/*
- * 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
#include "world.h"
-#include "render.h"
-#include "shaders/water.h"
-#include "shaders/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_water_register();
- shader_water_fast_register();
-
- vg_acquire_thread_sync();
- {
- world.water.fbreflect.format = GL_RGB;
- world.water.fbreflect.div = 3;
- world.water.fbdepth.format = GL_RGBA;
- world.water.fbdepth.div = 4;
-
- fb_init( &world.water.fbreflect );
- fb_init( &world.water.fbdepth );
-
- vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
- }
- vg_release_thread_sync();
-
- vg_success( "done\n" );
-}
-
-VG_STATIC void water_fb_resize(void)
-{
- if( !world.water.enabled )
- return;
-
- fb_resize( &world.water.fbreflect );
- fb_resize( &world.water.fbdepth );
+struct world_water{
+ GLuint tex_water_surf;
}
+static world_water;
+VG_STATIC void world_water_init(void);
-VG_STATIC void water_set_surface( float height )
-{
- world.water.height = height;
- v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane );
-}
-
-/*
- * 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;
-
- /* Draw reflection buffa */
- fb_use( &world.water.fbreflect );
- 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;
- 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( &water_cam );
- glCullFace( GL_BACK );
-
- /*
- * Create beneath view matrix
- */
- camera beneath_cam;
- fb_use( &world.water.fbdepth );
- 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( &beneath_cam );
- glViewport( 0, 0, vg.window_x, vg.window_y );
-}
-
-VG_STATIC void render_water_surface( camera *cam )
-{
- if( !world.water.enabled )
- return;
-
- if( vg.quality_profile == k_quality_profile_high )
- {
- /* Draw surface */
- shader_water_use();
-
- fb_bindtex( &world.water.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( &world.water.fbdepth, 3 );
- shader_water_uTexBack( 3 );
- shader_water_uTime( world.time );
- shader_water_uCamera( cam->transform[3] );
- shader_water_uSurfaceY( world.water.height );
-
- shader_water_uPv( cam->mtx.pv );
- shader_water_uPvmPrev( cam->mtx_prev.pv );
-
- m4x3f full;
- m4x3_identity( full );
- shader_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_water_uShoreColour( mat->info.colour );
- shader_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_water_fast_use();
-
- vg_tex2d_bind( &tex_water_surf, 1 );
- shader_water_fast_uTexDudv( 1 );
- shader_water_fast_uTime( world.time );
- 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( cam->mtx.pv );
- shader_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_water_fast_uShoreColour( mat->info.colour );
- shader_water_fast_uOceanColour( mat->info.colour1 );
-
- mdl_draw_submesh( &mat->sm_no_collide );
- }
- }
-
- glDisable(GL_BLEND);
- }
-}
+VG_STATIC void water_set_surface( world_instance *world, float height );
+VG_STATIC void render_water_texture( world_instance *world, camera *cam,
+ int layer_depth );
+VG_STATIC void render_water_surface( world_instance *world, camera *cam );
#endif /* WATER_H */