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well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_water.h
diff --git
a/world_water.h
b/world_water.h
index ab67e76601b1823501dc670501931e1879a2299c..656f1b2350afa588117d1a80f8a47a3dddab1093 100644
(file)
--- a/
world_water.h
+++ b/
world_water.h
@@
-1,3
+1,7
@@
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#ifndef WATER_H
#define WATER_H
#ifndef WATER_H
#define WATER_H
@@
-8,77
+12,55
@@
vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
-static struct
-{
- struct framebuffer fbreflect, fbdepth;
- glmesh mdl;
-
- boxf depthbounds;
- int depth_computed;
-
- float height;
- int enabled;
- v4f plane;
-}
-wrender =
-{
- .fbreflect = { .format = GL_RGB, .div = 3 },
- .fbdepth = { .format = GL_RGBA, .div = 4 }
-};
-
-static void world_water_init(void)
+VG_STATIC void world_water_init(void)
{
vg_info( "world_water_init\n" );
shader_water_register();
{
vg_info( "world_water_init\n" );
shader_water_register();
-
+
vg_acquire_thread_sync();
{
vg_acquire_thread_sync();
{
- fb_init( &wrender.fbreflect );
- fb_init( &wrender.fbdepth );
+ 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_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
- vg_success( "done\n" );
}
vg_release_thread_sync();
}
vg_release_thread_sync();
-}
-static void world_water_free(void *_)
-{
- vg_tex2d_free( (vg_tex2d *[]){&tex_water_surf}, 1 );
- fb_free( &wrender.fbreflect );
- fb_free( &wrender.fbdepth );
+ vg_success( "done\n" );
}
}
-
static
void water_fb_resize(void)
+
VG_STATIC
void water_fb_resize(void)
{
{
- if( !w
rend
er.enabled )
+ if( !w
orld.wat
er.enabled )
return;
return;
- fb_resize( &w
rend
er.fbreflect );
- fb_resize( &w
rend
er.fbdepth );
+ fb_resize( &w
orld.wat
er.fbreflect );
+ fb_resize( &w
orld.wat
er.fbdepth );
}
}
-
static void water_set_surface( glmesh *surf,
float height )
+
VG_STATIC void water_set_surface(
float height )
{
{
- wrender.mdl = *surf;
- wrender.height = height;
- wrender.enabled = 1;
-
- v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane );
+ world.water.height = height;
+ v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane );
}
}
-
static
void render_water_texture( m4x3f camera )
+
VG_STATIC
void render_water_texture( m4x3f camera )
{
{
- if( !w
rend
er.enabled )
+ if( !w
orld.wat
er.enabled )
return;
/* Draw reflection buffa */
return;
/* Draw reflection buffa */
- fb_use( &w
rend
er.fbreflect );
+ fb_use( &w
orld.wat
er.fbreflect );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
m4x3f new_cam, inverse;
v3_copy( camera[3], new_cam[3] );
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] - w
rend
er.height);
+ new_cam[3][1] -= 2.0f * (camera[3][1] - w
orld.wat
er.height);
m3x3f flip;
m3x3_identity( flip );
m3x3f flip;
m3x3_identity( flip );
@@
-97,14
+79,14
@@
static void render_water_texture( m4x3f camera )
m4x3_invert_affine( new_cam, inverse );
m4x3_expand( inverse, view );
m4x3_invert_affine( new_cam, inverse );
m4x3_expand( inverse, view );
- v4f clippa = { 0.0f, 1.0f, 0.0f, w
rend
er.height-0.1f };
+ v4f clippa = { 0.0f, 1.0f, 0.0f, w
orld.wat
er.height-0.1f };
m4x3_mulp( inverse, clippa, clippa );
clippa[3] *= -1.0f;
m4x4f projection;
m4x4_projection( projection,
gpipeline.fov,
m4x3_mulp( inverse, clippa, clippa );
clippa[3] *= -1.0f;
m4x4f projection;
m4x4_projection( projection,
gpipeline.fov,
- (float)vg
_window_x / (float)vg_
window_y,
+ (float)vg
.window_x / (float)vg.
