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