even more collision filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 249800d3569725c608e775c9215d293f0e0a5b33..4281981c5549376742e930e0883eb2ee22b5b240 100644 (file)
@@ -8,81 +8,61 @@
 #include "world.h"
 #include "render.h"
 #include "shaders/water.h"
+#include "shaders/water_fast.h"
 #include "scene.h"
 
 vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
 
-static struct
-{
-   struct framebuffer fbreflect, fbdepth;
-   glmesh mdl;
-
-   boxf depthbounds;
-   int depth_computed;
-
-   float height;
-   int enabled;
-   v4f plane;
-}
-wrender =
-{
-   .fbreflect = { .format = GL_RGB,  .div = 3 },
-   .fbdepth   = { .format = GL_RGBA, .div = 4 }
-};
-
-static void world_water_init(void)
+VG_STATIC void world_water_init(void)
 {
    vg_info( "world_water_init\n" );
    shader_water_register();
-   
+   shader_water_fast_register();
+
    vg_acquire_thread_sync();
    {
-      fb_init( &wrender.fbreflect );
-      fb_init( &wrender.fbdepth );
+      world.water.fbreflect.format  = GL_RGB;
+      world.water.fbreflect.div     = 3;
+      world.water.fbdepth.format    = GL_RGBA;
+      world.water.fbdepth.div       = 4;
+   
+      fb_init( &world.water.fbreflect );
+      fb_init( &world.water.fbdepth );
 
       vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 );
-      vg_success( "done\n" );
    }
    vg_release_thread_sync();
-}
 
-static void world_water_free(void *_)
-{
-   vg_tex2d_free( (vg_tex2d *[]){&tex_water_surf}, 1 );
-   fb_free( &wrender.fbreflect );
-   fb_free( &wrender.fbdepth );
+   vg_success( "done\n" );
 }
 
-static void water_fb_resize(void)
+VG_STATIC void water_fb_resize(void)
 {
-   if( !wrender.enabled )
+   if( !world.water.enabled )
       return;
    
-   fb_resize( &wrender.fbreflect );
-   fb_resize( &wrender.fbdepth );
+   fb_resize( &world.water.fbreflect );
+   fb_resize( &world.water.fbdepth );
 }
 
-static void water_set_surface( glmesh *surf, float height )
+VG_STATIC void water_set_surface( float height )
 {
-   wrender.mdl = *surf;
-   wrender.height = height;
-   wrender.enabled = 1;
-
-   v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane );
+   world.water.height = height;
+   v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane );
 }
 
-static void render_water_texture( m4x3f camera )
+VG_STATIC void render_water_texture( m4x3f camera )
 {
-   if( !wrender.enabled )
+   if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) )
       return;
 
    /* Draw reflection buffa */
-   fb_use( &wrender.fbreflect );
+   fb_use( &world.water.fbreflect );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    m4x3f new_cam, inverse;
    v3_copy( camera[3], new_cam[3] );
-   new_cam[3][1] -= 2.0f * (camera[3][1] - wrender.height);
+   new_cam[3][1] -= 2.0f * (camera[3][1] - world.water.height);
 
    m3x3f flip;
    m3x3_identity( flip );
@@ -101,14 +81,14 @@ static void render_water_texture( m4x3f camera )
    m4x3_invert_affine( new_cam, inverse );
    m4x3_expand( inverse, view );
 
-   v4f clippa = { 0.0f, 1.0f, 0.0f, wrender.height-0.1f };
+   v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f };
    m4x3_mulp( inverse, clippa, clippa );
    clippa[3] *= -1.0f;
 
    m4x4f projection;
    m4x4_projection( projection,
          gpipeline.fov,
-         (float)vg_window_x / (float)vg_window_y, 
+         (float)vg.window_x / (float)vg.window_y, 
          0.1f, 900.0f );
    plane_clip_projection( projection, clippa );
    m4x4_mul( projection, view, projection );
@@ -119,70 +99,120 @@ static void render_water_texture( m4x3f camera )
 
 
    /* Draw beneath texture */
-   fb_use( &wrender.fbdepth );
+   fb_use( &world.water.fbdepth );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    m4x3_invert_affine( camera, inverse );
    m4x3_expand( inverse, view );
 
