inertia tensors
[carveJwlIkooP6JGAAIwe30JlM.git] / water.h
diff --git a/water.h b/water.h
index 297240b1a3494467aa8a66effc4f1b7cd662e997..1de2554abf8e459175a30438cb6146e0f24b09a3 100644 (file)
--- a/water.h
+++ b/water.h
@@ -1,10 +1,16 @@
+#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_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"
@@ -13,16 +19,26 @@ vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
 
 static struct
 {
-   GLuint fb, rgb, rb;
+   struct framebuffer fbreflect, fbdepth;
    glmesh mdl;
 
-   GLuint depthmap;
    boxf depthbounds;
    int depth_computed;
 
    float height;
+   int enabled;
+   v4f plane;
+}
+wrender =
+{
+   .fbreflect = { .format = GL_RGB,  .div = 3 },
+   .fbdepth   = { .format = GL_RGBA, .div = 4 }
+};
+
+static float water_height(void)
+{
+   return wrender.height;
 }
-wrender;
 
 static void water_register(void)
 {
@@ -31,51 +47,68 @@ static void water_register(void)
 
 static void water_init(void)
 {
-   create_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
+   /* TODO: probably dont do this every time */
+   wrender.enabled = 1;
+   
+   fb_init( &wrender.fbreflect );
+   fb_init( &wrender.fbdepth );
 }
 
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+static void water_fb_resize(void)
+{
+   if( !wrender.enabled )
+      return;
+   
+   fb_resize( &wrender.fbreflect );
+   fb_resize( &wrender.fbdepth );
+}
 
-#ifndef VG_RELEASE
-__attribute__((minsize))
-#endif
+#if 0
 static void water_compute_depth( boxf bounds )
 {
+   if( !wrender.enabled )
+      return;
+
 #ifdef VG_RELEASE
    int const kres = 512;
 #else
-   int const kres = 64;
+   int const kres = 1024;
 #endif
 
    vg_info( "Computing depth map\n" );
-   u8 *img = malloc( kres*kres );
+   float *img = malloc( kres*kres*sizeof(float) );
+
+   boxf interior;
+   v3_add(bounds[0],(v3f){1.0f,1.0f,1.0f},interior[0]);
+   v3_sub(bounds[1],(v3f){1.0f,1.0f,1.0f},interior[1]);
 
    v3f volume;
-   v3_sub( bounds[1], bounds[0], volume );
-   box_copy( bounds, wrender.depthbounds );
+   v3_sub( interior[1], interior[0], volume );
+   box_copy( interior, wrender.depthbounds );
    
    for( int y=0; y<kres; y++ )
    {
       for( int x=0; x<kres; x++ )
       {
-         v3f pos = { x, 0, y };
-         v3_divs( pos, kres, pos );
-         v3_muladd( bounds[0], pos, volume, pos );
-         pos[1] = wrender.height;
+         v3f pos = { x, 0.0f, y };
+         pos[0] += 0.5f;
+         pos[2] += 0.5f;
+         v3_divs( pos, kres+1, pos );
+         v3_muladd( interior[0], pos, volume, pos );
+         pos[1] = 2000.0f;
          
          ray_hit hit;
          hit.dist = INFINITY;
-         u8 *dst = &img[ y*kres+x ];
+         float *dst = &img[ y*kres+x ];
 
          if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
          {
-            float h = wrender.height - hit.pos[1];
-            h *= 1.0f/15.0f;
-            h = vg_clampf( h, 0.0f, 1.0f );
-            *dst = (u8)(h*255.0f);
+            *dst = hit.pos[1];
          }
          else
-            *dst = 0;
+         {
+            *dst = 0.0f;
+         }
       }
    }
 
@@ -84,8 +117,8 @@ static void water_compute_depth( boxf bounds )
 
    glGenTextures( 1, &wrender.depthmap );
    glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
-   glTexImage2D( GL_TEXTURE_2D, 0, GL_RED, kres, kres, 0, 
-         GL_RED, GL_UNSIGNED_BYTE, img );
+   glTexImage2D( GL_TEXTURE_2D, 0, GL_R32F, kres, kres, 0, 
+         GL_RED, GL_FLOAT, img );
 
    vg_tex2d_mipmap();
    vg_tex2d_linear_mipmap();
@@ -95,23 +128,23 @@ static void water_compute_depth( boxf bounds )
    free( img );
    vg_success( "Done.\n" );
 }
+#endif
 
 static void water_set_surface( glmesh *surf, float height )
 {
    wrender.mdl = *surf;
    wrender.height = height;
-}
 
-static void water_fb_resize(void)
-{
-   resize_renderbuffer_std( &wrender.fb, &wrender.rgb, &wrender.rb );
+   v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane );
 }
 
 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;
@@ -150,15 +183,41 @@ static void render_water_texture( m4x3f camera )
    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 );
+
+   float bias = -(camera[3][1]-wrender.height)*0.1f;
+   v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.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 );
 }
 
-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 );
@@ -167,16 +226,14 @@ static void render_water_surface( m4x4f pv )
          1.0f / (float)vg_window_x,
          1.0f / (float)vg_window_y });
 
-   glActiveTexture( GL_TEXTURE2 );
-   glBindTexture( GL_TEXTURE_2D, wrender.depthmap );
-   shader_water_uTexDepth( 2 );
-   shader_water_uDepthBounds( (v4f){ 
-         wrender.depthbounds[0][0],
-         wrender.depthbounds[0][2],
-         1.0f/ (wrender.depthbounds[1][0]-wrender.depthbounds[0][0]),
-         1.0f/ (wrender.depthbounds[1][2]-wrender.depthbounds[0][2])} );
+   shader_link_standard_ub( _shader_water.id, 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;