X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.c;h=38038bf715b1c6d0817a84b1bd91086340f2c9b4;hb=HEAD;hp=87b5a62490ca51a9a244dd886b65348ecb90d3eb;hpb=22f62f001f21d1b91fefd9fc495c122d9ddf205a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.c b/world_water.c index 87b5a62..38038bf 100644 --- a/world_water.c +++ b/world_water.c @@ -2,21 +2,21 @@ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved */ -#ifndef WATER_C -#define WATER_C - #include "world_water.h" #include "world_render.h" #include "render.h" #include "shaders/scene_water.h" #include "shaders/scene_water_fast.h" #include "scene.h" +#include "player.h" +#include "player_walk.h" +#include "player_dead.h" + +struct world_water world_water; -static void world_water_init(void) +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, @@ -25,28 +25,27 @@ 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, - int layer_depth ) +void render_water_texture( world_instance *world, vg_camera *cam ) { if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) ) return; @@ -60,7 +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] ); @@ -71,7 +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 @@ -83,7 +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 @@ -91,19 +90,19 @@ static void render_water_texture( world_instance *world, camera *cam, glEnable( GL_DEPTH_TEST ); glDisable( GL_BLEND ); glCullFace( GL_FRONT ); - render_world( world, &water_cam, layer_depth ); + render_world( world, &water_cam, 0, 1, 0, 1 ); glCullFace( GL_BACK ); /* * 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; @@ -113,7 +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 ); @@ -121,7 +120,7 @@ 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; @@ -141,16 +140,10 @@ 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 ); - 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 ); + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water ); - render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 ); - shader_scene_water_uTexBack( 3 ); + render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 5 ); + shader_scene_water_uTexBack( 5 ); shader_scene_water_uTime( world_static.time ); shader_scene_water_uCamera( cam->transform[3] ); shader_scene_water_uSurfaceY( world->water.height ); @@ -168,12 +161,18 @@ static void render_water_surface( world_instance *world, camera *cam ) mesh_bind( &world->mesh_no_collide ); - for( int i=0; isurface_count; i++ ){ + for( int i=0; isurface_count; i++ ) + { struct world_surface *mat = &world->surfaces[i]; + struct shader_props_water *props = mat->info.props.compiled; - if( mat->info.shader == k_shader_water ){ - shader_scene_water_uShoreColour( mat->info.colour ); - shader_scene_water_uOceanColour( mat->info.colour1 ); + if( mat->info.shader == k_shader_water ) + { + shader_scene_water_uShoreColour( props->shore_colour ); + shader_scene_water_uOceanColour( props->deep_colour ); + shader_scene_water_uFresnel( props->fresnel ); + shader_scene_water_uWaterScale( props->water_sale ); + shader_scene_water_uWaveSpeed( props->wave_speed ); mdl_draw_submesh( &mat->sm_no_collide ); } @@ -181,7 +180,9 @@ 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) || + (vg.quality_profile == k_quality_profile_min) ) + { shader_scene_water_fast_use(); glActiveTexture( GL_TEXTURE1 ); @@ -191,11 +192,8 @@ static void render_water_surface( world_instance *world, camera *cam ) shader_scene_water_fast_uTime( world_static.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 ); - world_bind_light_array( world, _shader_scene_water_fast.id, - _uniform_scene_water_fast_uLightsArray, 4 ); + + WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water_fast ); m4x3f full; m4x3_identity( full ); @@ -209,12 +207,15 @@ static void render_water_surface( world_instance *world, camera *cam ) mesh_bind( &world->mesh_no_collide ); - for( int i=0; isurface_count; i++ ){ + for( int i=0; isurface_count; i++ ) + { struct world_surface *mat = &world->surfaces[i]; + struct shader_props_water *props = mat->info.props.compiled; - if( mat->info.shader == k_shader_water ){ - shader_scene_water_fast_uShoreColour( mat->info.colour ); - shader_scene_water_fast_uOceanColour( mat->info.colour1 ); + if( mat->info.shader == k_shader_water ) + { + shader_scene_water_fast_uShoreColour( props->shore_colour ); + shader_scene_water_fast_uOceanColour( props->deep_colour ); mdl_draw_submesh( &mat->sm_no_collide ); } @@ -224,4 +225,38 @@ static void render_water_surface( world_instance *world, camera *cam ) } } -#endif /* WATER_C */ +static void world_water_drown(void) +{ + if( localplayer.drowned ) return; + player__networked_sfx( k_player_subsystem_walk, 32, + k_player_walk_soundeffect_splash, + localplayer.rb.co, 1.0f ); + vg_info( "player fell of due to walking into walker\n" ); + localplayer.drowned = 1; + player__dead_transition( k_player_die_type_generic ); +} + +bool world_water_player_safe( world_instance *world, f32 allowance ) +{ + if( !world->water.enabled ) return 1; + if( world->info.flags & 0x2 ) return 1; + + if( localplayer.rb.co[1]+allowance < world->water.height ) + { + world_water_drown(); + return 0; + } + + return 1; +} + +entity_call_result ent_water_call( world_instance *world, ent_call *call ) +{ + if( call->function == 0 ) + { + world_water_drown(); + return k_entity_call_result_OK; + } + + return k_entity_call_result_unhandled; +}