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 void world_water_register(void)
31 shader_water_register();
34 static void world_water_init(void)
36 /* TODO: probably dont do this every time */
39 fb_init( &wrender
.fbreflect
);
40 fb_init( &wrender
.fbdepth
);
43 static void water_fb_resize(void)
45 if( !wrender
.enabled
)
48 fb_resize( &wrender
.fbreflect
);
49 fb_resize( &wrender
.fbdepth
);
52 static void water_set_surface( glmesh
*surf
, float height
)
55 wrender
.height
= height
;
57 v4_copy( (v4f
){ 0.0f
, 1.0f
, 0.0f
, height
}, wrender
.plane
);
60 static void render_water_texture( m4x3f camera
)
62 if( !wrender
.enabled
)
65 /* Draw reflection buffa */
66 fb_use( &wrender
.fbreflect
);
67 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
69 m4x3f new_cam
, inverse
;
70 v3_copy( camera
[3], new_cam
[3] );
71 new_cam
[3][1] -= 2.0f
* (camera
[3][1] - wrender
.height
);
74 m3x3_identity( flip
);
76 m3x3_mul( flip
, camera
, new_cam
);
80 m3x3_mulv( new_cam
, (v3f
){0.0f
,0.0f
,-1.0f
}, p0
);
81 v3_add( new_cam
[3], p0
, p0
);
82 vg_line( new_cam
[3], p0
, 0xffffffff );
85 vg_line_pt3( new_cam
[3], 0.3f
, 0xff00ffff );
87 m4x3_invert_affine( new_cam
, inverse
);
88 m4x3_expand( inverse
, view
);
90 v4f clippa
= { 0.0f
, 1.0f
, 0.0f
, wrender
.height
-0.1f
};
91 m4x3_mulp( inverse
, clippa
, clippa
);
95 m4x4_projection( projection
,
97 (float)vg_window_x
/ (float)vg_window_y
,
99 plane_clip_projection( projection
, clippa
);
100 m4x4_mul( projection
, view
, projection
);
102 glCullFace( GL_FRONT
);
103 render_world( projection
, new_cam
);
104 glCullFace( GL_BACK
);
107 /* Draw beneath texture */
108 fb_use( &wrender
.fbdepth
);
109 glClear( GL_COLOR_BUFFER_BIT
|GL_DEPTH_BUFFER_BIT
);
111 m4x3_invert_affine( camera
, inverse
);
112 m4x3_expand( inverse
, view
);
114 float bias
= -(camera
[3][1]-wrender
.height
)*0.1f
;
115 v4f clippb
= { 0.0f
, -1.0f
, 0.0f
, -(wrender
.height
) + bias
};
116 m4x3_mulp( inverse
, clippb
, clippb
);
119 m4x4_projection( projection
,
121 (float)vg_window_x
/ (float)vg_window_y
,
124 plane_clip_projection( projection
, clippb
);
125 m4x4_mul( projection
, view
, projection
);
126 render_world_depth( projection
, camera
);
128 glViewport( 0, 0, vg_window_x
, vg_window_y
);
131 static void render_water_surface( m4x4f pv
, m4x3f camera
)
133 if( !wrender
.enabled
)
139 fb_bindtex( &wrender
.fbreflect
, 0 );
140 shader_water_uTexMain( 0 );
142 vg_tex2d_bind( &tex_water_surf
, 1 );
143 shader_water_uTexDudv( 1 );
144 shader_water_uInvRes( (v2f
){
145 1.0f
/ (float)vg_window_x
,
146 1.0f
/ (float)vg_window_y
});
148 shader_link_standard_ub( _shader_water
.id
, 2 );
150 fb_bindtex( &wrender
.fbdepth
, 3 );
151 shader_water_uTexBack( 3 );
152 shader_water_uTime( vg_time
);
153 shader_water_uCamera( camera
[3] );
154 shader_water_uSurfaceY( wrender
.height
);
156 shader_water_uPv( pv
);
159 m4x3_identity( full
);
160 full
[3][1] = wrender
.height
;
162 shader_water_uMdl( full
);
165 glBlendFunc(GL_SRC_ALPHA
,GL_ONE_MINUS_SRC_ALPHA
);
166 glBlendEquation(GL_FUNC_ADD
);
168 mesh_bind( &wrender
.mdl
);
169 mesh_draw( &wrender
.mdl
);