#include "world.h"
#include "render.h"
-#include "shaders/water.h"
-#include "shaders/water_fast.h"
+#include "shaders/scene_water.h"
+#include "shaders/scene_water_fast.h"
#include "scene.h"
vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
VG_STATIC void world_water_init(void)
{
vg_info( "world_water_init\n" );
- shader_water_register();
- shader_water_fast_register();
+ shader_scene_water_register();
+ shader_scene_water_fast_register();
vg_acquire_thread_sync();
{
vg_success( "done\n" );
}
-VG_STATIC void water_set_surface( float height )
+VG_STATIC 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 );
+ world->water.height = height;
+ v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
}
+VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
+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( camera *cam )
+VG_STATIC void render_water_texture( world_instance *world, camera *cam )
{
- if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) )
+ if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
/* Draw reflection buffa */
/*
* Create flipped view matrix. Don't care about motion vectors
*/
- float cam_height = cam->transform[3][1] - world.water.height;
+ float cam_height = cam->transform[3][1] - world->water.height;
camera water_cam;
+ water_cam.farz = cam->farz;
+ water_cam.nearz = cam->nearz;
v3_copy( cam->transform[3], water_cam.transform[3] );
water_cam.transform[3][1] -= 2.0f * cam_height;
/*
* Create clipped projection
*/
- v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f };
+ v4f clippa = { 0.0f, 1.0f, 0.0f, world->water.height-0.1f };
m4x3_mulp( water_cam.transform_inverse, clippa, clippa );
clippa[3] *= -1.0f;
* Draw world
*/
glCullFace( GL_FRONT );
- render_world( &water_cam );
+ render_world( world, &water_cam );
glCullFace( GL_BACK );
/*
*/
camera beneath_cam;
render_fb_bind( gpipeline.fb_water_beneath );
+ 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 );
- float bias = -(cam->transform[3][1]-world.water.height)*0.1f;
+ float bias = -(cam->transform[3][1]-world->water.height)*0.1f;
- v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias };
+ v4f clippb = { 0.0f, -1.0f, 0.0f, -(world->water.height) + bias };
m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb );
clippb[3] *= -1.0f;
m4x4_clip_projection( beneath_cam.mtx.p, clippb );
camera_finalize( &beneath_cam );
- render_world_depth( &beneath_cam );
+ render_world_depth( world, &beneath_cam );
glViewport( 0, 0, vg.window_x, vg.window_y );
}
-VG_STATIC void render_water_surface( camera *cam )
+VG_STATIC void render_water_surface( world_instance *world, camera *cam )
{
- if( !world.water.enabled )
+ if( !world->water.enabled )
return;
- if( vg.quality_profile == k_quality_profile_high )
- {
+ if( vg.quality_profile == k_quality_profile_high ){
/* Draw surface */
- shader_water_use();
+ shader_scene_water_use();
render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
- shader_water_uTexMain( 0 );
+ shader_scene_water_uTexMain( 0 );
vg_tex2d_bind( &tex_water_surf, 1 );
- shader_water_uTexDudv( 1 );
- shader_water_uInvRes( (v2f){
+ shader_scene_water_uTexDudv( 1 );
+ shader_scene_water_uInvRes( (v2f){
1.0f / (float)vg.window_x,
1.0f / (float)vg.window_y });
- shader_link_standard_ub( _shader_water.id, 2 );
+ 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_water_uTexBack( 3 );
- shader_water_uTime( world.time );
- shader_water_uCamera( cam->transform[3] );
- shader_water_uSurfaceY( world.water.height );
+ shader_scene_water_uTexBack( 3 );
+ shader_scene_water_uTime( world_global.time );
+ shader_scene_water_uCamera( cam->transform[3] );
+ shader_scene_water_uSurfaceY( world->water.height );
- shader_water_uPv( cam->mtx.pv );
- shader_water_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_water_uPv( cam->mtx.pv );
+ shader_scene_water_uPvmPrev( cam->mtx_prev.pv );
m4x3f full;
m4x3_identity( full );
- shader_water_uMdl( full );
+ shader_scene_water_uMdl( full );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- mesh_bind( &world.mesh_no_collide );
+ 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 )
- {
- shader_water_uShoreColour( mat->info.colour );
- shader_water_uOceanColour( mat->info.colour1 );
+ if( mat->info.shader == k_shader_water ){
+ shader_scene_water_uShoreColour( mat->info.colour );
+ shader_scene_water_uOceanColour( mat->info.colour1 );
mdl_draw_submesh( &mat->sm_no_collide );
}
glDisable(GL_BLEND);
}
- else if( vg.quality_profile == k_quality_profile_low )
- {
- shader_water_fast_use();
+ else if( vg.quality_profile == k_quality_profile_low ){
+ shader_scene_water_fast_use();
vg_tex2d_bind( &tex_water_surf, 1 );
- shader_water_fast_uTexDudv( 1 );
- shader_water_fast_uTime( world.time );
- shader_water_fast_uCamera( cam->transform[3] );
- shader_water_fast_uSurfaceY( world.water.height );
- shader_link_standard_ub( _shader_water_fast.id, 2 );
+ 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 );
- shader_water_fast_uMdl( full );
- shader_water_fast_uPv( cam->mtx.pv );
- shader_water_fast_uPvmPrev( cam->mtx_prev.pv );
+ shader_scene_water_fast_uMdl( full );
+ shader_scene_water_fast_uPv( cam->mtx.pv );
+ shader_scene_water_fast_uPvmPrev( cam->mtx_prev.pv );
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
- mesh_bind( &world.mesh_no_collide );
+ 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 )
- {
- shader_water_fast_uShoreColour( mat->info.colour );
- shader_water_fast_uOceanColour( mat->info.colour1 );
+ if( mat->info.shader == k_shader_water ){
+ shader_scene_water_fast_uShoreColour( mat->info.colour );
+ shader_scene_water_fast_uOceanColour( mat->info.colour1 );
mdl_draw_submesh( &mat->sm_no_collide );
}