update to new shader system
[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
11 vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
12
13 static struct
14 {
15 GLuint fb, rgb, rb;
16 glmesh mdl;
17
18 float height;
19 }
20 wrender;
21
22 static void water_register(void)
23 {
24 shader_water_register();
25 }
26
27 static void water_init( void (*newfb)(GLuint*,GLuint*,GLuint*))
28 {
29 newfb( &wrender.fb, &wrender.rgb, &wrender.rb );
30 }
31
32 static void water_set_surface( glmesh *surf, float height )
33 {
34 wrender.mdl = *surf;
35 wrender.height = height;
36 }
37
38 static void water_fb_resize( void (*resize)(GLuint*,GLuint*,GLuint*) )
39 {
40 resize( &wrender.fb, &wrender.rgb, &wrender.fb );
41 }
42
43 static void render_water_texture( m4x3f camera )
44 {
45 /* Draw reflection buffa */
46 glBindFramebuffer( GL_FRAMEBUFFER, wrender.fb );
47 glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
48 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
49
50 m4x3f new_cam, inverse;
51 v3_copy( camera[3], new_cam[3] );
52 new_cam[3][1] -= 2.0f * (camera[3][1] - wrender.height);
53
54 m3x3f flip;
55 m3x3_identity( flip );
56 flip[1][1] = -1.0f;
57 m3x3_mul( flip, camera, new_cam );
58
59
60 v3f p0;
61 m3x3_mulv( new_cam, (v3f){0.0f,0.0f,-1.0f}, p0 );
62 v3_add( new_cam[3], p0, p0 );
63 vg_line( new_cam[3], p0, 0xffffffff );
64
65 m4x4f view;
66 vg_line_pt3( new_cam[3], 0.3f, 0xff00ffff );
67
68 m4x3_invert_affine( new_cam, inverse );
69 m4x3_expand( inverse, view );
70
71 v4f clippa = { 0.0f, 1.0f, 0.0f, wrender.height-0.1f };
72 m4x3_mulp( inverse, clippa, clippa );
73 clippa[3] *= -1.0f;
74
75 m4x4f projection;
76 m4x4_projection( projection,
77 gpipeline.fov,
78 (float)vg_window_x / (float)vg_window_y,
79 0.1f, 900.0f );
80 plane_clip_projection( projection, clippa );
81 m4x4_mul( projection, view, projection );
82
83 glCullFace( GL_FRONT );
84 render_world( projection );
85 glCullFace( GL_BACK );
86 }
87
88 static void render_water_surface( m4x4f pv )
89 {
90 /* Draw surface */
91 shader_water_use();
92
93 glActiveTexture( GL_TEXTURE0 );
94 glBindTexture( GL_TEXTURE_2D, wrender.rgb );
95 shader_water_uTexMain( 0 );
96
97 vg_tex2d_bind( &tex_water_surf, 1 );
98 shader_water_uTexDudv( 1 );
99 shader_water_uInvRes( (v2f){
100 1.0f / (float)vg_window_x,
101 1.0f / (float)vg_window_y });
102
103 shader_water_uTime( vg_time );
104 shader_water_uPv( pv );
105
106 m4x3f full;
107 m4x3_identity( full );
108 full[3][1] = wrender.height;
109
110 shader_water_uMdl( full );
111
112 mesh_bind( &wrender.mdl );
113 mesh_draw( &wrender.mdl );
114 }
115
116 #endif /* WATER_H */