fix da bugs
[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/scene_water.h"
11 #include "shaders/scene_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_scene_water_register();
20 shader_scene_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( world_instance *world, 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 VG_STATIC void world_link_lighting_ub( world_instance *world,
38 GLuint shader, int texture_id );
39
40 /*
41 * Does not write motion vectors
42 */
43 VG_STATIC void render_water_texture( world_instance *world, camera *cam )
44 {
45 if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
46 return;
47
48 /* Draw reflection buffa */
49 render_fb_bind( gpipeline.fb_water_reflection );
50 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
51
52 /*
53 * Create flipped view matrix. Don't care about motion vectors
54 */
55 float cam_height = cam->transform[3][1] - world->water.height;
56
57 camera water_cam;
58 water_cam.farz = cam->farz;
59 water_cam.nearz = cam->nearz;
60 v3_copy( cam->transform[3], water_cam.transform[3] );
61 water_cam.transform[3][1] -= 2.0f * cam_height;
62
63 m3x3f flip;
64 m3x3_identity( flip );
65 flip[1][1] = -1.0f;
66 m3x3_mul( flip, cam->transform, water_cam.transform );
67
68 camera_update_view( &water_cam );
69
70 /*
71 * Create clipped projection
72 */
73 v4f clippa = { 0.0f, 1.0f, 0.0f, world->water.height-0.1f };
74 m4x3_mulp( water_cam.transform_inverse, clippa, clippa );
75 clippa[3] *= -1.0f;
76
77 m4x4_copy( cam->mtx.p, water_cam.mtx.p );
78 m4x4_clip_projection( water_cam.mtx.p, clippa );
79
80 camera_finalize( &water_cam );
81
82 /*
83 * Draw world
84 */
85 glCullFace( GL_FRONT );
86 render_world( world, &water_cam );
87 glCullFace( GL_BACK );
88
89 /*
90 * Create beneath view matrix
91 */
92 camera beneath_cam;
93 render_fb_bind( gpipeline.fb_water_beneath );
94 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
95
96 m4x3_copy( cam->transform, beneath_cam.transform );
97 camera_update_view( &beneath_cam );
98
99 float bias = -(cam->transform[3][1]-world->water.height)*0.1f;
100
101 v4f clippb = { 0.0f, -1.0f, 0.0f, -(world->water.height) + bias };
102 m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb );
103 clippb[3] *= -1.0f;
104
105 m4x4_copy( cam->mtx.p, beneath_cam.mtx.p );
106 m4x4_clip_projection( beneath_cam.mtx.p, clippb );
107 camera_finalize( &beneath_cam );
108
109 render_world_depth( world, &beneath_cam );
110 glViewport( 0, 0, vg.window_x, vg.window_y );
111 }
112
113 VG_STATIC void render_water_surface( world_instance *world, camera *cam )
114 {
115 if( !world->water.enabled )
116 return;
117
118 if( vg.quality_profile == k_quality_profile_high )
119 {
120 /* Draw surface */
121 shader_scene_water_use();
122
123 render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
124 shader_scene_water_uTexMain( 0 );
125
126 vg_tex2d_bind( &tex_water_surf, 1 );
127 shader_scene_water_uTexDudv( 1 );
128 shader_scene_water_uInvRes( (v2f){
129 1.0f / (float)vg.window_x,
130 1.0f / (float)vg.window_y });
131
132 world_link_lighting_ub( world, _shader_scene_water.id, 2 );
133
134 render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
135 shader_scene_water_uTexBack( 3 );
136 shader_scene_water_uTime( world_global.time );
137 shader_scene_water_uCamera( cam->transform[3] );
138 shader_scene_water_uSurfaceY( world->water.height );
139
140 shader_scene_water_uPv( cam->mtx.pv );
141 shader_scene_water_uPvmPrev( cam->mtx_prev.pv );
142
143 m4x3f full;
144 m4x3_identity( full );
145 shader_scene_water_uMdl( full );
146
147 glEnable(GL_BLEND);
148 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
149 glBlendEquation(GL_FUNC_ADD);
150
151 mesh_bind( &world->mesh_no_collide );
152
153 for( int i=0; i<world->material_count; i++ )
154 {
155 struct world_material *mat = &world->materials[i];
156
157 if( mat->info.shader == k_shader_water )
158 {
159 shader_scene_water_uShoreColour( mat->info.colour );
160 shader_scene_water_uOceanColour( mat->info.colour1 );
161
162 mdl_draw_submesh( &mat->sm_no_collide );
163 }
164 }
165
166 glDisable(GL_BLEND);
167 }
168 else if( vg.quality_profile == k_quality_profile_low )
169 {
170 shader_scene_water_fast_use();
171
172 vg_tex2d_bind( &tex_water_surf, 1 );
173 shader_scene_water_fast_uTexDudv( 1 );
174 shader_scene_water_fast_uTime( world_global.time );
175 shader_scene_water_fast_uCamera( cam->transform[3] );
176 shader_scene_water_fast_uSurfaceY( world->water.height );
177 world_link_lighting_ub( world, _shader_scene_water_fast.id, 2 );
178
179 m4x3f full;
180 m4x3_identity( full );
181 shader_scene_water_fast_uMdl( full );
182 shader_scene_water_fast_uPv( cam->mtx.pv );
183 shader_scene_water_fast_uPvmPrev( cam->mtx_prev.pv );
184
185 glEnable(GL_BLEND);
186 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
187 glBlendEquation(GL_FUNC_ADD);
188
189 mesh_bind( &world->mesh_no_collide );
190
191 for( int i=0; i<world->material_count; i++ )
192 {
193 struct world_material *mat = &world->materials[i];
194
195 if( mat->info.shader == k_shader_water )
196 {
197 shader_scene_water_fast_uShoreColour( mat->info.colour );
198 shader_scene_water_fast_uOceanColour( mat->info.colour1 );
199
200 mdl_draw_submesh( &mat->sm_no_collide );
201 }
202 }
203
204 glDisable(GL_BLEND);
205 }
206 }
207
208 #endif /* WATER_H */