better water
[carveJwlIkooP6JGAAIwe30JlM.git] / water.h
1 #include "common.h"
2 #include "model.h"
3
4 static void water_register(void);
5 static void water_init(void);
6 static void water_fb_resize(void);
7 static void water_compute_depth( boxf bounds );
8 static void water_set_surface( glmesh *surf, float height );
9 static float water_height(void);
10
11 #ifndef WATER_H
12 #define WATER_H
13
14 #include "world.h"
15 #include "render.h"
16 #include "shaders/water.h"
17 #include "scene.h"
18
19 vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
20
21 static struct
22 {
23 struct framebuffer fbreflect, fbdepth;
24 glmesh mdl;
25
26 GLuint depthmap;
27 boxf depthbounds;
28 int depth_computed;
29
30 float height;
31 int enabled;
32 }
33 wrender =
34 {
35 .fbreflect = { .format = GL_RGB, .div = 3 },
36 .fbdepth = { .format = GL_RGBA, .div = 4 }
37 };
38
39 static float water_height(void)
40 {
41 return wrender.height;
42 }
43
44 static void water_register(void)
45 {
46 shader_water_register();
47 }
48
49 static void water_init(void)
50 {
51 /* TODO: probably dont do this every time */
52 wrender.enabled = 1;
53
54 fb_init( &wrender.fbreflect );
55 fb_init( &wrender.fbdepth );
56 }
57
58 static void water_fb_resize(void)
59 {
60 if( !wrender.enabled )
61 return;
62
63 fb_resize( &wrender.fbreflect );
64 fb_resize( &wrender.fbdepth );
65 }
66
67 static void water_compute_depth( boxf bounds )
68 {
69 if( !wrender.enabled )
70 return;
71
72 #ifdef VG_RELEASE
73 int const kres = 512;
74 #else
75 int const kres = 64;
76 #endif
77
78 vg_info( "Computing depth map\n" );
79 u8 *img = malloc( kres*kres );
80
81 boxf interior;
82 v3_add(bounds[0],(v3f){1.0f,1.0f,1.0f},interior[0]);
83 v3_sub(bounds[1],(v3f){1.0f,1.0f,1.0f},interior[1]);
84
85 v3f volume;
86 v3_sub( interior[1], interior[0], volume );
87 box_copy( interior, wrender.depthbounds );
88
89 for( int y=0; y<kres; y++ )
90 {
91 for( int x=0; x<kres; x++ )
92 {
93 v3f pos = { x, 0.0f, y };
94 pos[0] += 0.5f;
95 pos[1] += 0.5f;
96 v3_divs( pos, kres+1, pos );
97 v3_muladd( interior[0], pos, volume, pos );
98 pos[1] = 2000.0f;
99
100 ray_hit hit;
101 hit.dist = INFINITY;
102 u8 *dst = &img[ y*kres+x ];
103
104 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
105 {
106 float h = wrender.height - hit.pos[1];
107 h *= 1.0f/25.0f;
108 h = vg_clampf( h, 0.0f, 1.0f );
109 *dst = (u8)(h*255.0f);
110 }
111 else
112 {
113 *dst = 0;
114 }
115 }
116 }
117
118 if( wrender.depth_computed )
119 glDeleteTextures( 1, &wrender.depthmap );
120
121 glGenTextures( 1, &wrender.depthmap );
122 glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
123 glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, kres, kres, 0,
124 GL_RED, GL_UNSIGNED_BYTE, img );
125
126 vg_tex2d_mipmap();
127 vg_tex2d_linear_mipmap();
128 vg_tex2d_clamp();
129
130 wrender.depth_computed = 1;
131 free( img );
132 vg_success( "Done.\n" );
133 }
134
135 static void water_set_surface( glmesh *surf, float height )
136 {
137 wrender.mdl = *surf;
138 wrender.height = height;
139 }
140
141 static void render_water_texture( m4x3f camera )
142 {
143 if( !wrender.enabled )
144 return;
145
146 /* Draw reflection buffa */
