2 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
5 #include "world_water.h"
6 #include "world_render.h"
8 #include "shaders/scene_water.h"
9 #include "shaders/scene_water_fast.h"
12 #include "player_walk.h"
13 #include "player_dead.h"
15 struct world_water world_water
;
17 void world_water_init(void)
19 vg_info( "world_water_init\n" );
21 vg_tex2d_load_qoi_async_file( "textures/water_surf.qoi",
22 VG_TEX2D_LINEAR
|VG_TEX2D_REPEAT
,
23 &world_water
.tex_water_surf
);
25 vg_success( "done\n" );
28 void water_set_surface( world_instance
*world
, float height
)
30 world
->water
.height
= height
;
31 v4_copy( (v4f
){ 0.0f
, 1.0f
, 0.0f
, height
}, world
->water
.plane
);
34 void world_link_lighting_ub( world_instance
*world
, GLuint shader
);
35 void world_bind_position_texture( world_instance
*world
,
36 GLuint shader
, GLuint location
,
38 void world_bind_light_array( world_instance
*world
,
39 GLuint shader
, GLuint location
,
41 void world_bind_light_index( world_instance
*world
,
42 GLuint shader
, GLuint location
,
46 * Does not write motion vectors
48 void render_water_texture( world_instance
*world
, vg_camera
*cam
)
50 if( !world
->water
.enabled
|| (vg
.quality_profile
== k_quality_profile_low
) )
53 /* Draw reflection buffa */
54 render_fb_bind( gpipeline
.fb_water_reflection
, 1 );
55 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
58 * Create flipped view matrix. Don't care about motion vectors
60 float cam_height
= cam
->transform
[3][1] - world
->water
.height
;
63 water_cam
.farz
= cam
->farz
;
64 water_cam
.nearz
= cam
->nearz
;
65 v3_copy( cam
->transform
[3], water_cam
.transform
[3] );
66 water_cam
.transform
[3][1] -= 2.0f
* cam_height
;
69 m3x3_identity( flip
);
71 m3x3_mul( flip
, cam
->transform
, water_cam
.transform
);
73 vg_camera_update_view( &water_cam
);
76 * Create clipped projection
78 v4f clippa
= { 0.0f
, 1.0f
, 0.0f
, world
->water
.height
-0.1f
};
79 m4x3_mulp( water_cam
.transform_inverse
, clippa
, clippa
);
82 m4x4_copy( cam
->mtx
.p
, water_cam
.mtx
.p
);
83 m4x4_clip_projection( water_cam
.mtx
.p
, clippa
);
85 vg_camera_finalize( &water_cam
);
90 glEnable( GL_DEPTH_TEST
);
91 glDisable( GL_BLEND
);
92 glCullFace( GL_FRONT
);
93 render_world( world
, &water_cam
, 0, 1, 0, 1 );
94 glCullFace( GL_BACK
);
97 * Create beneath view matrix
99 vg_camera beneath_cam
;
100 render_fb_bind( gpipeline
.fb_water_beneath
, 1 );
101 glClearColor( 1.0f
, 0.0f
, 0.0f
, 0.0f
);
102 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
104 m4x3_copy( cam
->transform
, beneath_cam
.transform
);
105 vg_camera_update_view( &beneath_cam
);
107 float bias
= -(cam
->transform
[3][1]-world
->water
.height
)*0.1f
;
109 v4f clippb
= { 0.0f
, -1.0f
, 0.0f
, -(world
->water
.height
) + bias
};
110 m4x3_mulp( beneath_cam
.transform_inverse
, clippb
, clippb
);
113 m4x4_copy( cam
->mtx
.p
, beneath_cam
.mtx
.p
);
114 m4x4_clip_projection( beneath_cam
.mtx
.p
, clippb
);
115 vg_camera_finalize( &beneath_cam
);
117 glEnable( GL_DEPTH_TEST
);
118 glDisable( GL_BLEND
);
119 render_world_depth( world
, &beneath_cam
);
120 //glViewport( 0,0, g_render_x, g_render_y );
123 void render_water_surface( world_instance
*world
, vg_camera
*cam
)
125 if( !world
->water
.enabled
)
128 if( vg
.quality_profile
== k_quality_profile_high
){
130 shader_scene_water_use();
132 render_fb_bind_texture( gpipeline
.fb_water_reflection
, 0, 0 );
133 shader_scene_water_uTexMain( 0 );
135 glActiveTexture( GL_TEXTURE1
);
