/*
- * 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 "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();
-
- 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 );
-}
-
-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 );
+struct world_water{
+ GLuint tex_water_surf;
}
+static world_water;
+VG_STATIC void world_water_init(void);
-VG_STATIC void render_water_texture( m4x3f camera )
-{
- if( !world.water.enabled )
- return;
-
- /* Draw reflection buffa */
- 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);
-
- 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 );
-
- m4x3_invert_affine( new_cam, inverse );
- m4x3_expand( inverse, view );
-
- v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f };
- m4x3_mulp( 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 );
-
- glCullFace( GL_FRONT );
- render_world( projection, new_cam );
- glCullFace( GL_BACK );
-
-
- /* Draw beneath texture */
- fb_use( &world.water.fbdepth );
- glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
-
- m4x3_invert_affine( camera, inverse );
- m4x3_expand( inverse, view );
-
- 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 );
- clippb[3] *= -1.0f;
-
- 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_depth( projection, camera );
-
- glViewport( 0, 0, vg.window_x, vg.window_y );
-}
-
-VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera )
-{
- if( !world.water.enabled )
- return;
-
- /* 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( camera[3] );
- shader_water_uSurfaceY( world.water.height );
-
- shader_water_uPv( pv );
-
- m4x3f full;
- m4x3_identity( full );
- full[3][1] = world.water.height;
-
- shader_water_uMdl( full );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
-
- mesh_bind( &world.mesh_water );
- mesh_draw( &world.mesh_water );
-
- 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 */