6 #include "shaders/water.h"
9 vg_tex2d tex_water_surf
= { .path
= "textures/water_surf.qoi" };
13 struct framebuffer fbreflect
, fbdepth
;
25 .fbreflect
= { .format
= GL_RGB
, .div
= 3 },
26 .fbdepth
= { .format
= GL_RGBA
, .div
= 4 }
29 static void world_water_init(void)
31 vg_info( "world_water_init\n" );
32 shader_water_register();
34 vg_acquire_thread_sync();
36 fb_init( &wrender
.fbreflect
);
37 fb_init( &wrender
.fbdepth
);
39 vg_tex2d_init( (vg_tex2d
*[]){&tex_water_surf
}, 1 );
40 vg_success( "done\n" );
42 vg_release_thread_sync();
45 static void world_water_free(void *_
)
47 vg_tex2d_free( (vg_tex2d
*[]){&tex_water_surf
}, 1 );
48 fb_free( &wrender
.fbreflect
);
49 fb_free( &wrender
.fbdepth
);
52 static void water_fb_resize(void)
54 if( !wrender
.enabled
)
57 fb_resize( &wrender
.fbreflect
);
58 fb_resize( &wrender
.fbdepth
);
61 static void water_set_surface( glmesh
*surf
, float height
)
64 wrender
.height
= height
;
67 v4_copy( (v4f
){ 0.0f
, 1.0f
, 0.0f
, height
}, wrender
.plane
);
70 static void render_water_texture( m4x3f camera
)
72 if( !wrender
.enabled
)
75 /* Draw reflection buffa */
76 fb_use( &wrender
.fbreflect
);
77 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
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
);
84 m3x3_identity( flip
);
86 m3x3_mul( flip
, camera
, new_cam
);
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 );
95 vg_line_pt3( new_cam
[3], 0.3f
, 0xff00ffff );
97 m4x3_invert_affine( new_cam
, inverse
);
98 m4x3_expand( inverse
, view
);
100 v4f clippa
= { 0.0f
, 1.0f
, 0.0f
, wrender
.height
-0.1f
};
101 m4x3_mulp( inverse
, clippa
, clippa
);
105 m4x4_projection( projection
,
107 (float)vg_window_x
/ (float)vg_window_y
,
109 plane_clip_projection( projection
, clippa
);
110 m4x4_mul( projection
, view
, projection
);
112 glCullFace( GL_FRONT
);
113 render_world( projection
, new_cam
);
114 glCullFace( GL_BACK
);
117 /* Draw beneath texture */
118 fb_use( &wrender
.fbdepth
);
119 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
121 m4x3_invert_affine( camera
, inverse
);
122 m4x3_expand( inverse
, view
);
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
);
129 m4x4_projection( projection
,
131 (float)vg_window_x
/ (float)vg_window_y
,
134 plane_clip_projection( projection
, clippb
);
135 m4x4_mul( projection
, view
, projection
);
136 render_world_depth( projection
, camera
);
138 glViewport( 0, 0, vg_window_x
, vg_window_y
);
141 static void render_water_surface( m4x4f pv
, m4x3f camera
)
143 if( !wrender
.enabled
)
149 fb_bindtex( &wrender
.fbreflect
, 0 );
150 shader_water_uTexMain( 0 );
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
});
158 shader_link_standard_ub( _shader_water
.id
, 2 );
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
);
166 shader_water_uPv( pv
);
169 m4x3_identity( full
);
170 full
[3][1] = wrender
.height
;
172 shader_water_uMdl( full
);
175 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
176 glBlendEquation(GL_FUNC_ADD
);
178 mesh_bind( &wrender
.mdl
);
179 mesh_draw( &wrender
.mdl
);