X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=14e3cd76409d3c472e7b22374982652f631d8de0;hb=a8ba9cc44e1ae9aeca62fb579a3105c625e59133;hp=7d67b136893d80753bea1f776d24d3e9620145e2;hpb=49f76c732d2c4ba2f7f772656831f1855521417c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 7d67b13..14e3cd7 100644 --- a/world_water.h +++ b/world_water.h @@ -11,7 +11,7 @@ #include "shaders/scene_water_fast.h" #include "scene.h" -vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" }; +VG_STATIC GLuint tex_water_surf; VG_STATIC void world_water_init(void) { @@ -19,11 +19,9 @@ VG_STATIC void world_water_init(void) shader_scene_water_register(); shader_scene_water_fast_register(); - vg_acquire_thread_sync(); - { - vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 ); - } - vg_release_thread_sync(); + vg_tex2d_load_qoi_async_file( "textures/water_surf.qoi", + VG_TEX2D_LINEAR|VG_TEX2D_REPEAT, + &tex_water_surf ); vg_success( "done\n" ); } @@ -55,7 +53,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam, return; /* Draw reflection buffa */ - render_fb_bind( gpipeline.fb_water_reflection ); + render_fb_bind( gpipeline.fb_water_reflection, 1 ); glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); /* @@ -101,7 +99,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam, * Create beneath view matrix */ camera beneath_cam; - render_fb_bind( gpipeline.fb_water_beneath ); + 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 ); @@ -121,7 +119,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam, glEnable( GL_DEPTH_TEST ); glDisable( GL_BLEND ); render_world_depth( world, &beneath_cam ); - glViewport( 0,0, g_render_x, g_render_y ); + //glViewport( 0,0, g_render_x, g_render_y ); } VG_STATIC void render_water_surface( world_instance *world, camera *cam ) @@ -135,9 +133,11 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); shader_scene_water_uTexMain( 0 ); - - vg_tex2d_bind( &tex_water_surf, 1 ); + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, 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 }); @@ -185,8 +185,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) else if( vg.quality_profile == k_quality_profile_low ){ shader_scene_water_fast_use(); - vg_tex2d_bind( &tex_water_surf, 1 ); + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, tex_water_surf ); shader_scene_water_fast_uTexDudv( 1 ); + shader_scene_water_fast_uTime( world_global.time ); shader_scene_water_fast_uCamera( cam->transform[3] ); shader_scene_water_fast_uSurfaceY( world->water.height );