X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=e054a111a788dea8440d06be1e8ac473f5e03227;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=4281981c5549376742e930e0883eb2ee22b5b240;hpb=37d87919a54110cf7964bd1843fc69bda12d32d7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 4281981..e054a11 100644 --- a/world_water.h +++ b/world_water.h @@ -51,7 +51,10 @@ VG_STATIC void water_set_surface( float height ) v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane ); } -VG_STATIC void render_water_texture( m4x3f camera ) +/* + * Does not write motion vectors + */ +VG_STATIC void render_water_texture( camera *cam ) { if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) ) return; @@ -60,69 +63,66 @@ VG_STATIC void render_water_texture( m4x3f camera ) 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); + /* + * Create flipped view matrix. Don't care about motion vectors + */ + float cam_height = cam->transform[3][1] - world.water.height; + + camera water_cam; + 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 ); - - - 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 ); + m3x3_mul( flip, cam->transform, water_cam.transform ); - m4x3_invert_affine( new_cam, inverse ); - m4x3_expand( inverse, view ); + camera_update_view( &water_cam ); + /* + * Create clipped projection + */ v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f }; - m4x3_mulp( inverse, clippa, clippa ); + 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( &water_cam ); glCullFace( GL_BACK ); - - - /* Draw beneath texture */ + + /* + * Create beneath view matrix + */ + camera beneath_cam; fb_use( &world.water.fbdepth ); 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 = -(cam->transform[3][1]-world.water.height)*0.1f; - 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 ); + 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( &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( camera *cam ) { if( !world.water.enabled ) return; @@ -146,10 +146,11 @@ VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera ) fb_bindtex( &world.water.fbdepth, 3 ); shader_water_uTexBack( 3 ); shader_water_uTime( world.time ); - shader_water_uCamera( camera[3] ); + shader_water_uCamera( cam->transform[3] ); shader_water_uSurfaceY( world.water.height ); - shader_water_uPv( pv ); + shader_water_uPv( cam->mtx.pv ); + shader_water_uPvmPrev( cam->mtx_prev.pv ); m4x3f full; m4x3_identity( full ); @@ -183,14 +184,15 @@ VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera ) 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_uCamera( cam->transform[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 ); + shader_water_fast_uPv( cam->mtx.pv ); + shader_water_fast_uPvmPrev( cam->mtx_prev.pv ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);