
49 else
50 return 0;
51 }
52
53 static void world_water_free(void *_)
54 {
55 vg_tex2d_free( (vg_tex2d *[]){&tex_water_surf}, 1 );
56 fb_free( &wrender.fbreflect );
57 fb_free( &wrender.fbdepth );
58 }
59
60 static void water_fb_resize(void)
61 {
62 if( !wrender.enabled )
63 return;
64
65 fb_resize( &wrender.fbreflect );
66 fb_resize( &wrender.fbdepth );
67 }
68
69 static void water_set_surface( glmesh *surf, float height )
70 {
71 wrender.mdl = *surf;
72 wrender.height = height;
73 wrender.enabled = 1;
74
75 v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane );
76 }
77
78 static void render_water_texture( m4x3f camera )
79 {
80 if( !wrender.enabled )
81 return;
82
83 /* Draw reflection buffa */
84 fb_use( &wrender.fbreflect );
85 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
86
87 m4x3f new_cam, inverse;
88 v3_copy( camera[3], new_cam[3] );
89 new_cam[3][1] -= 2.0f * (camera[3][1] - wrender.height);
90
91 m3x3f flip;
92 m3x3_identity( flip );
93 flip[1][1] = -1.0f;
94 m3x3_mul( flip, camera, new_cam );
95
96
97 v3f p0;
98 m3x3_mulv( new_cam, (v3f){0.0f,0.0f,-1.0f}, p0 );
99 v3_add( new_cam[3], p0, p0 );
100 vg_line( new_cam[3], p0, 0xffffffff );
101
102 m4x4f view;
103 vg_line_pt3( new_cam[3], 0.3f, 0xff00ffff );
104
105 m4x3_invert_affine( new_cam, inverse );
106 m4x3_expand( inverse, view );
107
108 v4f clippa = { 0.0f, 1.0f, 0.0f, wrender.height-0.1f };
109 m4x3_mulp( inverse, clippa, clippa );
110 clippa[3] *= -1.0f;
111
112 m4x4f projection;
113 m4x4_projection( projection,
114 gpipeline.fov,
115 (float)vg_window_x / (float)vg_window_y,
116 0.1f, 900.0f );
117 plane_clip_projection( projection, clippa );
118 m4x4_mul( projection, view, projection );
119
120 glCullFace( GL_FRONT );
121 render_world( projection, new_cam );
122 glCullFace( GL_BACK );
123
124
125 /* Draw beneath texture */
126 fb_use( &wrender.fbdepth );
127 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
128
129 m4x3_invert_affine( camera, inverse );
130 m4x3_expand( inverse, view );
131
132 float bias = -(camera[3][1]-wrender.height)*0.1f;
133 v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) + bias };
134 m4x3_mulp( inverse, clippb, clippb );
135 clippb[3] *= -1.0f;
136
137 m4x4_projection( projection,
138 gpipeline.fov,
139 (float)vg_window_x / (float)vg_window_y,
140 0.1f, 900.0f );
141
142 plane_clip_projection( projection, clippb );
143 m4x4_mul( projection, view, projection );
144 render_world_depth( projection, camera );
145
146 glViewport( 0, 0, vg_window_x, vg_window_y );
147 }
148
149 static void render_water_surface( m4x4f pv, m4x3f camera )
150 {
151 if( !wrender.enabled )
152 return;
153
154 /* Draw surface */
155 shader_water_use();
156
157 fb_bindtex( &wrender.fbreflect, 0 );
158 shader_water_uTexMain( 0 );
159
160 vg_tex2d_bind( &tex_water_surf, 1 );
161 shader_water_uTexDudv( 1 );
162 shader_water_uInvRes( (v2f){
163 1.0f / (float)vg_window_x,
164 1.0f / (float)vg_window_y });
165
166 shader_link_standard_ub( _shader_water.id, 2 );
167
168 fb_bindtex( &wrender.fbdepth, 3 );
169 shader_water_uTexBack( 3 );
170 shader_water_uTime( vg_time );
171 shader_water_uCamera( camera[3] );
172 shader_water_uSurfaceY( wrender.height );
173
174 shader_water_uPv( pv );
175
176 m4x3f full;
177 m4x3_identity( full );
178 full[3][1] = wrender.height;
179
180 shader_water_uMdl( full );
181
182 glEnable(GL_BLEND);
183 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
184 glBlendEquation(GL_FUNC_ADD);
185
186 mesh_bind( &wrender.mdl );
187 mesh_draw( &wrender.mdl );
188
189 glDisable(GL_BLEND);
190 }
191
192 #endif /* WATER_H */