#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" };
{
vg_info( "world_water_init\n" );
shader_water_register();
+ shader_water_fast_register();
vg_acquire_thread_sync();
{
VG_STATIC void render_water_texture( m4x3f camera )
{
- if( !world.water.enabled )
+ if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
/* Draw reflection buffa */
if( !world.water.enabled )
return;
- /* Draw surface */
- shader_water_use();
-
- fb_bindtex( &world.water.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( &world.water.fbdepth, 3 );
+ shader_water_uTexBack( 3 );
+ shader_water_uTime( world.time );
+ shader_water_uCamera( camera[3] );
+ shader_water_uSurfaceY( world.water.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 );
+ shader_water_uMdl( full );
- m4x3f full;
- m4x3_identity( full );
- full[3][1] = world.water.height;
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ glBlendEquation(GL_FUNC_ADD);
- shader_water_uMdl( full );
+ mesh_bind( &world.mesh_no_collide );
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glBlendEquation(GL_FUNC_ADD);
+ 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_uShoreColour( mat->info.colour );
+ shader_water_uOceanColour( mat->info.colour1 );
- mesh_bind( &world.mesh_no_collide );
+ mdl_draw_submesh( &mat->sm_no_collide );
+ }
+ }
- for( int i=0; i<world.material_count; i++ )
+ glDisable(GL_BLEND);
+ }
+ else if( vg.quality_profile == k_quality_profile_low )
{
- struct world_material *mat = &world.materials[i];
+ shader_water_fast_use();
- if( mat->info.shader == k_shader_water )
+ 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++ )
{
- shader_water_uShoreColour( mat->info.colour );
- shader_water_uOceanColour( mat->info.colour1 );
+ struct world_material *mat = &world.materials[i];
- mdl_draw_submesh( &mat->sm_no_collide );
+ 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);
+ glDisable(GL_BLEND);
+ }
}
#endif /* WATER_H */