X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.c;h=38038bf715b1c6d0817a84b1bd91086340f2c9b4;hb=refs%2Fheads%2Fmaster;hp=dc8206b57218ec989891930351bb1266256e0412;hpb=bf13ef74cc454e1e820928484204ac67eb98a308;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.c b/world_water.c deleted file mode 100644 index dc8206b..0000000 --- a/world_water.c +++ /dev/null @@ -1,260 +0,0 @@ -/* - * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved - */ - -#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; - -void world_water_init(void) -{ - vg_info( "world_water_init\n" ); - - vg_tex2d_load_qoi_async_file( "textures/water_surf.qoi", - VG_TEX2D_LINEAR|VG_TEX2D_REPEAT, - &world_water.tex_water_surf ); - - vg_success( "done\n" ); -} - -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 ); -} - -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 - */ -void render_water_texture( world_instance *world, vg_camera *cam ) -{ - if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) ) - return; - - /* Draw reflection buffa */ - render_fb_bind( gpipeline.fb_water_reflection, 1 ); - 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; - - vg_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; - - m3x3f flip; - m3x3_identity( flip ); - flip[1][1] = -1.0f; - m3x3_mul( flip, cam->transform, water_cam.transform ); - - vg_camera_update_view( &water_cam ); - - /* - * Create clipped projection - */ - 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; - - m4x4_copy( cam->mtx.p, water_cam.mtx.p ); - m4x4_clip_projection( water_cam.mtx.p, clippa ); - - vg_camera_finalize( &water_cam ); - - /* - * Draw world - */ - glEnable( GL_DEPTH_TEST ); - glDisable( GL_BLEND ); - glCullFace( GL_FRONT ); - render_world( world, &water_cam, 0, 1, 0, 1 ); - glCullFace( GL_BACK ); - - /* - * Create beneath view matrix - */ - 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 ); - vg_camera_update_view( &beneath_cam ); - - float bias = -(cam->transform[3][1]-world->water.height)*0.1f; - - v4f clippb = { 0.0f, -1.0f, 0.0f, -(world->water.height) + bias }; - m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb ); - clippb[3] *= -1.0f; - - m4x4_copy( cam->mtx.p, beneath_cam.mtx.p ); - m4x4_clip_projection( beneath_cam.mtx.p, clippb ); - vg_camera_finalize( &beneath_cam ); - - glEnable( GL_DEPTH_TEST ); - glDisable( GL_BLEND ); - render_world_depth( world, &beneath_cam ); - //glViewport( 0,0, g_render_x, g_render_y ); -} - -void render_water_surface( world_instance *world, vg_camera *cam ) -{ - if( !world->water.enabled ) - return; - - if( vg.quality_profile == k_quality_profile_high ){ - /* Draw surface */ - shader_scene_water_use(); - - render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); - shader_scene_water_uTexMain( 0 ); - - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world_water.tex_water_surf ); - shader_scene_water_uTexDudv( 1 ); - - shader_scene_water_uInvRes( (v2f){ - 1.0f / (float)vg.window_x, - 1.0f / (float)vg.window_y }); - - WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water ); - - 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 ); - - shader_scene_water_uPv( cam->mtx.pv ); - shader_scene_water_uPvmPrev( cam->mtx_prev.pv ); - - m4x3f full; - m4x3_identity( 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 ); - - 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( 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 ); - } - } - - glDisable(GL_BLEND); - } - else if( (vg.quality_profile == k_quality_profile_low) || - (vg.quality_profile == k_quality_profile_min) ) - { - shader_scene_water_fast_use(); - - glActiveTexture( GL_TEXTURE1 ); - glBindTexture( GL_TEXTURE_2D, world_water.tex_water_surf ); - shader_scene_water_fast_uTexDudv( 1 ); - - 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_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water_fast ); - - m4x3f full; - m4x3_identity( full ); - 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 ); - - 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( props->shore_colour ); - shader_scene_water_fast_uOceanColour( props->deep_colour ); - - mdl_draw_submesh( &mat->sm_no_collide ); - } - } - - glDisable(GL_BLEND); - } -} - -static void world_water_drown(void) -{ - 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" ); - 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; -}