gate frame fix
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
1 #ifndef WATER_H
2 #define WATER_H
3
4 #include "world.h"
5 #include "render.h"
6 #include "shaders/water.h"
7 #include "scene.h"
8
9 vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
10
11 static struct
12 {
13 struct framebuffer fbreflect, fbdepth;
14 glmesh mdl;
15
16 boxf depthbounds;
17 int depth_computed;
18
19 float height;
20 int enabled;
21 v4f plane;
22 }
23 wrender =
24 {
25 .fbreflect = { .format = GL_RGB, .div = 3 },
26 .fbdepth = { .format = GL_RGBA, .div = 4 }
27 };
28
29 static void world_water_register(void)
30 {
31 shader_water_register();
32 }
33
34 static void world_water_init(void)
35 {
36 /* TODO: probably dont do this every time */
37 wrender.enabled = 1;
38
39 fb_init( &wrender.fbreflect );
40 fb_init( &wrender.fbdepth );
41 }
42
43 static void water_fb_resize(void)
44 {
45 if( !wrender.enabled )
46 return;
47
48 fb_resize( &wrender.fbreflect );
49 fb_resize( &wrender.fbdepth );
50 }
51
52 static void water_set_surface( glmesh *surf, float height )
53 {
54 wrender.mdl = *surf;
55 wrender.height = height;
56
57 v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane );
58 }
59
60 static void render_water_texture( m4x3f camera )
61 {
62 if( !wrender.enabled )
63 return;
64
65 /* Draw reflection buffa */
66 fb_use( &wrender.fbreflect );
67 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
68
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);
72
73 m3x3f flip;
74 m3x3_identity( flip );
75 flip[1][1] = -1.0f;
76 m3x3_mul( flip, camera, new_cam );
77
78
79 v3f p0;
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 );
83
84 m4x4f view;
85 vg_line_pt3( new_cam[3], 0.3f, 0xff00ffff );
86
87 m4x3_invert_affine( new_cam, inverse );
88 m4x3_expand( inverse, view );
89
90 v4f clippa = { 0.0f, 1.0f, 0.0f, wrender.height-0.1f };
91 m4x3_mulp( inverse, clippa, clippa );
92 clippa[3] *= -1.0f;
93
94 m4x4f projection;
95 m4x4_projection( projection,
96 gpipeline.fov,
97 (float)vg_window_x / (float)vg_window_y,
98 0.1f, 900.0f );
99 plane_clip_projection( projection, clippa );
100 m4x4_mul( projection, view, projection );
101
102 glCullFace( GL_FRONT );
103 render_world( projection, new_cam );
104 glCullFace( GL_BACK );
105
106
107 /* Draw beneath texture */
108 fb_use( &wrender.fbdepth );
109 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
110
111 m4x3_invert_affine( camera, inverse );
112 m4x3_expand( inverse, view );
113
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 );
117 clippb[3] *= -1.0f;
118
119 m4x4_projection( projection,
120 gpipeline.fov,
121 (float)vg_window_x / (float)vg_window_y,
122 0.1f, 900.0f );
123
124 plane_clip_projection( projection, clippb );
125 m4x4_mul( projection, view, projection );
126 render_world_depth( projection, camera );
127
128 glViewport( 0, 0, vg_window_x, vg_window_y );
129 }
130
131 static void render_water_surface( m4x4f pv, m4x3f camera )
132 {
133 if( !wrender.enabled )
134 return;
135
136 /* Draw surface */
137 shader_water_use();
138
139 fb_bindtex( &wrender.fbreflect, 0 );
140 shader_water_uTexMain( 0 );
141
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 });
147
148 shader_link_standard_ub( _shader_water.id, 2 );
149
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 );
155
156 shader_water_uPv( pv );
157
158 m4x3f full;
159 m4x3_identity( full );
160 full[3][1] = wrender.height;
161
162 shader_water_uMdl( full );
163
164 glEnable(GL_BLEND);
165 glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
166 glBlendEquation(GL_FUNC_ADD);
167
168 mesh_bind( &wrender.mdl );
169 mesh_draw( &wrender.mdl );
170
171 glDisable(GL_BLEND);
172 }
173
174 #endif /* WATER_H */