chaos caused by async
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 9e282be89f6eaf459aef241107c8aeee4345bbf7..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" );
 }
@@ -48,13 +46,14 @@ VG_STATIC void world_bind_light_index( world_instance *world,
 /*
  * 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 );
 
    /* 
@@ -90,15 +89,17 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam )
    /*
     * 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 );
 
@@ -115,8 +116,10 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam )
    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 )
@@ -124,16 +127,17 @@ 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 });
@@ -165,12 +169,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
 
       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 );
 
@@ -180,12 +182,13 @@ VG_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 ){
       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 );
@@ -207,12 +210,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
 
       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 );