-vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
-
-VG_STATIC void world_water_init(void)
-{
- vg_info( "world_water_init\n" );
- shader_water_register();
- shader_water_fast_register();
-
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
- }
- vg_release_thread_sync();
-
- vg_success( "done\n" );
-}
-
-VG_STATIC void water_set_surface( float height )
-{
- world.water.height = height;
- v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane );
-}
-
-/*
- * Does not write motion vectors
- */
-VG_STATIC void render_water_texture( camera *cam )
-{
- if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) )
- return;
-
- /* Draw reflection buffa */
- render_fb_bind( gpipeline.fb_water_reflection );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
- /*
- * Create flipped view matrix. Don't care about motion vectors
- */
- float cam_height = cam->transform[3][1] - world.water.height;
-
- camera water_cam;
- v3_copy( cam->transform[3], water_cam.transform[3] );
- water_cam.transform[3][1] -= 2.0f * cam_height;
-
- m3x3f flip;
- m3x3_identity( flip );
- flip[1][1] = -1.0f;
- m3x3_mul( flip, cam->transform, water_cam.transform );
-
- camera_update_view( &water_cam );
-
- /*
- * Create clipped projection
- */
- v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f };
- m4x3_mulp( water_cam.transform_inverse, clippa, clippa );
- clippa[3] *= -1.0f;
-
- m4x4_copy( cam->mtx.p, water_cam.mtx.p );
- m4x4_clip_projection( water_cam.mtx.p, clippa );
-
- camera_finalize( &water_cam );
-
- /*
- * Draw world
- */
- glCullFace( GL_FRONT );
- render_world( &water_cam );
- glCullFace( GL_BACK );
-
- /*
- * Create beneath view matrix
- */
- camera beneath_cam;
- render_fb_bind( gpipeline.fb_water_beneath );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
- m4x3_copy( cam->transform, beneath_cam.transform );
- camera_update_view( &beneath_cam );
-
- float bias = -(cam->transform[3][1]-world.water.height)*0.1f;
-
- v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias };
- m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb );
- clippb[3] *= -1.0f;
-
- m4x4_copy( cam->mtx.p, beneath_cam.mtx.p );
- m4x4_clip_projection( beneath_cam.mtx.p, clippb );
- camera_finalize( &beneath_cam );
-
- render_world_depth( &beneath_cam );
- glViewport( 0, 0, vg.window_x, vg.window_y );