#include "shaders/scene_water_fast.h"
#include "scene.h"
-vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
+VG_STATIC GLuint tex_water_surf;
VG_STATIC void world_water_init(void)
{
shader_scene_water_register();
shader_scene_water_fast_register();
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
- }
- vg_release_thread_sync();
+ vg_tex2d_load_qoi_async_file( "textures/water_surf.qoi",
+ VG_TEX2D_LINEAR|VG_TEX2D_REPEAT,
+ &tex_water_surf );
vg_success( "done\n" );
}
VG_STATIC void world_bind_position_texture( world_instance *world,
GLuint shader, GLuint location,
int slot );
+VG_STATIC void world_bind_light_array( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
+VG_STATIC void world_bind_light_index( world_instance *world,
+ GLuint shader, GLuint location,
+ int slot );
/*
* Does not write motion vectors
*/
-VG_STATIC void render_water_texture( world_instance *world, camera *cam )
+VG_STATIC void render_water_texture( world_instance *world, camera *cam,
+ int layer_depth )
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
/* Draw reflection buffa */
- render_fb_bind( gpipeline.fb_water_reflection );
+ render_fb_bind( gpipeline.fb_water_reflection, 1 );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
/*
* Draw world
*/
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
glCullFace( GL_FRONT );
- render_world( world, &water_cam );
+ render_world( world, &water_cam, layer_depth );
glCullFace( GL_BACK );
/*
* Create beneath view matrix
*/
camera beneath_cam;
- render_fb_bind( gpipeline.fb_water_beneath );
+ 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 );
m4x4_clip_projection( beneath_cam.mtx.p, clippb );
camera_finalize( &beneath_cam );
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
render_world_depth( world, &beneath_cam );
- glViewport( 0, 0, vg.window_x, vg.window_y );
+ //glViewport( 0,0, g_render_x, g_render_y );
}
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
if( !world->water.enabled )
return;
- if( vg.quality_profile == k_quality_profile_high )
- {
+ if( vg.quality_profile == k_quality_profile_high ){
/* Draw surface */
shader_scene_water_use();
render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
shader_scene_water_uTexMain( 0 );
-
- vg_tex2d_bind( &tex_water_surf, 1 );
+
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_water_surf );
shader_scene_water_uTexDudv( 1 );
+
shader_scene_water_uInvRes( (v2f){
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 );
render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
shader_scene_water_uTexBack( 3 );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->material_count; i++ )
- {
- struct world_material *mat = &world->materials[i];
+ for( int i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[i];
- if( mat->info.shader == k_shader_water )
- {
+ if( mat->info.shader == k_shader_water ){
shader_scene_water_uShoreColour( mat->info.colour );
shader_scene_water_uOceanColour( mat->info.colour1 );
glDisable(GL_BLEND);
}
- else if( vg.quality_profile == k_quality_profile_low )
- {
+ else if( vg.quality_profile == k_quality_profile_low ){
shader_scene_water_fast_use();
- vg_tex2d_bind( &tex_water_surf, 1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, tex_water_surf );
shader_scene_water_fast_uTexDudv( 1 );
+
shader_scene_water_fast_uTime( world_global.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 );
m4x3f full;
m4x3_identity( full );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->material_count; i++ )
- {
- struct world_material *mat = &world->materials[i];
+ for( int i=0; i<world->surface_count; i++ ){
+ struct world_surface *mat = &world->surfaces[i];
- if( mat->info.shader == k_shader_water )
- {
+ if( mat->info.shader == k_shader_water ){
shader_scene_water_fast_uShoreColour( mat->info.colour );
shader_scene_water_fast_uOceanColour( mat->info.colour1 );