#include "shaders/scene_water_fast.h"
#include "scene.h"
-static void world_water_init(void)
+struct world_water world_water;
+
+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,
- int layer_depth )
+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
glEnable( GL_DEPTH_TEST );
glDisable( GL_BLEND );
glCullFace( GL_FRONT );
- render_world( world, &water_cam, layer_depth );
+ render_world( world, &water_cam, 0, 1, 0, 1 );
glCullFace( GL_BACK );
/*
* 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;
1.0f / (float)vg.window_x,
1.0f / (float)vg.window_y });
- 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 );
- world_bind_light_array( world, _shader_scene_water.id,
- _uniform_scene_water_uLightsArray, 4 );
- world_bind_light_index( world, _shader_scene_water.id,
- _uniform_scene_water_uLightsIndex, 5 );
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water );
- render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
- shader_scene_water_uTexBack( 3 );
+ render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
+ shader_scene_water_uTexBack( 5 );
shader_scene_water_uTime( world_static.time );
shader_scene_water_uCamera( cam->transform[3] );
shader_scene_water_uSurfaceY( world->water.height );
glDisable(GL_BLEND);
}
- else if( vg.quality_profile == k_quality_profile_low ){
+ else if( (vg.quality_profile == k_quality_profile_low) ||
+ (vg.quality_profile == k_quality_profile_min) ){
shader_scene_water_fast_use();
glActiveTexture( GL_TEXTURE1 );
shader_scene_water_fast_uTime( world_static.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 );
- world_bind_light_array( world, _shader_scene_water_fast.id,
- _uniform_scene_water_fast_uLightsArray, 4 );
+
+ WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water_fast );
m4x3f full;
m4x3_identity( full );