chaos caused by async
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 5dd1b919c3ebd958262d9f4219441e841a9c00fb..14e3cd76409d3c472e7b22374982652f631d8de0 100644 (file)
@@ -11,7 +11,7 @@
 #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)
 {
@@ -19,11 +19,9 @@ 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" );
 }
@@ -55,7 +53,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam,
       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 );
 
    /* 
@@ -101,7 +99,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam,
     * 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 );
 
@@ -121,7 +119,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *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 )
@@ -135,9 +133,11 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
       
       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 });
@@ -185,8 +185,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
    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 );