* Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
-#ifndef WATER_C
-#define WATER_C
-
#include "world_water.h"
#include "world_render.h"
#include "render.h"
#include "shaders/scene_water.h"
#include "shaders/scene_water_fast.h"
#include "scene.h"
+#include "player.h"
+#include "player_walk.h"
+#include "player_dead.h"
+
+struct world_water world_water;
-static void world_water_init(void){
+void world_water_init(void)
+{
vg_info( "world_water_init\n" );
- shader_scene_water_register();
- shader_scene_water_fast_register();
vg_tex2d_load_qoi_async_file( "textures/water_surf.qoi",
VG_TEX2D_LINEAR|VG_TEX2D_REPEAT,
vg_success( "done\n" );
}
-static void water_set_surface( world_instance *world, float height ){
+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 );
}
-static void world_link_lighting_ub( world_instance *world, GLuint shader );
-static void world_bind_position_texture( world_instance *world,
- GLuint shader, GLuint location,
- int slot );
-static void world_bind_light_array( world_instance *world,
- GLuint shader, GLuint location,
- int slot );
-static void world_bind_light_index( world_instance *world,
+void world_link_lighting_ub( world_instance *world, GLuint shader );
+void world_bind_position_texture( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+void world_bind_light_index( world_instance *world,
GLuint shader, GLuint location,
int slot );
/*
* Does not write motion vectors
*/
-static void render_water_texture( world_instance *world, camera *cam ){
+void render_water_texture( world_instance *world, vg_camera *cam )
+{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
*/
float cam_height = cam->transform[3][1] - world->water.height;
- camera water_cam;
+ vg_camera water_cam;
water_cam.farz = cam->farz;
water_cam.nearz = cam->nearz;
v3_copy( cam->transform[3], water_cam.transform[3] );
flip[1][1] = -1.0f;
m3x3_mul( flip, cam->transform, water_cam.transform );
- camera_update_view( &water_cam );
+ vg_camera_update_view( &water_cam );
/*
* Create clipped projection
m4x4_copy( cam->mtx.p, water_cam.mtx.p );
m4x4_clip_projection( water_cam.mtx.p, clippa );
- camera_finalize( &water_cam );
+ vg_camera_finalize( &water_cam );
/*
* Draw world
/*
* Create beneath view matrix
*/
- camera beneath_cam;
+ vg_camera beneath_cam;
render_fb_bind( gpipeline.fb_water_beneath, 1 );
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 );
+ vg_camera_update_view( &beneath_cam );
float bias = -(cam->transform[3][1]-world->water.height)*0.1f;
m4x4_copy( cam->mtx.p, beneath_cam.mtx.p );
m4x4_clip_projection( beneath_cam.mtx.p, clippb );
- camera_finalize( &beneath_cam );
+ vg_camera_finalize( &beneath_cam );
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
//glViewport( 0,0, g_render_x, g_render_y );
}
-static void render_water_surface( world_instance *world, camera *cam ){
+void render_water_surface( world_instance *world, vg_camera *cam )
+{
if( !world->water.enabled )
return;
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->surface_count; i++ ){
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
+ struct shader_props_water *props = mat->info.props.compiled;
- if( mat->info.shader == k_shader_water ){
- shader_scene_water_uShoreColour( mat->info.colour );
- shader_scene_water_uOceanColour( mat->info.colour1 );
+ if( mat->info.shader == k_shader_water )
+ {
+ shader_scene_water_uShoreColour( props->shore_colour );
+ shader_scene_water_uOceanColour( props->deep_colour );
+ shader_scene_water_uFresnel( props->fresnel );
+ shader_scene_water_uWaterScale( props->water_sale );
+ shader_scene_water_uWaveSpeed( props->wave_speed );
mdl_draw_submesh( &mat->sm_no_collide );
}
glDisable(GL_BLEND);
}
else if( (vg.quality_profile == k_quality_profile_low) ||
- (vg.quality_profile == k_quality_profile_min) ){
+ (vg.quality_profile == k_quality_profile_min) )
+ {
shader_scene_water_fast_use();
glActiveTexture( GL_TEXTURE1 );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->surface_count; i++ ){
+ for( int i=0; i<world->surface_count; i++ )
+ {
struct world_surface *mat = &world->surfaces[i];
+ struct shader_props_water *props = mat->info.props.compiled;
- if( mat->info.shader == k_shader_water ){
- shader_scene_water_fast_uShoreColour( mat->info.colour );
- shader_scene_water_fast_uOceanColour( mat->info.colour1 );
+ if( mat->info.shader == k_shader_water )
+ {
+ shader_scene_water_fast_uShoreColour( props->shore_colour );
+ shader_scene_water_fast_uOceanColour( props->deep_colour );
mdl_draw_submesh( &mat->sm_no_collide );
}
}
}
-#endif /* WATER_C */
+static void world_water_drown(void)
+{
+ if( localplayer.drowned ) return;
+ player__networked_sfx( k_player_subsystem_walk, 32,
+ k_player_walk_soundeffect_splash,
+ localplayer.rb.co, 1.0f );
+ vg_info( "player fell of due to walking into walker\n" );
+ localplayer.drowned = 1;
+ player__dead_transition( k_player_die_type_generic );
+}
+
+bool world_water_player_safe( world_instance *world, f32 allowance )
+{
+ if( !world->water.enabled ) return 1;
+ if( world->info.flags & 0x2 ) return 1;
+
+ if( localplayer.rb.co[1]+allowance < world->water.height )
+ {
+ world_water_drown();
+ return 0;
+ }
+
+ return 1;
+}
+
+entity_call_result ent_water_call( world_instance *world, ent_call *call )
+{
+ if( call->function == 0 )
+ {
+ world_water_drown();
+ return k_entity_call_result_OK;
+ }
+
+ return k_entity_call_result_unhandled;
+}