#include "world.h"
#include "render.h"
-#include "shaders/water.h"
+#include "shaders/scene_water.h"
+#include "shaders/scene_water_fast.h"
#include "scene.h"
vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
-static struct
-{
- struct framebuffer fbreflect, fbdepth;
- glmesh mdl;
-
- 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 void world_water_init(void)
+VG_STATIC void world_water_init(void)
{
vg_info( "world_water_init\n" );
- shader_water_register();
-
+ shader_scene_water_register();
+ shader_scene_water_fast_register();
+
vg_acquire_thread_sync();
{
- fb_init( &wrender.fbreflect );
- fb_init( &wrender.fbdepth );
-
vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
- vg_success( "done\n" );
}
vg_release_thread_sync();
-}
-static void world_water_free(void *_)
-{
- vg_tex2d_free( (vg_tex2d *[]){&tex_water_surf}, 1 );
- fb_free( &wrender.fbreflect );
- fb_free( &wrender.fbdepth );
+ vg_success( "done\n" );
}
-static void water_fb_resize(void)
+VG_STATIC void water_set_surface( world_instance *world, float height )
{
- if( !wrender.enabled )
- return;
-
- fb_resize( &wrender.fbreflect );
- fb_resize( &wrender.fbdepth );
+ world->water.height = height;
+ v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
}
-static void water_set_surface( glmesh *surf, float height )
-{
- wrender.mdl = *surf;
- wrender.height = height;
- wrender.enabled = 1;
-
- v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane );
-}
+VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
+VG_STATIC void world_bind_position_texture( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
-static void render_water_texture( m4x3f camera )
+/*
+ * Does not write motion vectors
+ */
+VG_STATIC void render_water_texture( world_instance *world, camera *cam )
{
- if( !wrender.enabled )
+ if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
/* Draw reflection buffa */
- fb_use( &wrender.fbreflect );
+ render_fb_bind( gpipeline.fb_water_reflection );
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] - wrender.height);
+ /*
+ * Create flipped view matrix. Don't care about motion vectors
+ */
+ float cam_height = cam->transform[3][1] - world->water.height;
+
+ camera water_cam;
+ water_cam.farz = cam->farz;
+ water_cam.nearz = cam->nearz;
+ 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 );
-
+ m3x3_mul( flip, cam->transform, water_cam.transform );
- 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 );
+ camera_update_view( &water_cam );
- m4x4f view;
- vg_line_pt3( new_cam[3], 0.3f, 0xff00ffff );
-
- m4x3_invert_affine( new_cam, inverse );
- m4x3_expand( inverse, view );
-
- v4f clippa = { 0.0f, 1.0f, 0.0f, wrender.height-0.1f };
- m4x3_mulp( inverse, clippa, clippa );
+ /*
+ * 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;
- 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( world, &water_cam );
glCullFace( GL_BACK );
-
-
- /* Draw beneath texture */
- fb_use( &wrender.fbdepth );
+
+ /*
+ * Create beneath view matrix
+ */
+ camera beneath_cam;
+ render_fb_bind( gpipeline.fb_water_beneath );
+ glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
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]-wrender.height)*0.1f;
- v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) + bias };
- m4x3_mulp( inverse, clippb, clippb );
+ 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_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( world, &beneath_cam );
glViewport( 0, 0, vg.window_x, vg.window_y );
}
-static void render_water_surface( m4x4f pv, m4x3f camera )
+VG_STATIC void render_water_surface( world_instance *world, camera *cam )
{
- if( !wrender.enabled )
+ if( !world->water.enabled )
return;
- /* Draw surface */
- shader_water_use();
-
- fb_bindtex( &wrender.fbreflect, 0 );
- shader_water_uTexMain( 0 );
-
- vg_tex2d_bind( &tex_water_surf, 1 );
- shader_water_uTexDudv( 1 );
- shader_water_uInvRes( (v2f){
- 1.0f / (float)vg.window_x,
- 1.0f / (float)vg.window_y });
-
- 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;
- m4x3_identity( full );
- full[3][1] = wrender.height;
-
- shader_water_uMdl( full );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- mesh_bind( &wrender.mdl );
- mesh_draw( &wrender.mdl );
-
- glDisable(GL_BLEND);
+ if( vg.quality_profile == k_quality_profile_high ){
+ /* Draw surface */
+ shader_scene_water_use();
+
+ render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
+ shader_scene_water_uTexMain( 0 );
+
+ vg_tex2d_bind( &tex_water_surf, 1 );
+ shader_scene_water_uTexDudv( 1 );
+ shader_scene_water_uInvRes( (v2f){
+ 1.0f / (float)vg.window_x,
+ 1.0f / (float)vg.window_y });
+
+ world_link_lighting_ub( world, _shader_scene_water.id );
+ world_bind_position_texture( world, _shader_scene_water.id,
+ _uniform_scene_water_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water.id,
+ _uniform_scene_water_uLightsArray, 4 );
+ world_bind_light_index( world, _shader_scene_water.id,
+ _uniform_scene_water_uLightsIndex, 5 );
+
+ render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
+ shader_scene_water_uTexBack( 3 );
+ shader_scene_water_uTime( world_global.time );
+ shader_scene_water_uCamera( cam->transform[3] );
+ shader_scene_water_uSurfaceY( world->water.height );
+
+ shader_scene_water_uPv( cam->mtx.pv );
+ shader_scene_water_uPvmPrev( cam->mtx_prev.pv );
+
+ m4x3f full;
+ m4x3_identity( full );
+ shader_scene_water_uMdl( full );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ mesh_bind( &world->mesh_no_collide );
+
+ for( int i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[i];
+
+ if( mat->info.shader == k_shader_water ){
+ shader_scene_water_uShoreColour( mat->info.colour );
+ shader_scene_water_uOceanColour( mat->info.colour1 );
+
+ mdl_draw_submesh( &mat->sm_no_collide );
+ }
+ }
+
+ glDisable(GL_BLEND);
+ }
+ else if( vg.quality_profile == k_quality_profile_low ){
+ shader_scene_water_fast_use();
+
+ vg_tex2d_bind( &tex_water_surf, 1 );
+ shader_scene_water_fast_uTexDudv( 1 );
+ shader_scene_water_fast_uTime( world_global.time );
+ shader_scene_water_fast_uCamera( cam->transform[3] );
+ shader_scene_water_fast_uSurfaceY( world->water.height );
+ world_link_lighting_ub( world, _shader_scene_water_fast.id );
+ world_bind_position_texture( world, _shader_scene_water_fast.id,
+ _uniform_scene_water_fast_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_scene_water_fast.id,
+ _uniform_scene_water_fast_uLightsArray, 4 );
+
+ m4x3f full;
+ m4x3_identity( full );
+ shader_scene_water_fast_uMdl( full );
+ shader_scene_water_fast_uPv( cam->mtx.pv );
+ shader_scene_water_fast_uPvmPrev( cam->mtx_prev.pv );
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
+
+ mesh_bind( &world->mesh_no_collide );
+
+ for( int i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[i];
+
+ if( mat->info.shader == k_shader_water ){
+ shader_scene_water_fast_uShoreColour( mat->info.colour );
+ shader_scene_water_fast_uOceanColour( mat->info.colour1 );
+
+ mdl_draw_submesh( &mat->sm_no_collide );
+ }
+ }
+
+ glDisable(GL_BLEND);
+ }
}
#endif /* WATER_H */