83a6cf82cded97e1fbd334ea525f791b24d705ac
[carveJwlIkooP6JGAAIwe30JlM.git] / water.h
1 #ifndef WATER_H
2 #define WATER_H
3
4 #define VG_3D
5 #include "vg/vg.h"
6
7 #include "model.h"
8 #include "render.h"
9 #include "shaders/water.h"
10 #include "scene.h"
11
12 vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
13
14 static struct
15 {
16 GLuint fb, rgb, rb;
17 glmesh mdl;
18
19 GLuint depthmap;
20 boxf depthbounds;
21 int depth_computed;
22
23 float height;
24 int enabled;
25 }
26 wrender;
27
28 static void water_register(void)
29 {
30 shader_water_register();
31 }
32
33 static void water_init(void)
34 {
35 /* TODO: probably dont do this every time */
36 create_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
37 wrender.enabled = 1;
38 }
39
40 static int ray_world( v3f pos, v3f dir, ray_hit *hit );
41 static void water_compute_depth( boxf bounds )
42 {
43 if( !wrender.enabled )
44 return;
45
46 #ifdef VG_RELEASE
47 int const kres = 512;
48 #else
49 int const kres = 64;
50 #endif
51
52 vg_info( "Computing depth map\n" );
53 u8 *img = malloc( kres*kres );
54
55 v3f volume;
56 v3_sub( bounds[1], bounds[0], volume );
57 box_copy( bounds, wrender.depthbounds );
58
59 for( int y=0; y<kres; y++ )
60 {
61 for( int x=0; x<kres; x++ )
62 {
63 v3f pos = { x, 0, y };
64 v3_divs( pos, kres, pos );
65 v3_muladd( bounds[0], pos, volume, pos );
66 pos[1] = wrender.height;
67
68 ray_hit hit;
69 hit.dist = INFINITY;
70 u8 *dst = &img[ y*kres+x ];
71
72 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
73 {
74 float h = wrender.height - hit.pos[1];
75 h *= 1.0f/15.0f;
76 h = vg_clampf( h, 0.0f, 1.0f );
77 *dst = (u8)(h*255.0f);
78 }
79 else
80 *dst = 0;
81 }
82 }
83
84 if( wrender.depth_computed )
85 glDeleteTextures( 1, &wrender.depthmap );
86
87 glGenTextures( 1, &wrender.depthmap );
88 glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
89 glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, kres, kres, 0,
90 GL_RED, GL_UNSIGNED_BYTE, img );
91
92 vg_tex2d_mipmap();
93 vg_tex2d_linear_mipmap();
94 vg_tex2d_clamp();
95
96 wrender.depth_computed = 1;
97 free( img );
98 vg_success( "Done.\n" );
99 }
100
101 static void water_set_surface( glmesh *surf, float height )
102 {
103 wrender.mdl = *surf;
104 wrender.height = height;
105 }
106
107 static void water_fb_resize(void)
108 {
109 if( !wrender.enabled )
110 return;
111
112 resize_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
113 }
114
115 static void render_water_texture( m4x3f camera )
116 {
117 if( !wrender.enabled )
118 return;
119
120 /* Draw reflection buffa */
121 glBindFramebuffer( GL_FRAMEBUFFER, wrender.fb );
122 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
123 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
124
125 m4x3f new_cam, inverse;
126 v3_copy( camera[3], new_cam[3] );
127 new_cam[3][1] -= 2.0f * (camera[3][1] - wrender.height);
128
129 m3x3f flip;
130 m3x3_identity( flip );
131 flip[1][1] = -1.0f;
132 m3x3_mul( flip, camera, new_cam );
133
134
135 v3f p0;
136 m3x3_mulv( new_cam, (v3f){0.0f,0.0f,-1.0f}, p0 );
137 v3_add( new_cam[3], p0, p0 );
138 vg_line( new_cam[3], p0, 0xffffffff );
139
140 m4x4f view;
141 vg_line_pt3( new_cam[3], 0.3f, 0xff00ffff );
142
143 m4x3_invert_affine( new_cam, inverse );
144 m4x3_expand( inverse, view );
145
146 v4f clippa = { 0.0f, 1.0f, 0.0f, wrender.height-0.1f };
147 m4x3_mulp( inverse, clippa, clippa );
148 clippa[3] *= -1.0f;
149
150 m4x4f projection;
151 m4x4_projection( projection,
152 gpipeline.fov,
153 (float)vg_window_x / (float)vg_window_y,
154 0.1f, 900.0f );
155 plane_clip_projection( projection, clippa );
156 m4x4_mul( projection, view, projection );
157
158 glCullFace( GL_FRONT );
159 render_world( projection, new_cam );
160 glCullFace( GL_BACK );
161 }
162
163 static void render_water_surface( m4x4f pv )
164 {
165 if( !wrender.enabled )
166 return;
167
168 /* Draw surface */
169 shader_water_use();
170
171 glActiveTexture( GL_TEXTURE0 );
172 glBindTexture( GL_TEXTURE_2D, wrender.rgb );
173 shader_water_uTexMain( 0 );
174
175 vg_tex2d_bind( &tex_water_surf, 1 );
176 shader_water_uTexDudv( 1 );
177 shader_water_uInvRes( (v2f){
178 1.0f / (float)vg_window_x,
179 1.0f / (float)vg_window_y });
180
181 glActiveTexture( GL_TEXTURE2 );
182 glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
183 shader_water_uTexDepth( 2 );
184 shader_water_uDepthBounds( (v4f){
185 wrender.depthbounds[0][0],
186 wrender.depthbounds[0][2],
187 1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
188 1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
189
190 shader_water_uTime( vg_time );
191 shader_water_uPv( pv );
192
193 m4x3f full;
194 m4x3_identity( full );
195 full[3][1] = wrender.height;
196
197 shader_water_uMdl( full );
198
199 glEnable(GL_BLEND);
200 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
201 glBlendEquation(GL_FUNC_ADD);
202
203 mesh_bind( &wrender.mdl );
204 mesh_draw( &wrender.mdl );
205
206 glDisable(GL_BLEND);
207 }
208
209 #endif /* WATER_H */