X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.c;h=0c6ac541064b2b353623dcd8a639490f89824d59;hb=5f6a4f9df6c8accc89f1920bfe9ace3cbac4c4b6;hp=62e133d72d7cd31181621dae41668e32378a0645;hpb=a109f126d8adab622e38fbcc2d4281e75255246a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.c b/world_water.c index 62e133d..0c6ac54 100644 --- a/world_water.c +++ b/world_water.c @@ -12,10 +12,11 @@ #include "shaders/scene_water_fast.h" #include "scene.h" -static void world_water_init(void){ +struct world_water world_water; + +void world_water_init(void) +{ vg_info( "world_water_init\n" ); - shader_scene_water_register(); - shader_scene_water_fast_register(); vg_tex2d_load_qoi_async_file( "textures/water_surf.qoi", VG_TEX2D_LINEAR|VG_TEX2D_REPEAT, @@ -24,26 +25,28 @@ static void world_water_init(void){ vg_success( "done\n" ); } -static void water_set_surface( world_instance *world, float height ){ +void water_set_surface( world_instance *world, float height ) +{ world->water.height = height; v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane ); } -static void world_link_lighting_ub( world_instance *world, GLuint shader ); -static void world_bind_position_texture( world_instance *world, - GLuint shader, GLuint location, - int slot ); -static void world_bind_light_array( world_instance *world, - GLuint shader, GLuint location, - int slot ); -static void world_bind_light_index( world_instance *world, +void world_link_lighting_ub( world_instance *world, GLuint shader ); +void world_bind_position_texture( world_instance *world, + GLuint shader, GLuint location, + int slot ); +void world_bind_light_array( world_instance *world, + GLuint shader, GLuint location, + int slot ); +void world_bind_light_index( world_instance *world, GLuint shader, GLuint location, int slot ); /* * Does not write motion vectors */ -static void render_water_texture( world_instance *world, camera *cam ){ +void render_water_texture( world_instance *world, vg_camera *cam ) +{ if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) ) return; @@ -56,7 +59,7 @@ static void render_water_texture( world_instance *world, camera *cam ){ */ float cam_height = cam->transform[3][1] - world->water.height; - camera water_cam; + vg_camera water_cam; water_cam.farz = cam->farz; water_cam.nearz = cam->nearz; v3_copy( cam->transform[3], water_cam.transform[3] ); @@ -67,7 +70,7 @@ static void render_water_texture( world_instance *world, camera *cam ){ flip[1][1] = -1.0f; m3x3_mul( flip, cam->transform, water_cam.transform ); - camera_update_view( &water_cam ); + vg_camera_update_view( &water_cam ); /* * Create clipped projection @@ -79,7 +82,7 @@ static void render_water_texture( world_instance *world, camera *cam ){ m4x4_copy( cam->mtx.p, water_cam.mtx.p ); m4x4_clip_projection( water_cam.mtx.p, clippa ); - camera_finalize( &water_cam ); + vg_camera_finalize( &water_cam ); /* * Draw world @@ -93,13 +96,13 @@ static void render_water_texture( world_instance *world, camera *cam ){ /* * Create beneath view matrix */ - camera beneath_cam; + vg_camera beneath_cam; 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 ); m4x3_copy( cam->transform, beneath_cam.transform ); - camera_update_view( &beneath_cam ); + vg_camera_update_view( &beneath_cam ); float bias = -(cam->transform[3][1]-world->water.height)*0.1f; @@ -109,7 +112,7 @@ static void render_water_texture( world_instance *world, camera *cam ){ m4x4_copy( cam->mtx.p, beneath_cam.mtx.p ); m4x4_clip_projection( beneath_cam.mtx.p, clippb ); - camera_finalize( &beneath_cam ); + vg_camera_finalize( &beneath_cam ); glEnable( GL_DEPTH_TEST ); glDisable( GL_BLEND ); @@ -117,7 +120,8 @@ static void render_water_texture( world_instance *world, camera *cam ){ //glViewport( 0,0, g_render_x, g_render_y ); } -static void render_water_surface( world_instance *world, camera *cam ){ +void render_water_surface( world_instance *world, vg_camera *cam ) +{ if( !world->water.enabled ) return;