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