stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / water.h
diff --git a/water.h b/water.h
index 81d709e47956e56e992110f2eb8c945c51ee601a..bcd0c6847d44ca840d66b8694840bbe6fbad2351 100644 (file)
--- a/water.h
+++ b/water.h
@@ -1,10 +1,17 @@
+#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"
@@ -13,7 +20,7 @@ vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
 
 static struct
 {
-   GLuint fb, rgb, rb;
+   struct framebuffer fbreflect, fbdepth;
    glmesh mdl;
 
    GLuint depthmap;
@@ -21,8 +28,18 @@ static struct
    int depth_computed;
 
    float height;
+   int enabled;
+}
+wrender =
+{
+   .fbreflect = { .format = GL_RGB,  .div = 2 },
+   .fbdepth   = { .format = GL_RGBA, .div = 2 }
+};
+
+static float water_height(void)
+{
+   return wrender.height;
 }
-wrender;
 
 static void water_register(void)
 {
@@ -31,12 +48,27 @@ 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 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 )
+      return;
+
 #ifdef VG_RELEASE
    int const kres = 512;
 #else
@@ -98,16 +130,13 @@ static void water_set_surface( glmesh *surf, float height )
    wrender.height = height;
 }
 
-static void water_fb_resize(void)
-{
-   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;
@@ -146,15 +175,42 @@ 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 );
+
+   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 );
@@ -172,7 +228,13 @@ static void render_water_surface( m4x4f pv )
          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;