+#include "common.h"
+#include "model.h"
+
+static void water_register(void);
+static void water_init(void);
+static void water_fb_resize(void);
+static void water_compute_depth( boxf bounds );
+static void water_set_surface( glmesh *surf, float height );
+static float water_height(void);
+
#ifndef WATER_H
#define WATER_H
-#define VG_3D
-#include "vg/vg.h"
-
-#include "model.h"
+#include "world.h"
#include "render.h"
#include "shaders/water.h"
#include "scene.h"
static struct
{
- GLuint fb, rgb, rb;
+ struct framebuffer fbreflect, fbdepth;
glmesh mdl;
GLuint depthmap;
float height;
int enabled;
}
-wrender;
+wrender =
+{
+ .fbreflect = { .format = GL_RGB, .div = 2 },
+ .fbdepth = { .format = GL_RGBA, .div = 2 }
+};
+
+static float water_height(void)
+{
+ return wrender.height;
+}
static void water_register(void)
{
static void water_init(void)
{
/* TODO: probably dont do this every time */
- create_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
wrender.enabled = 1;
+
+ fb_init( &wrender.fbreflect );
+ fb_init( &wrender.fbdepth );
+}
+
+static void water_fb_resize(void)
+{
+ if( !wrender.enabled )
+ return;
+
+ fb_resize( &wrender.fbreflect );
+ fb_resize( &wrender.fbdepth );
}
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
static void water_compute_depth( boxf bounds )
{
if( !wrender.enabled )
wrender.height = height;
}
-static void water_fb_resize(void)
-{
- if( !wrender.enabled )
- return;
-
- resize_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
-}
-
static void render_water_texture( m4x3f camera )
{
if( !wrender.enabled )
return;
/* Draw reflection buffa */
- glBindFramebuffer( GL_FRAMEBUFFER, wrender.fb );
- glClearColor( 0.11f, 0.35f, 0.37f, 1.0f );
+ fb_use( &wrender.fbreflect );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
m4x3f new_cam, inverse;
glCullFace( GL_FRONT );
render_world( projection, new_cam );
glCullFace( GL_BACK );
+
+
+ /* Draw beneath texture */
+ fb_use( &wrender.fbdepth );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
+
+ m4x3_invert_affine( camera, inverse );
+ m4x3_expand( inverse, view );
+
+ v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) };
+ m4x3_mulp( inverse, clippb, clippb );
+ clippb[3] *= -1.0f;
+
+ float depth_loss = camera[3][1]-wrender.height;
+
+ 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( projection, camera );
+
+ glViewport( 0, 0, vg_window_x, vg_window_y );
}
-static void render_water_surface( m4x4f pv )
+static void render_water_surface( m4x4f pv, m4x3f camera )
{
if( !wrender.enabled )
return;
/* Draw surface */
shader_water_use();
- glActiveTexture( GL_TEXTURE0 );
- glBindTexture( GL_TEXTURE_2D, wrender.rgb );
+ fb_bindtex( &wrender.fbreflect, 0 );
shader_water_uTexMain( 0 );
vg_tex2d_bind( &tex_water_surf, 1 );
1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
+ fb_bindtex( &wrender.fbdepth, 3 );
+ shader_water_uTexBack( 3 );
+
shader_water_uTime( vg_time );
+ shader_water_uCamera( camera[3] );
+ shader_water_uSurfaceY( wrender.height );
+
shader_water_uPv( pv );
m4x3f full;