update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.c
index 87b5a62490ca51a9a244dd886b65348ecb90d3eb..38038bf715b1c6d0817a84b1bd91086340f2c9b4 100644 (file)
@@ -2,21 +2,21 @@
  * 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,
@@ -25,28 +25,27 @@ static void world_water_init(void)
    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;
@@ -60,7 +59,7 @@ static void render_water_texture( world_instance *world, camera *cam,
     */
    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] );
@@ -71,7 +70,7 @@ static void render_water_texture( world_instance *world, camera *cam,
    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 
@@ -83,7 +82,7 @@ static void render_water_texture( world_instance *world, camera *cam,
    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
@@ -91,19 +90,19 @@ static void render_water_texture( world_instance *world, camera *cam,
    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;
 
@@ -113,7 +112,7 @@ static void render_water_texture( world_instance *world, camera *cam,
 
    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 );
@@ -121,7 +120,7 @@ static void render_water_texture( world_instance *world, camera *cam,
    //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;
@@ -141,16 +140,10 @@ static void render_water_surface( world_instance *world, camera *cam )
             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 );
@@ -168,12 +161,18 @@ static void render_water_surface( world_instance *world, camera *cam )
 
       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 );
          }
@@ -181,7 +180,9 @@ static void render_water_surface( world_instance *world, camera *cam )
 
       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 );
@@ -191,11 +192,8 @@ static void render_water_surface( world_instance *world, camera *cam )
       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 );
@@ -209,12 +207,15 @@ static void render_water_surface( world_instance *world, camera *cam )
 
       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 );
          }
@@ -224,4 +225,38 @@ static void render_water_surface( world_instance *world, camera *cam )
    }
 }
 
-#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;
+}