window_y,
0.1f, 900.0f );
plane_clip_projection( projection, clippa );
m4x4_mul( projection, view, projection );
0.1f, 900.0f );
plane_clip_projection( projection, clippa );
m4x4_mul( projection, view, projection );
@@
-115,59
+97,59
@@
static void render_water_texture( m4x3f camera )
/* Draw beneath texture */
/* Draw beneath texture */
- fb_use( &w
rend
er.fbdepth );
+ fb_use( &w
orld.wat
er.fbdepth );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
m4x3_invert_affine( camera, inverse );
m4x3_expand( inverse, view );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
m4x3_invert_affine( camera, inverse );
m4x3_expand( inverse, view );
- float bias = -(camera[3][1]-w
rend
er.height)*0.1f;
- v4f clippb = { 0.0f, -1.0f, 0.0f, -(w
rend
er.height) + bias };
+ float bias = -(camera[3][1]-w
orld.wat
er.height)*0.1f;
+ v4f clippb = { 0.0f, -1.0f, 0.0f, -(w
orld.wat
er.height) + bias };
m4x3_mulp( inverse, clippb, clippb );
clippb[3] *= -1.0f;
m4x4_projection( projection,
gpipeline.fov,
m4x3_mulp( inverse, clippb, clippb );
clippb[3] *= -1.0f;
m4x4_projection( projection,
gpipeline.fov,
- (float)vg
_window_x / (float)vg_
window_y,
+ (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 );
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 );
+ glViewport( 0, 0, vg
.window_x, vg.
window_y );
}
}
-
static
void render_water_surface( m4x4f pv, m4x3f camera )
+
VG_STATIC
void render_water_surface( m4x4f pv, m4x3f camera )
{
{
- if( !w
rend
er.enabled )
+ if( !w
orld.wat
er.enabled )
return;
/* Draw surface */
shader_water_use();
return;
/* Draw surface */
shader_water_use();
- fb_bindtex( &w
rend
er.fbreflect, 0 );
+ fb_bindtex( &w
orld.wat
er.fbreflect, 0 );
shader_water_uTexMain( 0 );
vg_tex2d_bind( &tex_water_surf, 1 );
shader_water_uTexDudv( 1 );
shader_water_uInvRes( (v2f){
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 });
+ 1.0f / (float)vg
.
window_x,
+ 1.0f / (float)vg
.
window_y });
shader_link_standard_ub( _shader_water.id, 2 );
shader_link_standard_ub( _shader_water.id, 2 );
- fb_bindtex( &w
rend
er.fbdepth, 3 );
+ fb_bindtex( &w
orld.wat
er.fbdepth, 3 );
shader_water_uTexBack( 3 );
shader_water_uTexBack( 3 );
- shader_water_uTime(
vg_
time );
+ shader_water_uTime(
world.
time );
shader_water_uCamera( camera[3] );
shader_water_uCamera( camera[3] );
- shader_water_uSurfaceY( w
rend
er.height );
+ shader_water_uSurfaceY( w
orld.wat
er.height );
shader_water_uPv( pv );
m4x3f full;
m4x3_identity( full );
shader_water_uPv( pv );
m4x3f full;
m4x3_identity( full );
- full[3][1] = w
rend
er.height;
+ full[3][1] = w
orld.wat
er.height;
shader_water_uMdl( full );
shader_water_uMdl( full );
@@
-175,8
+157,8
@@
static void render_water_surface( m4x4f pv, m4x3f camera )
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- mesh_bind( &w
render.mdl
);
- mesh_draw( &w
render.mdl
);
+ mesh_bind( &w
orld.mesh_water
);
+ mesh_draw( &w
orld.mesh_water
);
glDisable(GL_BLEND);
}
glDisable(GL_BLEND);
}