now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 382a775b892a89363f41c9dc562975d402e4fb51..c16e2c556f60caa9864826f46cc6396778998b7c 100644 (file)
@@ -7,8 +7,8 @@
 
 #include "world.h"
 #include "render.h"
-#include "shaders/model_water.h"
-#include "shaders/model_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" };
@@ -16,8 +16,8 @@ vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
 VG_STATIC void world_water_init(void)
 {
    vg_info( "world_water_init\n" );
-   shader_model_water_register();
-   shader_model_water_fast_register();
+   shader_scene_water_register();
+   shader_scene_water_fast_register();
 
    vg_acquire_thread_sync();
    {
@@ -34,8 +34,10 @@ 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 );
 
 /*
  * Does not write motion vectors
@@ -91,6 +93,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam )
     */
    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 );
@@ -118,31 +121,33 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
    if( vg.quality_profile == k_quality_profile_high )
    {
       /* Draw surface */
-      shader_model_water_use();
+      shader_scene_water_use();
       
       render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
-      shader_model_water_uTexMain( 0 );
+      shader_scene_water_uTexMain( 0 );
 
       vg_tex2d_bind( &tex_water_surf, 1 );
-      shader_model_water_uTexDudv( 1 );
-      shader_model_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 });
 
-      world_link_lighting_ub( world, _shader_model_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 );
 
       render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
-      shader_model_water_uTexBack( 3 );
-      shader_model_water_uTime( world_global.time );
-      shader_model_water_uCamera( cam->transform[3] );
-      shader_model_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_model_water_uPv( cam->mtx.pv );
-      shader_model_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_model_water_uMdl( full );
+      shader_scene_water_uMdl( full );
 
       glEnable(GL_BLEND);
       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
@@ -156,8 +161,8 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
 
          if( mat->info.shader == k_shader_water )
          {
-            shader_model_water_uShoreColour( mat->info.colour );
-            shader_model_water_uOceanColour( mat->info.colour1 );
+            shader_scene_water_uShoreColour( mat->info.colour );
+            shader_scene_water_uOceanColour( mat->info.colour1 );
 
             mdl_draw_submesh( &mat->sm_no_collide );
          }
@@ -167,20 +172,22 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
    }
    else if( vg.quality_profile == k_quality_profile_low )
    {
-      shader_model_water_fast_use();
+      shader_scene_water_fast_use();
 
       vg_tex2d_bind( &tex_water_surf, 1 );
-      shader_model_water_fast_uTexDudv( 1 );
-      shader_model_water_fast_uTime( world_global.time );
-      shader_model_water_fast_uCamera( cam->transform[3] );
-      shader_model_water_fast_uSurfaceY( world->water.height );
-      world_link_lighting_ub( world, _shader_model_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 );
 
       m4x3f full;
       m4x3_identity( full );
-      shader_model_water_fast_uMdl( full );
-      shader_model_water_fast_uPv( cam->mtx.pv );
-      shader_model_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);
@@ -194,8 +201,8 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
 
          if( mat->info.shader == k_shader_water )
          {
-            shader_model_water_fast_uShoreColour( mat->info.colour );
-            shader_model_water_fast_uOceanColour( mat->info.colour1 );
+            shader_scene_water_fast_uShoreColour( mat->info.colour );
+            shader_scene_water_fast_uOceanColour( mat->info.colour1 );
 
             mdl_draw_submesh( &mat->sm_no_collide );
          }