-   float bias = -(camera[3][1]-wrender.height)*0.1f;
-   v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) + bias };
+   float bias = -(camera[3][1]-world.water.height)*0.1f;
+   v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias };
    m4x3_mulp( inverse, clippb, clippb );
    clippb[3] *= -1.0f;
 
    m4x4_projection( projection,
          gpipeline.fov,
-         (float)vg_window_x / (float)vg_window_y, 
+         (float)vg.window_x / (float)vg.window_y, 
          0.1f, 900.0f );
 
    plane_clip_projection( projection, clippb );
    m4x4_mul( projection, view, projection );
    render_world_depth( projection, camera );
    
-   glViewport( 0, 0, vg_window_x, vg_window_y );
+   glViewport( 0, 0, vg.window_x, vg.window_y );
 }
 
-static void render_water_surface( m4x4f pv, m4x3f camera )
+VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera )
 {
-   if( !wrender.enabled )
+   if( !world.water.enabled )
       return;
 
-   /* Draw surface */
-   shader_water_use();
-   
-   fb_bindtex( &wrender.fbreflect, 0 );
-   shader_water_uTexMain( 0 );
+   if( vg.quality_profile == k_quality_profile_high )
+   {
+      /* Draw surface */
+      shader_water_use();
+      
+      fb_bindtex( &world.water.fbreflect, 0 );
+      shader_water_uTexMain( 0 );
 
-   vg_tex2d_bind( &tex_water_surf, 1 );
-   shader_water_uTexDudv( 1 );
-   shader_water_uInvRes( (v2f){
-         1.0f / (float)vg_window_x,
-         1.0f / (float)vg_window_y });
+      vg_tex2d_bind( &tex_water_surf, 1 );
+      shader_water_uTexDudv( 1 );
+      shader_water_uInvRes( (v2f){
+            1.0f / (float)vg.window_x,
+            1.0f / (float)vg.window_y });
 
-   shader_link_standard_ub( _shader_water.id, 2 );
+      shader_link_standard_ub( _shader_water.id, 2 );
 
-   fb_bindtex( &wrender.fbdepth, 3 );
-   shader_water_uTexBack( 3 );
-   shader_water_uTime( vg_time );
-   shader_water_uCamera( camera[3] );
-   shader_water_uSurfaceY( wrender.height );
+      fb_bindtex( &world.water.fbdepth, 3 );
+      shader_water_uTexBack( 3 );
+      shader_water_uTime( world.time );
+      shader_water_uCamera( camera[3] );
+      shader_water_uSurfaceY( world.water.height );
 
-   shader_water_uPv( pv );
+      shader_water_uPv( pv );
 
-   m4x3f full;
-   m4x3_identity( full );
-   full[3][1] = wrender.height;
+      m4x3f full;
+      m4x3_identity( full );
+      shader_water_uMdl( full );
 
-   shader_water_uMdl( full );
+      glEnable(GL_BLEND);
+      glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+      glBlendEquation(GL_FUNC_ADD);
 
-   glEnable(GL_BLEND);
-   glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
-   glBlendEquation(GL_FUNC_ADD);
+      mesh_bind( &world.mesh_no_collide );
 
-   mesh_bind( &wrender.mdl );
-   mesh_draw( &wrender.mdl );
+      for( int i=0; i<world.material_count; i++ )
+      {
+         struct world_material *mat = &world.materials[i];
 
-   glDisable(GL_BLEND);
+         if( mat->info.shader == k_shader_water )
+         {
+            shader_water_uShoreColour( mat->info.colour );
+            shader_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();
+
+      vg_tex2d_bind( &tex_water_surf, 1 );
+      shader_water_fast_uTexDudv( 1 );
+      shader_water_fast_uTime( world.time );
+      shader_water_fast_uCamera( camera[3] );
+      shader_water_fast_uSurfaceY( world.water.height );
+      shader_link_standard_ub( _shader_water_fast.id, 2 );
+
+      m4x3f full;
+      m4x3_identity( full );
+      shader_water_fast_uMdl( full );
+      shader_water_fast_uPv( pv );
+
+      glEnable(GL_BLEND);
+      glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+      glBlendEquation(GL_FUNC_ADD);
+
+      mesh_bind( &world.mesh_no_collide );
+
+      for( int i=0; i<world.material_count; i++ )
+      {
+         struct world_material *mat = &world.materials[i];
+
+         if( mat->info.shader == k_shader_water )
+         {
+            shader_water_fast_uShoreColour( mat->info.colour );
+            shader_water_fast_uOceanColour( mat->info.colour1 );
+
+            mdl_draw_submesh( &mat->sm_no_collide );
+         }
+      }
+
+      glDisable(GL_BLEND);
+   }
 }
 
 #endif /* WATER_H */