now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index e054a111a788dea8440d06be1e8ac473f5e03227..c16e2c556f60caa9864826f46cc6396778998b7c 100644 (file)
@@ -7,8 +7,8 @@
 
 #include "world.h"
 #include "render.h"
-#include "shaders/water.h"
-#include "shaders/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" };
@@ -16,19 +16,11 @@ vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" };
 VG_STATIC void world_water_init(void)
 {
    vg_info( "world_water_init\n" );
-   shader_water_register();
-   shader_water_fast_register();
+   shader_scene_water_register();
+   shader_scene_water_fast_register();
 
    vg_acquire_thread_sync();
    {
-      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_release_thread_sync();
@@ -36,39 +28,37 @@ VG_STATIC void world_water_init(void)
    vg_success( "done\n" );
 }
 
-VG_STATIC void water_fb_resize(void)
+VG_STATIC void water_set_surface( world_instance *world, float height )
 {
-   if( !world.water.enabled )
-      return;
-   
-   fb_resize( &world.water.fbreflect );
-   fb_resize( &world.water.fbdepth );
+   world->water.height = height;
+   v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane );
 }
 
-VG_STATIC void water_set_surface( float height )
-{
-   world.water.height = 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 );
+VG_STATIC void world_bind_position_texture( world_instance *world, 
+                                            GLuint shader, GLuint location,
+                                            int slot );
 
 /*
  * Does not write motion vectors
  */
-VG_STATIC void render_water_texture( camera *cam )
+VG_STATIC void render_water_texture( world_instance *world, camera *cam )
 {
-   if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) )
+   if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
       return;
 
    /* Draw reflection buffa */
-   fb_use( &world.water.fbreflect );
+   render_fb_bind( gpipeline.fb_water_reflection );
    glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
 
    /* 
     * Create flipped view matrix. Don't care about motion vectors
     */
-   float cam_height = cam->transform[3][1] - world.water.height;
+   float cam_height = cam->transform[3][1] - world->water.height;
 
    camera water_cam;
+   water_cam.farz = cam->farz;
+   water_cam.nearz = cam->nearz;
    v3_copy( cam->transform[3], water_cam.transform[3] );
    water_cam.transform[3][1] -= 2.0f * cam_height;
 
@@ -82,7 +72,7 @@ VG_STATIC void render_water_texture( camera *cam )
    /* 
     * Create clipped projection 
     */
-   v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f };
+   v4f clippa = { 0.0f, 1.0f, 0.0f, world->water.height-0.1f };
    m4x3_mulp( water_cam.transform_inverse, clippa, clippa );
    clippa[3] *= -1.0f;
 
@@ -95,22 +85,23 @@ VG_STATIC void render_water_texture( camera *cam )
     * Draw world
     */
    glCullFace( GL_FRONT );
-   render_world( &water_cam );
+   render_world( world, &water_cam );
    glCullFace( GL_BACK );
    
    /*
     * Create beneath view matrix
     */
    camera beneath_cam;
-   fb_use( &world.water.fbdepth );
+   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 );
    camera_update_view( &beneath_cam );
 
-   float bias = -(cam->transform[3][1]-world.water.height)*0.1f;
+   float bias = -(cam->transform[3][1]-world->water.height)*0.1f;
 
-   v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias };
+   v4f clippb = { 0.0f, -1.0f, 0.0f, -(world->water.height) + bias };
    m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb );
    clippb[3] *= -1.0f;
 
@@ -118,58 +109,60 @@ VG_STATIC void render_water_texture( camera *cam )
    m4x4_clip_projection( beneath_cam.mtx.p, clippb );
    camera_finalize( &beneath_cam );
 
-   render_world_depth( &beneath_cam );
+   render_world_depth( world, &beneath_cam );
    glViewport( 0, 0, vg.window_x, vg.window_y );
 }
 
-VG_STATIC void render_water_surface( camera *cam )
+VG_STATIC void render_water_surface( world_instance *world, camera *cam )
 {
-   if( !world.water.enabled )
+   if( !world->water.enabled )
       return;
 
    if( vg.quality_profile == k_quality_profile_high )
    {
       /* Draw surface */
-      shader_water_use();
+      shader_scene_water_use();
       
-      fb_bindtex( &world.water.fbreflect, 0 );
-      shader_water_uTexMain( 0 );
+      render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
+      shader_scene_water_uTexMain( 0 );
 
       vg_tex2d_bind( &tex_water_surf, 1 );
-      shader_water_uTexDudv( 1 );
-      shader_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 });
 
-      shader_link_standard_ub( _shader_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 );
 
-      fb_bindtex( &world.water.fbdepth, 3 );
-      shader_water_uTexBack( 3 );
-      shader_water_uTime( world.time );
-      shader_water_uCamera( cam->transform[3] );
-      shader_water_uSurfaceY( world.water.height );
+      render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 );
+      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_water_uPv( cam->mtx.pv );
-      shader_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_water_uMdl( full );
+      shader_scene_water_uMdl( full );
 
       glEnable(GL_BLEND);
       glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
       glBlendEquation(GL_FUNC_ADD);
 
-      mesh_bind( &world.mesh_no_collide );
+      mesh_bind( &world->mesh_no_collide );
 
-      for( int i=0; i<world.material_count; i++ )
+      for( int i=0; i<world->material_count; i++ )
       {
-         struct world_material *mat = &world.materials[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 );
+            shader_scene_water_uShoreColour( mat->info.colour );
+            shader_scene_water_uOceanColour( mat->info.colour1 );
 
             mdl_draw_submesh( &mat->sm_no_collide );
          }
@@ -179,35 +172,37 @@ VG_STATIC void render_water_surface( camera *cam )
    }
    else if( vg.quality_profile == k_quality_profile_low )
    {
-      shader_water_fast_use();
+      shader_scene_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( cam->transform[3] );
-      shader_water_fast_uSurfaceY( world.water.height );
-      shader_link_standard_ub( _shader_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_water_fast_uMdl( full );
-      shader_water_fast_uPv( cam->mtx.pv );
-      shader_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);
       glBlendEquation(GL_FUNC_ADD);
 
-      mesh_bind( &world.mesh_no_collide );
+      mesh_bind( &world->mesh_no_collide );
 
-      for( int i=0; i<world.material_count; i++ )
+      for( int i=0; i<world->material_count; i++ )
       {
-         struct world_material *mat = &world.materials[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 );
+            shader_scene_water_fast_uShoreColour( mat->info.colour );
+            shader_scene_water_fast_uOceanColour( mat->info.colour1 );
 
             mdl_draw_submesh( &mat->sm_no_collide );
          }