sandsurf/glide basics
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 4281981c5549376742e930e0883eb2ee22b5b240..b45ee3a260ab351b783544234a386026e7ccc899 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
 
 #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;
+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 );
-}
-
-VG_STATIC void render_water_texture( m4x3f camera )
-{
-   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 );
-
-   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;
-
-   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( camera[3] );
-      shader_water_uSurfaceY( world.water.height );
-
-      shader_water_uPv( 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( camera[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 );
-
-      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);
-   }
-}
+static void water_set_surface( world_instance *world, float height );
+static void render_water_texture( world_instance *world, camera *cam );
+static void render_water_surface( world_instance *world, camera *cam );
 
 #endif /* WATER_H */