- m4x4f projection;
- m4x4_projection( projection,
- gpipeline.fov,
- (float)vg.window_x / (float)vg.window_y,
- 0.1f, 900.0f );
- plane_clip_projection( projection, clippa );
- m4x4_mul( projection, view, projection );
-
- glCullFace( GL_FRONT );
- render_world( projection, new_cam );
- glCullFace( GL_BACK );
-
-
- /* Draw beneath texture */
- fb_use( &world.water.fbdepth );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
- m4x3_invert_affine( camera, inverse );
- m4x3_expand( inverse, view );
-
- float bias = -(camera[3][1]-world.water.height)*0.1f;
- v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias };
- m4x3_mulp( inverse, clippb, clippb );
- clippb[3] *= -1.0f;
-
- m4x4_projection( projection,
- gpipeline.fov,
- (float)vg.window_x / (float)vg.window_y,
- 0.1f, 900.0f );
-
- plane_clip_projection( projection, clippb );
- m4x4_mul( projection, view, projection );
- render_world_depth( projection, camera );
-
- glViewport( 0, 0, vg.window_x, vg.window_y );
-}
-
-VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera )
-{
- if( !world.water.enabled )
- return;
-
- /* Draw surface */
- shader_water_use();
-
- fb_bindtex( &world.water.fbreflect, 0 );
- shader_water_uTexMain( 0 );
-
- vg_tex2d_bind( &tex_water_surf, 1 );
- shader_water_uTexDudv( 1 );
- shader_water_uInvRes( (v2f){
- 1.0f / (float)vg.window_x,
- 1.0f / (float)vg.window_y });
-
- shader_link_standard_ub( _shader_water.id, 2 );
-
- fb_bindtex( &world.water.fbdepth, 3 );
- shader_water_uTexBack( 3 );
- shader_water_uTime( world.time );
- shader_water_uCamera( camera[3] );
- shader_water_uSurfaceY( world.water.height );
-
- shader_water_uPv( pv );
-
- m4x3f full;
- m4x3_identity( full );
- full[3][1] = world.water.height;
-
- shader_water_uMdl( full );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- mesh_bind( &world.mesh_water );
- mesh_draw( &world.mesh_water );
-
- glDisable(GL_BLEND);