11d9594d6fada5c0729b066d172db2cb7467b73a
6 #include "shaders/water.h"
9 vg_tex2d tex_water_surf
= { .path
= "textures/water_surf.qoi" };
13 struct framebuffer fbreflect
, fbdepth
;
25 .fbreflect
= { .format
= GL_RGB
, .div
= 3 },
26 .fbdepth
= { .format
= GL_RGBA
, .div
= 4 }
29 static int world_water_init(void)
31 vg_info( "world_water_init\n" );
32 shader_water_register();
34 if( vg_acquire_thread_sync(1) )
36 if( !fb_init( &wrender
.fbreflect
) ||
37 !fb_init( &wrender
.fbdepth
) )
39 vg_release_thread_sync(1);
43 vg_tex2d_init( (vg_tex2d
*[]){&tex_water_surf
}, 1 );
45 vg_success( "done\n" );
46 vg_release_thread_sync(1);
53 static void world_water_free(void *_
)
55 vg_tex2d_free( (vg_tex2d
*[]){&tex_water_surf
}, 1 );
56 fb_free( &wrender
.fbreflect
);
57 fb_free( &wrender
.fbdepth
);
60 static void water_fb_resize(void)
62 if( !wrender
.enabled
)
65 fb_resize( &wrender
.fbreflect
);
66 fb_resize( &wrender
.fbdepth
);
69 static void water_set_surface( glmesh
*surf
, float height
)
72 wrender
.height
= height
;
75 v4_copy( (v4f
){ 0.0f
, 1.0f
, 0.0f
, height
}, wrender
.plane
);
78 static void render_water_texture( m4x3f camera
)
80 if( !wrender
.enabled
)
83 /* Draw reflection buffa */
84 fb_use( &wrender
.fbreflect
);
85 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
87 m4x3f new_cam
, inverse
;
88 v3_copy( camera
[3], new_cam
[3] );
89 new_cam
[3][1] -= 2.0f
* (camera
[3][1] - wrender
.height
);
92 m3x3_identity( flip
);
94 m3x3_mul( flip
, camera
, new_cam
);
98 m3x3_mulv( new_cam
, (v3f
){0.0f
,0.0f
,-1.0f
}, p0
);
99 v3_add( new_cam
[3], p0
, p0
);
100 vg_line( new_cam
[3], p0
, 0xffffffff );
103 vg_line_pt3( new_cam
[3], 0.3f
, 0xff00ffff );
105 m4x3_invert_affine( new_cam
, inverse
);
106 m4x3_expand( inverse
, view
);
108 v4f clippa
= { 0.0f
, 1.0f
, 0.0f
, wrender
.height
-0.1f
};
109 m4x3_mulp( inverse
, clippa
, clippa
);
113 m4x4_projection( projection
,
115 (float)vg_window_x
/ (float)vg_window_y
,
117 plane_clip_projection( projection
, clippa
);
118 m4x4_mul( projection
, view
, projection
);
120 glCullFace( GL_FRONT
);
121 render_world( projection
, new_cam
);
122 glCullFace( GL_BACK
);
125 /* Draw beneath texture */
126 fb_use( &wrender
.fbdepth
);
127 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
129 m4x3_invert_affine( camera
, inverse
);
130 m4x3_expand( inverse
, view
);
132 float bias
= -(camera
[3][1]-wrender
.height
)*0.1f
;
133 v4f clippb
= { 0.0f
, -1.0f
, 0.0f
, -(wrender
.height
) + bias
};
134 m4x3_mulp( inverse
, clippb
, clippb
);
137 m4x4_projection( projection
,
139 (float)vg_window_x
/ (float)vg_window_y
,
142 plane_clip_projection( projection
, clippb
);
143 m4x4_mul( projection
, view
, projection
);
144 render_world_depth( projection
, camera
);
146 glViewport( 0, 0, vg_window_x
, vg_window_y
);
149 static void render_water_surface( m4x4f pv
, m4x3f camera
)
151 if( !wrender
.enabled
)
157 fb_bindtex( &wrender
.fbreflect
, 0 );
158 shader_water_uTexMain( 0 );
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
});
166 shader_link_standard_ub( _shader_water
.id
, 2 );
168 fb_bindtex( &wrender
.fbdepth
, 3 );
169 shader_water_uTexBack( 3 );
170 shader_water_uTime( vg_time
);
171 shader_water_uCamera( camera
[3] );
172 shader_water_uSurfaceY( wrender
.height
);
174 shader_water_uPv( pv
);
177 m4x3_identity( full
);
178 full
[3][1] = wrender
.height
;
180 shader_water_uMdl( full
);
183 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
184 glBlendEquation(GL_FUNC_ADD
);
186 mesh_bind( &wrender
.mdl
);
187 mesh_draw( &wrender
.mdl
);