well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index b799e4e56ed9615c536a3ed1ab84e0e17d3cdf79..656f1b2350afa588117d1a80f8a47a3dddab1093 100644 (file)
 
 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();
-   
+
    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 )
       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 );
@@ -101,7 +79,7 @@ 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;
 
@@ -119,14 +97,14 @@ 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;
 
@@ -142,15 +120,15 @@ static void render_water_texture( m4x3f camera )
    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 );
+   fb_bindtex( &world.water.fbreflect, 0 );
    shader_water_uTexMain( 0 );
 
    vg_tex2d_bind( &tex_water_surf, 1 );
@@ -161,17 +139,17 @@ static void render_water_surface( m4x4f pv, m4x3f camera )
 
    shader_link_standard_ub( _shader_water.id, 2 );
 
-   fb_bindtex( &wrender.fbdepth, 3 );
+   fb_bindtex( &world.water.fbdepth, 3 );
    shader_water_uTexBack( 3 );
-   shader_water_uTime( world_routes.time );
+   shader_water_uTime( world.time );
    shader_water_uCamera( camera[3] );
-   shader_water_uSurfaceY( wrender.height );
+   shader_water_uSurfaceY( world.water.height );
 
    shader_water_uPv( pv );
 
    m4x3f full;
    m4x3_identity( full );
-   full[3][1] = wrender.height;
+   full[3][1] = world.water.height;
 
    shader_water_uMdl( full );
 
@@ -179,8 +157,8 @@ static void render_water_surface( m4x4f pv, m4x3f camera )
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
    glBlendEquation(GL_FUNC_ADD);
 
-   mesh_bind( &wrender.mdl );
-   mesh_draw( &wrender.mdl );
+   mesh_bind( &world.mesh_water );
+   mesh_draw( &world.mesh_water );
 
    glDisable(GL_BLEND);
 }