X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=7ff9af57ddf6ec34eccf6773a382debc99a46057;hb=HEAD;hp=a86d4ee0d06cfee68c7a52525fbb2916c441c32f;hpb=f3a2490079baf440238b78e54f4476649eddbda2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index a86d4ee..7ff9af5 100644 --- a/world_water.h +++ b/world_water.h @@ -1,209 +1,18 @@ /* - * 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 ); - glClearColor( 1.0f, 0.0f, 0.0f, 0.0f ); - 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; imaterial_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; imaterial_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 );