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#23 select optimal water reflection plane
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13
src/cache.h
13
src/cache.h
@@ -805,16 +805,23 @@ struct WaterCache {
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if (roomsCount) {
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// select optimal water plane
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float waterLevel = -INF;
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float waterDist = 10000000.0f;
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int waterItem = 0;
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for (int i = 0; i < count; i++) {
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Item &item = items[i];
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if (!item.visible) continue;
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if (item.pos.y > waterLevel)
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waterLevel = item.pos.y;
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float d = fabsf(item.pos.y - camera->eye.pos.y);
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if (d < waterDist) {
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waterDist = d;
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waterItem = i;
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}
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}
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float waterLevel = items[waterItem].pos.y;
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reflectPlane = vec4(0, 1, 0, -waterLevel);
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camera->reflectPlane = &reflectPlane;
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camera->setup(true);
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