X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=b45ee3a260ab351b783544234a386026e7ccc899;hb=refs%2Fheads%2Frigidbody;hp=e31994ab57a111ac30f221957eb865c6fb8b050b;hpb=23a1be081ab9e378cba49a23b8ed4d4082b580c1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index e31994a..b45ee3a 100644 --- a/world_water.h +++ b/world_water.h @@ -1,178 +1,20 @@ /* - * 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 ); -} - -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 ); +struct world_water{ + GLuint tex_water_surf; } +static world_water; +static void world_water_init(void); -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_no_collide ); - - for( int i=0; iinfo.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); -} +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 */