136 glBindTexture( GL_TEXTURE_2D
, world_water
.tex_water_surf
);
137 shader_scene_water_uTexDudv( 1 );
139 shader_scene_water_uInvRes( (v2f
){
140 1.0f
/ (float)vg
.window_x
,
141 1.0f
/ (float)vg
.window_y
});
143 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_water
);
145 render_fb_bind_texture( gpipeline
.fb_water_beneath
, 0, 5 );
146 shader_scene_water_uTexBack( 5 );
147 shader_scene_water_uTime( world_static
.time
);
148 shader_scene_water_uCamera( cam
->transform
[3] );
149 shader_scene_water_uSurfaceY( world
->water
.height
);
151 shader_scene_water_uPv( cam
->mtx
.pv
);
152 shader_scene_water_uPvmPrev( cam
->mtx_prev
.pv
);
155 m4x3_identity( full
);
156 shader_scene_water_uMdl( full
);
159 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
160 glBlendEquation(GL_FUNC_ADD
);
162 mesh_bind( &world
->mesh_no_collide
);
164 for( int i
=0; i
<world
->surface_count
; i
++ )
166 struct world_surface
*mat
= &world
->surfaces
[i
];
167 struct shader_props_water
*props
= mat
->info
.props
.compiled
;
169 if( mat
->info
.shader
== k_shader_water
)
171 shader_scene_water_uShoreColour( props
->shore_colour
);
172 shader_scene_water_uOceanColour( props
->deep_colour
);
173 shader_scene_water_uFresnel( props
->fresnel
);
174 shader_scene_water_uWaterScale( props
->water_sale
);
175 shader_scene_water_uWaveSpeed( props
->wave_speed
);
177 mdl_draw_submesh( &mat
->sm_no_collide
);
183 else if( (vg
.quality_profile
== k_quality_profile_low
) ||
184 (vg
.quality_profile
== k_quality_profile_min
) )
186 shader_scene_water_fast_use();
188 glActiveTexture( GL_TEXTURE1
);
189 glBindTexture( GL_TEXTURE_2D
, world_water
.tex_water_surf
);
190 shader_scene_water_fast_uTexDudv( 1 );
192 shader_scene_water_fast_uTime( world_static
.time
);
193 shader_scene_water_fast_uCamera( cam
->transform
[3] );
194 shader_scene_water_fast_uSurfaceY( world
->water
.height
);
196 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world
, scene_water_fast
);
199 m4x3_identity( full
);
200 shader_scene_water_fast_uMdl( full
);
201 shader_scene_water_fast_uPv( cam
->mtx
.pv
);
202 shader_scene_water_fast_uPvmPrev( cam
->mtx_prev
.pv
);
205 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
206 glBlendEquation(GL_FUNC_ADD
);
208 mesh_bind( &world
->mesh_no_collide
);
210 for( int i
=0; i
<world
->surface_count
; i
++ )
212 struct world_surface
*mat
= &world
->surfaces
[i
];
213 struct shader_props_water
*props
= mat
->info
.props
.compiled
;
215 if( mat
->info
.shader
== k_shader_water
)
217 shader_scene_water_fast_uShoreColour( props
->shore_colour
);
218 shader_scene_water_fast_uOceanColour( props
->deep_colour
);
220 mdl_draw_submesh( &mat
->sm_no_collide
);
228 static void world_water_drown(void)
230 if( localplayer
.drowned
) return;
231 player__networked_sfx( k_player_subsystem_walk
, 32,
232 k_player_walk_soundeffect_splash
,
233 localplayer
.rb
.co
, 1.0f
);
234 vg_info( "player fell of due to walking into walker\n" );
235 localplayer
.drowned
= 1;
236 player__dead_transition( k_player_die_type_generic
);
239 bool world_water_player_safe( world_instance
*world
, f32 allowance
)
241 if( !world
->water
.enabled
) return 1;
242 if( world
->info
.flags
& 0x2 ) return 1;
244 if( localplayer
.rb
.co
[1]+allowance
< world
->water
.height
)
253 entity_call_result
ent_water_call( world_instance
*world
, ent_call
*call
)
255 if( call
->function
== 0 )
258 return k_entity_call_result_OK
;
261 return k_entity_call_result_unhandled
;