147 fb_use( &wrender.fbreflect );
148 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
149
150 m4x3f new_cam, inverse;
151 v3_copy( camera[3], new_cam[3] );
152 new_cam[3][1] -= 2.0f * (camera[3][1] - wrender.height);
153
154 m3x3f flip;
155 m3x3_identity( flip );
156 flip[1][1] = -1.0f;
157 m3x3_mul( flip, camera, new_cam );
158
159
160 v3f p0;
161 m3x3_mulv( new_cam, (v3f){0.0f,0.0f,-1.0f}, p0 );
162 v3_add( new_cam[3], p0, p0 );
163 vg_line( new_cam[3], p0, 0xffffffff );
164
165 m4x4f view;
166 vg_line_pt3( new_cam[3], 0.3f, 0xff00ffff );
167
168 m4x3_invert_affine( new_cam, inverse );
169 m4x3_expand( inverse, view );
170
171 v4f clippa = { 0.0f, 1.0f, 0.0f, wrender.height-0.1f };
172 m4x3_mulp( inverse, clippa, clippa );
173 clippa[3] *= -1.0f;
174
175 m4x4f projection;
176 m4x4_projection( projection,
177 gpipeline.fov,
178 (float)vg_window_x / (float)vg_window_y,
179 0.1f, 900.0f );
180 plane_clip_projection( projection, clippa );
181 m4x4_mul( projection, view, projection );
182
183 glCullFace( GL_FRONT );
184 render_world( projection, new_cam );
185 glCullFace( GL_BACK );
186
187
188 /* Draw beneath texture */
189 fb_use( &wrender.fbdepth );
190 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
191
192 m4x3_invert_affine( camera, inverse );
193 m4x3_expand( inverse, view );
194
195 float bias = -(camera[3][1]-wrender.height)*0.1f;
196 v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) + bias };
197 m4x3_mulp( inverse, clippb, clippb );
198 clippb[3] *= -1.0f;
199
200 m4x4_projection( projection,
201 gpipeline.fov,
202 (float)vg_window_x / (float)vg_window_y,
203 0.1f, 900.0f );
204
205 plane_clip_projection( projection, clippb );
206 m4x4_mul( projection, view, projection );
207 render_world( projection, camera );
208
209 glViewport( 0, 0, vg_window_x, vg_window_y );
210 }
211
212 static void render_water_surface( m4x4f pv, m4x3f camera )
213 {
214 if( !wrender.enabled )
215 return;
216
217 /* Draw surface */
218 shader_water_use();
219
220 fb_bindtex( &wrender.fbreflect, 0 );
221 shader_water_uTexMain( 0 );
222
223 vg_tex2d_bind( &tex_water_surf, 1 );
224 shader_water_uTexDudv( 1 );
225 shader_water_uInvRes( (v2f){
226 1.0f / (float)vg_window_x,
227 1.0f / (float)vg_window_y });
228
229 glActiveTexture( GL_TEXTURE2 );
230 glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
231 shader_water_uTexDepth( 2 );
232 shader_water_uDepthBounds( (v4f){
233 wrender.depthbounds[0][0],
234 wrender.depthbounds[0][2],
235 1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
236 1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
237
238 fb_bindtex( &wrender.fbdepth, 3 );
239 shader_water_uTexBack( 3 );
240
241 shader_water_uTime( vg_time );
242 shader_water_uCamera( camera[3] );
243 shader_water_uSurfaceY( wrender.height );
244
245 shader_water_uPv( pv );
246
247 m4x3f full;
248 m4x3_identity( full );
249 full[3][1] = wrender.height;
250
251 shader_water_uMdl( full );
252
253 glEnable(GL_BLEND);
254 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
255 glBlendEquation(GL_FUNC_ADD);
256
257 mesh_bind( &wrender.mdl );
258 mesh_draw( &wrender.mdl );
259
260 glDisable(GL_BLEND);
261 }
262
263 #endif /* WATER_H */