update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 9709c43bebb8e6047f1602ca4b376168f930a7f0..7ff9af57ddf6ec34eccf6773a382debc99a46057 100644 (file)
 /*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
-#ifndef WATER_H
-#define WATER_H
-
+#pragma once
 #include "world.h"
-#include "render.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" };
-
-VG_STATIC void world_water_init(void)
-{
-   vg_info( "world_water_init\n" );
-   shader_scene_water_register();
-   shader_scene_water_fast_register();
-
-   vg_acquire_thread_sync();
-   {
-      vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
-   }
-   vg_release_thread_sync();
-
-   vg_success( "done\n" );
-}
-
-VG_STATIC void water_set_surface( world_instance *world, float height )
-{
-   world->water.height = height;
-   v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
-}
-
-VG_STATIC void world_link_lighting_ub( world_instance *world,
-                                       GLuint shader, int texture_id );
-
-/*
- * Does not write motion vectors
- */
-VG_STATIC void render_water_texture( world_instance *world, camera *cam )
-{
-   if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
-      return;
-
-   /* Draw reflection buffa */
-   render_fb_bind( gpipeline.fb_water_reflection );
-   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
-   /* 
-    * 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, cam->transform, water_cam.transform );
-
-   camera_update_view( &water_cam );
-
-   /* 
-    * 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;
-
-   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( world, &water_cam );
-   glCullFace( GL_BACK );
-   
-   /*
-    * Create beneath view matrix
-    */
-   camera beneath_cam;
-   render_fb_bind( gpipeline.fb_water_beneath );
-   glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
-   m4x3_copy( cam->transform, beneath_cam.transform );
-   camera_update_view( &beneath_cam );
-
-   float bias = -(cam->transform[3][1]-world->water.height)*0.1f;
-
-   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_copy( cam->mtx.p, beneath_cam.mtx.p );
-   m4x4_clip_projection( beneath_cam.mtx.p, clippb );
-   camera_finalize( &beneath_cam );
-
-   render_world_depth( world, &beneath_cam );
-   glViewport( 0, 0, vg.window_x, vg.window_y );
-}
-
-VG_STATIC void render_water_surface( world_instance *world, camera *cam )
-{
-   if( !world->water.enabled )
-      return;
-
-   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, 2 );
-
-      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->material_count; i++ )
-      {
-         struct world_material *mat = &world->materials[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, 2 );
-
-      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->material_count; i++ )
-      {
-         struct world_material *mat = &world->materials[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);
-   }
+struct world_water{
+   GLuint tex_water_surf;
 }
-
-#endif /* WATER_H */
+extern world_water;
+void world_water_init(void);
+
+void water_set_surface( world_instance *world, f32 height );
+void render_water_texture( world_instance *world, vg_camera *cam );
+void render_water_surface( world_instance *world, vg_camera *cam );
+entity_call_result ent_water_call( world_instance *world, ent_call *call );
+bool world_water_player_safe( world_instance *world, f32 allowance );