83a6cf82cded97e1fbd334ea525f791b24d705ac
9 #include "shaders/water.h"
12 vg_tex2d tex_water_surf
= { .path
= "textures/water_surf.qoi" };
28 static void water_register(void)
30 shader_water_register();
33 static void water_init(void)
35 /* TODO: probably dont do this every time */
36 create_renderbuffer_std( &wrender
.fb
, &wrender
.rgb
, &wrender
.rb
);
40 static int ray_world( v3f pos
, v3f dir
, ray_hit
*hit
);
41 static void water_compute_depth( boxf bounds
)
43 if( !wrender
.enabled
)
52 vg_info( "Computing depth map\n" );
53 u8
*img
= malloc( kres
*kres
);
56 v3_sub( bounds
[1], bounds
[0], volume
);
57 box_copy( bounds
, wrender
.depthbounds
);
59 for( int y
=0; y
<kres
; y
++ )
61 for( int x
=0; x
<kres
; x
++ )
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
;
70 u8
*dst
= &img
[ y
*kres
+x
];
72 if( ray_world( pos
, (v3f
){0.0f
,-1.0f
,0.0f
}, &hit
))
74 float h
= wrender
.height
- hit
.pos
[1];
76 h
= vg_clampf( h
, 0.0f
, 1.0f
);
77 *dst
= (u8
)(h
*255.0f
);
84 if( wrender
.depth_computed
)
85 glDeleteTextures( 1, &wrender
.depthmap
);
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
);
93 vg_tex2d_linear_mipmap();
96 wrender
.depth_computed
= 1;
98 vg_success( "Done.\n" );
101 static void water_set_surface( glmesh
*surf
, float height
)
104 wrender
.height
= height
;
107 static void water_fb_resize(void)
109 if( !wrender
.enabled
)
112 resize_renderbuffer_std( &wrender
.fb
, &wrender
.rgb
, &wrender
.rb
);
115 static void render_water_texture( m4x3f camera
)
117 if( !wrender
.enabled
)
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
);
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
);
130 m3x3_identity( flip
);
132 m3x3_mul( flip
, camera
, new_cam
);
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 );
141 vg_line_pt3( new_cam
[3], 0.3f
, 0xff00ffff );
143 m4x3_invert_affine( new_cam
, inverse
);
144 m4x3_expand( inverse
, view
);
146 v4f clippa
= { 0.0f
, 1.0f
, 0.0f
, wrender
.height
-0.1f
};
147 m4x3_mulp( inverse
, clippa
, clippa
);
151 m4x4_projection( projection
,
153 (float)vg_window_x
/ (float)vg_window_y
,
155 plane_clip_projection( projection
, clippa
);
156 m4x4_mul( projection
, view
, projection
);
158 glCullFace( GL_FRONT
);
159 render_world( projection
, new_cam
);
160 glCullFace( GL_BACK
);
163 static void render_water_surface( m4x4f pv
)
165 if( !wrender
.enabled
)
171 glActiveTexture( GL_TEXTURE0
);
172 glBindTexture( GL_TEXTURE_2D
, wrender
.rgb
);
173 shader_water_uTexMain( 0 );
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
});
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])} );
190 shader_water_uTime( vg_time
);
191 shader_water_uPv( pv
);
194 m4x3_identity( full
);
195 full
[3][1] = wrender
.height
;
197 shader_water_uMdl( full
);
200 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
201 glBlendEquation(GL_FUNC_ADD
);
203 mesh_bind( &wrender
.mdl
);
204 mesh_draw( &wrender
.mdl
);