forsenRun
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index a86d4ee0d06cfee68c7a52525fbb2916c441c32f..f44d265aa5a6e0271ae625af3f473ae741b8b351 100644 (file)
@@ -34,13 +34,22 @@ 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;
@@ -83,7 +92,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam )
     * Draw world
     */
    glCullFace( GL_FRONT );
-   render_world( world, &water_cam );
+   render_world( world, &water_cam, layer_depth );
    glCullFace( GL_BACK );
    
    /*
@@ -116,8 +125,7 @@ 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 +138,13 @@ 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 +165,10 @@ 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 +178,7 @@ 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 +186,11 @@ 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 +204,10 @@ 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 );