text3d
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index a86d4ee0d06cfee68c7a52525fbb2916c441c32f..84558a20f392c591449057d404d77f432b176849 100644 (file)
@@ -34,19 +34,28 @@ VG_STATIC void water_set_surface( world_instance *world, float 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, int texture_id );
+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( 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 );
 
    /* 
@@ -82,15 +91,17 @@ 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 );
 
@@ -107,8 +118,10 @@ 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 )
@@ -116,8 +129,7 @@ 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();
       
@@ -130,7 +142,13 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
             1.0f / (float)vg.window_x,
             1.0f / (float)vg.window_y });
 
-      world_link_lighting_ub( world, _shader_scene_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_scene_water_uTexBack( 3 );
@@ -151,12 +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 );
 
@@ -166,8 +182,7 @@ 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 );
@@ -175,7 +190,11 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
       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, 2 );
+      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 );
@@ -189,12 +208,10 @@ 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 );