2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
10 #include "shaders/water.h"
11 #include "shaders/water_fast.h"
14 vg_tex2d tex_water_surf
= { .path
= "textures/water_surf.qoi" };
16 VG_STATIC
void world_water_init(void)
18 vg_info( "world_water_init\n" );
19 shader_water_register();
20 shader_water_fast_register();
22 vg_acquire_thread_sync();
24 vg_tex2d_init( (vg_tex2d
*[]){&tex_water_surf
}, 1 );
26 vg_release_thread_sync();
28 vg_success( "done\n" );
31 VG_STATIC
void water_set_surface( float height
)
33 world
.water
.height
= height
;
34 v4_copy( (v4f
){ 0.0f
, 1.0f
, 0.0f
, height
}, world
.water
.plane
);
38 * Does not write motion vectors
40 VG_STATIC
void render_water_texture( camera
*cam
)
42 if( !world
.water
.enabled
|| (vg
.quality_profile
== k_quality_profile_low
) )
45 /* Draw reflection buffa */
46 render_fb_bind( gpipeline
.fb_water_reflection
);
47 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
50 * Create flipped view matrix. Don't care about motion vectors
52 float cam_height
= cam
->transform
[3][1] - world
.water
.height
;
55 water_cam
.farz
= cam
->farz
;
56 water_cam
.nearz
= cam
->nearz
;
57 v3_copy( cam
->transform
[3], water_cam
.transform
[3] );
58 water_cam
.transform
[3][1] -= 2.0f
* cam_height
;
61 m3x3_identity( flip
);
63 m3x3_mul( flip
, cam
->transform
, water_cam
.transform
);
65 camera_update_view( &water_cam
);
68 * Create clipped projection
70 v4f clippa
= { 0.0f
, 1.0f
, 0.0f
, world
.water
.height
-0.1f
};
71 m4x3_mulp( water_cam
.transform_inverse
, clippa
, clippa
);
74 m4x4_copy( cam
->mtx
.p
, water_cam
.mtx
.p
);
75 m4x4_clip_projection( water_cam
.mtx
.p
, clippa
);
77 camera_finalize( &water_cam
);
82 glCullFace( GL_FRONT
);
83 render_world( &water_cam
);
84 glCullFace( GL_BACK
);
87 * Create beneath view matrix
90 render_fb_bind( gpipeline
.fb_water_beneath
);
91 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
93 m4x3_copy( cam
->transform
, beneath_cam
.transform
);
94 camera_update_view( &beneath_cam
);
96 float bias
= -(cam
->transform
[3][1]-world
.water
.height
)*0.1f
;
98 v4f clippb
= { 0.0f
, -1.0f
, 0.0f
, -(world
.water
.height
) + bias
};
99 m4x3_mulp( beneath_cam
.transform_inverse
, clippb
, clippb
);
102 m4x4_copy( cam
->mtx
.p
, beneath_cam
.mtx
.p
);
103 m4x4_clip_projection( beneath_cam
.mtx
.p
, clippb
);
104 camera_finalize( &beneath_cam
);
106 render_world_depth( &beneath_cam
);
107 glViewport( 0, 0, vg
.window_x
, vg
.window_y
);
110 VG_STATIC
void render_water_surface( camera
*cam
)
112 if( !world
.water
.enabled
)
115 if( vg
.quality_profile
== k_quality_profile_high
)
120 render_fb_bind_texture( gpipeline
.fb_water_reflection
, 0, 0 );
121 shader_water_uTexMain( 0 );
123 vg_tex2d_bind( &tex_water_surf
, 1 );
124 shader_water_uTexDudv( 1 );
125 shader_water_uInvRes( (v2f
){
126 1.0f
/ (float)vg
.window_x
,
127 1.0f
/ (float)vg
.window_y
});
129 shader_link_standard_ub( _shader_water
.id
, 2 );
131 render_fb_bind_texture( gpipeline
.fb_water_beneath
, 0, 3 );
132 shader_water_uTexBack( 3 );
133 shader_water_uTime( world
.time
);
134 shader_water_uCamera( cam
->transform
[3] );
135 shader_water_uSurfaceY( world
.water
.height
);
137 shader_water_uPv( cam
->mtx
.pv
);
138 shader_water_uPvmPrev( cam
->mtx_prev
.pv
);
141 m4x3_identity( full
);
142 shader_water_uMdl( full
);
145 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
146 glBlendEquation(GL_FUNC_ADD
);
148 mesh_bind( &world
.mesh_no_collide
);
150 for( int i
=0; i
<world
.material_count
; i
++ )
152 struct world_material
*mat
= &world
.materials
[i
];
154 if( mat
->info
.shader
== k_shader_water
)
156 shader_water_uShoreColour( mat
->info
.colour
);
157 shader_water_uOceanColour( mat
->info
.colour1
);
159 mdl_draw_submesh( &mat
->sm_no_collide
);
165 else if( vg
.quality_profile
== k_quality_profile_low
)
167 shader_water_fast_use();
169 vg_tex2d_bind( &tex_water_surf
, 1 );
170 shader_water_fast_uTexDudv( 1 );
171 shader_water_fast_uTime( world
.time
);
172 shader_water_fast_uCamera( cam
->transform
[3] );
173 shader_water_fast_uSurfaceY( world
.water
.height
);
174 shader_link_standard_ub( _shader_water_fast
.id
, 2 );
177 m4x3_identity( full
);
178 shader_water_fast_uMdl( full
);
179 shader_water_fast_uPv( cam
->mtx
.pv
);
180 shader_water_fast_uPvmPrev( cam
->mtx_prev
.pv
);
183 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
184 glBlendEquation(GL_FUNC_ADD
);
186 mesh_bind( &world
.mesh_no_collide
);
188 for( int i
=0; i
<world
.material_count
; i
++ )
190 struct world_material
*mat
= &world
.materials
[i
];
192 if( mat
->info
.shader
== k_shader_water
)
194 shader_water_fast_uShoreColour( mat
->info
.colour
);
195 shader_water_fast_uOceanColour( mat
->info
.colour1
);
197 mdl_draw_submesh( &mat
->sm_no_collide
);