X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=c16e2c556f60caa9864826f46cc6396778998b7c;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=4281981c5549376742e930e0883eb2ee22b5b240;hpb=37d87919a54110cf7964bd1843fc69bda12d32d7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 4281981..c16e2c5 100644 --- a/world_water.h +++ b/world_water.h @@ -7,8 +7,8 @@ #include "world.h" #include "render.h" -#include "shaders/water.h" -#include "shaders/water_fast.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" }; @@ -16,19 +16,11 @@ 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(); + shader_scene_water_register(); + shader_scene_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(); @@ -36,139 +28,141 @@ VG_STATIC void world_water_init(void) vg_success( "done\n" ); } -VG_STATIC void water_fb_resize(void) +VG_STATIC void water_set_surface( world_instance *world, float height ) { - if( !world.water.enabled ) - return; - - fb_resize( &world.water.fbreflect ); - fb_resize( &world.water.fbdepth ); + world->water.height = height; + v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane ); } -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 world_link_lighting_ub( world_instance *world, GLuint shader ); +VG_STATIC void world_bind_position_texture( world_instance *world, + GLuint shader, GLuint location, + int slot ); -VG_STATIC void render_water_texture( m4x3f camera ) +/* + * 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) ) + if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) ) return; /* Draw reflection buffa */ - fb_use( &world.water.fbreflect ); + render_fb_bind( gpipeline.fb_water_reflection ); 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); + /* + * 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, camera, new_cam ); + m3x3_mul( flip, cam->transform, water_cam.transform ); + camera_update_view( &water_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 ); + /* + * 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; - 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 ); + 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( projection, new_cam ); + render_world( world, &water_cam ); glCullFace( GL_BACK ); - - - /* Draw beneath texture */ - fb_use( &world.water.fbdepth ); + + /* + * 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_invert_affine( camera, inverse ); - m4x3_expand( inverse, view ); + m4x3_copy( cam->transform, beneath_cam.transform ); + camera_update_view( &beneath_cam ); - 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 ); + 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_projection( projection, - gpipeline.fov, - (float)vg.window_x / (float)vg.window_y, - 0.1f, 900.0f ); + m4x4_copy( cam->mtx.p, beneath_cam.mtx.p ); + m4x4_clip_projection( beneath_cam.mtx.p, clippb ); + camera_finalize( &beneath_cam ); - plane_clip_projection( projection, clippb ); - m4x4_mul( projection, view, projection ); - render_world_depth( projection, camera ); - + render_world_depth( world, &beneath_cam ); glViewport( 0, 0, vg.window_x, vg.window_y ); } -VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera ) +VG_STATIC void render_water_surface( world_instance *world, camera *cam ) { - if( !world.water.enabled ) + if( !world->water.enabled ) return; if( vg.quality_profile == k_quality_profile_high ) { /* Draw surface */ - shader_water_use(); + shader_scene_water_use(); - fb_bindtex( &world.water.fbreflect, 0 ); - shader_water_uTexMain( 0 ); + render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); + shader_scene_water_uTexMain( 0 ); vg_tex2d_bind( &tex_water_surf, 1 ); - shader_water_uTexDudv( 1 ); - shader_water_uInvRes( (v2f){ + shader_scene_water_uTexDudv( 1 ); + shader_scene_water_uInvRes( (v2f){ 1.0f / (float)vg.window_x, 1.0f / (float)vg.window_y }); - shader_link_standard_ub( _shader_water.id, 2 ); + world_link_lighting_ub( world, _shader_scene_water.id ); + world_bind_position_texture( world, _shader_scene_water.id, + _uniform_scene_water_g_world_depth, 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 ); + 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_water_uPv( pv ); + shader_scene_water_uPv( cam->mtx.pv ); + shader_scene_water_uPvmPrev( cam->mtx_prev.pv ); m4x3f full; m4x3_identity( full ); - shader_water_uMdl( 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 ); + mesh_bind( &world->mesh_no_collide ); - for( int i=0; imaterial_count; i++ ) { - struct world_material *mat = &world.materials[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 ); + shader_scene_water_uShoreColour( mat->info.colour ); + shader_scene_water_uOceanColour( mat->info.colour1 ); mdl_draw_submesh( &mat->sm_no_collide ); } @@ -178,34 +172,37 @@ VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera ) } else if( vg.quality_profile == k_quality_profile_low ) { - shader_water_fast_use(); + shader_scene_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 ); + 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 ); + world_bind_position_texture( world, _shader_scene_water_fast.id, + _uniform_scene_water_fast_g_world_depth, 2 ); m4x3f full; m4x3_identity( full ); - shader_water_fast_uMdl( full ); - shader_water_fast_uPv( pv ); + 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 ); + mesh_bind( &world->mesh_no_collide ); - for( int i=0; imaterial_count; i++ ) { - struct world_material *mat = &world.materials[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 ); + shader_scene_water_fast_uShoreColour( mat->info.colour ); + shader_scene_water_fast_uOceanColour( mat->info.colour1 ); mdl_draw_submesh( &mat->sm_no_collide ); }