X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;fp=world_water.h;h=d2447b513e22be1e6cd1503084b989d4f7205ff0;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=cd4836a44cfefcdd550dc33aca5a687193745345;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index cd4836a..d2447b5 100644 --- a/world_water.h +++ b/world_water.h @@ -7,8 +7,8 @@ #include "world.h" #include "render.h" -#include "shaders/water.h" -#include "shaders/water_fast.h" +#include "shaders/model_water.h" +#include "shaders/model_water_fast.h" #include "scene.h" vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" }; @@ -16,8 +16,8 @@ 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_model_water_register(); + shader_model_water_fast_register(); vg_acquire_thread_sync(); { @@ -115,31 +115,31 @@ VG_STATIC void render_water_surface( camera *cam ) if( vg.quality_profile == k_quality_profile_high ) { /* Draw surface */ - shader_water_use(); + shader_model_water_use(); render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); - shader_water_uTexMain( 0 ); + shader_model_water_uTexMain( 0 ); vg_tex2d_bind( &tex_water_surf, 1 ); - shader_water_uTexDudv( 1 ); - shader_water_uInvRes( (v2f){ + shader_model_water_uTexDudv( 1 ); + shader_model_water_uInvRes( (v2f){ 1.0f / (float)vg.window_x, 1.0f / (float)vg.window_y }); - shader_link_standard_ub( _shader_water.id, 2 ); + shader_link_standard_ub( _shader_model_water.id, 2 ); render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 ); - shader_water_uTexBack( 3 ); - shader_water_uTime( world.time ); - shader_water_uCamera( cam->transform[3] ); - shader_water_uSurfaceY( world.water.height ); + shader_model_water_uTexBack( 3 ); + shader_model_water_uTime( world.time ); + shader_model_water_uCamera( cam->transform[3] ); + shader_model_water_uSurfaceY( world.water.height ); - shader_water_uPv( cam->mtx.pv ); - shader_water_uPvmPrev( cam->mtx_prev.pv ); + shader_model_water_uPv( cam->mtx.pv ); + shader_model_water_uPvmPrev( cam->mtx_prev.pv ); m4x3f full; m4x3_identity( full ); - shader_water_uMdl( full ); + shader_model_water_uMdl( full ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); @@ -153,8 +153,8 @@ VG_STATIC void render_water_surface( camera *cam ) if( mat->info.shader == k_shader_water ) { - shader_water_uShoreColour( mat->info.colour ); - shader_water_uOceanColour( mat->info.colour1 ); + shader_model_water_uShoreColour( mat->info.colour ); + shader_model_water_uOceanColour( mat->info.colour1 ); mdl_draw_submesh( &mat->sm_no_collide ); } @@ -164,20 +164,20 @@ VG_STATIC void render_water_surface( camera *cam ) } else if( vg.quality_profile == k_quality_profile_low ) { - shader_water_fast_use(); + shader_model_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_model_water_fast_uTexDudv( 1 ); + shader_model_water_fast_uTime( world.time ); + shader_model_water_fast_uCamera( cam->transform[3] ); + shader_model_water_fast_uSurfaceY( world.water.height ); + shader_link_standard_ub( _shader_model_water_fast.id, 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_model_water_fast_uMdl( full ); + shader_model_water_fast_uPv( cam->mtx.pv ); + shader_model_water_fast_uPvmPrev( cam->mtx_prev.pv ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); @@ -191,8 +191,8 @@ VG_STATIC void render_water_surface( camera *cam ) if( mat->info.shader == k_shader_water ) { - shader_water_fast_uShoreColour( mat->info.colour ); - shader_water_fast_uOceanColour( mat->info.colour1 ); + shader_model_water_fast_uShoreColour( mat->info.colour ); + shader_model_water_fast_uOceanColour( mat->info.colour1 ); mdl_draw_submesh( &mat->sm_no_collide ); }