v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane );
}
-VG_STATIC void render_water_texture( m4x3f camera )
+/*
+ * 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;
fb_use( &world.water.fbreflect );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
- m4x3f new_cam, inverse;
- v3_copy( camera[3], new_cam[3] );
- new_cam[3][1] -= 2.0f * (camera[3][1] - world.water.height);
+ /*
+ * 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, camera, new_cam );
-
-
- v3f p0;
- m3x3_mulv( new_cam, (v3f){0.0f,0.0f,-1.0f}, p0 );
- v3_add( new_cam[3], p0, p0 );
- vg_line( new_cam[3], p0, 0xffffffff );
-
- m4x4f view;
- vg_line_pt3( new_cam[3], 0.3f, 0xff00ffff );
+ m3x3_mul( flip, cam->transform, water_cam.transform );
- m4x3_invert_affine( new_cam, inverse );
- m4x3_expand( inverse, view );
+ camera_update_view( &water_cam );
+ /*
+ * Create clipped projection
+ */
v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f };
- m4x3_mulp( inverse, clippa, clippa );
+ m4x3_mulp( water_cam.transform_inverse, clippa, clippa );
clippa[3] *= -1.0f;
- 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 );
+ 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( projection, new_cam );
+ render_world( &water_cam );
glCullFace( GL_BACK );
-
-
- /* Draw beneath texture */
+
+ /*
+ * Create beneath view matrix
+ */
+ camera beneath_cam;
fb_use( &world.water.fbdepth );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
- m4x3_invert_affine( camera, inverse );
- m4x3_expand( inverse, view );
+ m4x3_copy( cam->transform, beneath_cam.transform );
+ camera_update_view( &beneath_cam );
+
+ float bias = -(cam->transform[3][1]-world.water.height)*0.1f;
- 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 );
+ m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb );
clippb[3] *= -1.0f;
- m4x4_projection( projection,
- gpipeline.fov,
- (float)vg.window_x / (float)vg.window_y,
- 0.1f, 900.0f );
+ m4x4_copy( cam->mtx.p, beneath_cam.mtx.p );
+ m4x4_clip_projection( beneath_cam.mtx.p, clippb );
+ camera_finalize( &beneath_cam );
- plane_clip_projection( projection, clippb );
- m4x4_mul( projection, view, projection );
- render_world_depth( projection, camera );
-
+ render_world_depth( &beneath_cam );
glViewport( 0, 0, vg.window_x, vg.window_y );
}
-VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera )
+VG_STATIC void render_water_surface( camera *cam )
{
if( !world.water.enabled )
return;
fb_bindtex( &world.water.fbdepth, 3 );
shader_water_uTexBack( 3 );
shader_water_uTime( world.time );
- shader_water_uCamera( camera[3] );
+ shader_water_uCamera( cam->transform[3] );
shader_water_uSurfaceY( world.water.height );
- shader_water_uPv( pv );
+ shader_water_uPv( cam->mtx.pv );
+ shader_water_uPvmPrev( cam->mtx_prev.pv );
m4x3f full;
m4x3_identity( full );
vg_tex2d_bind( &tex_water_surf, 1 );
shader_water_fast_uTexDudv( 1 );
shader_water_fast_uTime( world.time );
- shader_water_fast_uCamera( camera[3] );
+ shader_water_fast_uCamera( cam->transform[3] );
shader_water_fast_uSurfaceY( world.water.height );
shader_link_standard_ub( _shader_water_fast.id, 2 );
m4x3f full;
m4x3_identity( full );
shader_water_fast_uMdl( full );
- shader_water_fast_uPv( pv );
+ shader_water_fast_uPv( cam->mtx.pv );
+ shader_water_fast_uPvmPrev( cam->mtx_prev.pv );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);