X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=14e3cd76409d3c472e7b22374982652f631d8de0;hb=b4a83d4fcab39bee5a8cd6e8e6eec06314864e5b;hp=382a775b892a89363f41c9dc562975d402e4fb51;hpb=56f320d8ce6e8997370ec8e02fe50ca2d07b67f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 382a775..14e3cd7 100644 --- a/world_water.h +++ b/world_water.h @@ -7,23 +7,21 @@ #include "world.h" #include "render.h" -#include "shaders/model_water.h" -#include "shaders/model_water_fast.h" +#include "shaders/scene_water.h" +#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) { vg_info( "world_water_init\n" ); - shader_model_water_register(); - shader_model_water_fast_register(); + 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" ); } @@ -34,19 +32,28 @@ VG_STATIC void water_set_surface( world_instance *world, float height ) v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane ); } -VG_STATIC void world_link_lighting_ub( world_instance *world, - GLuint shader, int texture_id ); +VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader ); +VG_STATIC void world_bind_position_texture( world_instance *world, + GLuint shader, GLuint location, + int slot ); +VG_STATIC void world_bind_light_array( world_instance *world, + GLuint shader, GLuint location, + int slot ); +VG_STATIC void world_bind_light_index( world_instance *world, + GLuint shader, GLuint location, + int slot ); /* * Does not write motion vectors */ -VG_STATIC void render_water_texture( world_instance *world, camera *cam ) +VG_STATIC void render_water_texture( world_instance *world, camera *cam, + int layer_depth ) { if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) ) 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 ); /* @@ -82,15 +89,18 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam ) /* * Draw world */ + glEnable( GL_DEPTH_TEST ); + glDisable( GL_BLEND ); glCullFace( GL_FRONT ); - render_world( world, &water_cam ); + render_world( world, &water_cam, layer_depth ); glCullFace( GL_BACK ); /* * 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 ); m4x3_copy( cam->transform, beneath_cam.transform ); @@ -106,8 +116,10 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam ) m4x4_clip_projection( beneath_cam.mtx.p, clippb ); camera_finalize( &beneath_cam ); + glEnable( GL_DEPTH_TEST ); + glDisable( GL_BLEND ); render_world_depth( world, &beneath_cam ); - glViewport( 0, 0, vg.window_x, vg.window_y ); + //glViewport( 0,0, g_render_x, g_render_y ); } VG_STATIC void render_water_surface( world_instance *world, camera *cam ) @@ -115,34 +127,41 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) if( !world->water.enabled ) return; - if( vg.quality_profile == k_quality_profile_high ) - { + if( vg.quality_profile == k_quality_profile_high ){ /* Draw surface */ - shader_model_water_use(); + shader_scene_water_use(); render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); - shader_model_water_uTexMain( 0 ); - - vg_tex2d_bind( &tex_water_surf, 1 ); - shader_model_water_uTexDudv( 1 ); - shader_model_water_uInvRes( (v2f){ + shader_scene_water_uTexMain( 0 ); + + 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 }); - world_link_lighting_ub( world, _shader_model_water.id, 2 ); + 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 ); render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 ); - shader_model_water_uTexBack( 3 ); - shader_model_water_uTime( world_global.time ); - shader_model_water_uCamera( cam->transform[3] ); - shader_model_water_uSurfaceY( world->water.height ); + shader_scene_water_uTexBack( 3 ); + shader_scene_water_uTime( world_global.time ); + shader_scene_water_uCamera( cam->transform[3] ); + shader_scene_water_uSurfaceY( world->water.height ); - shader_model_water_uPv( cam->mtx.pv ); - shader_model_water_uPvmPrev( cam->mtx_prev.pv ); + shader_scene_water_uPv( cam->mtx.pv ); + shader_scene_water_uPvmPrev( cam->mtx_prev.pv ); m4x3f full; m4x3_identity( full ); - shader_model_water_uMdl( full ); + shader_scene_water_uMdl( full ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); @@ -150,14 +169,12 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) mesh_bind( &world->mesh_no_collide ); - for( int i=0; imaterial_count; i++ ) - { - struct world_material *mat = &world->materials[i]; + for( int i=0; isurface_count; i++ ){ + struct world_surface *mat = &world->surfaces[i]; - if( mat->info.shader == k_shader_water ) - { - shader_model_water_uShoreColour( mat->info.colour ); - shader_model_water_uOceanColour( mat->info.colour1 ); + if( mat->info.shader == k_shader_water ){ + shader_scene_water_uShoreColour( mat->info.colour ); + shader_scene_water_uOceanColour( mat->info.colour1 ); mdl_draw_submesh( &mat->sm_no_collide ); } @@ -165,22 +182,27 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) glDisable(GL_BLEND); } - else if( vg.quality_profile == k_quality_profile_low ) - { - shader_model_water_fast_use(); - - vg_tex2d_bind( &tex_water_surf, 1 ); - shader_model_water_fast_uTexDudv( 1 ); - shader_model_water_fast_uTime( world_global.time ); - shader_model_water_fast_uCamera( cam->transform[3] ); - shader_model_water_fast_uSurfaceY( world->water.height ); - world_link_lighting_ub( world, _shader_model_water_fast.id, 2 ); + else if( vg.quality_profile == k_quality_profile_low ){ + shader_scene_water_fast_use(); + + 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 ); + 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 ); m4x3f full; m4x3_identity( full ); - shader_model_water_fast_uMdl( full ); - shader_model_water_fast_uPv( cam->mtx.pv ); - shader_model_water_fast_uPvmPrev( cam->mtx_prev.pv ); + 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); @@ -188,14 +210,12 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) mesh_bind( &world->mesh_no_collide ); - for( int i=0; imaterial_count; i++ ) - { - struct world_material *mat = &world->materials[i]; + for( int i=0; isurface_count; i++ ){ + struct world_surface *mat = &world->surfaces[i]; - if( mat->info.shader == k_shader_water ) - { - shader_model_water_fast_uShoreColour( mat->info.colour ); - shader_model_water_fast_uOceanColour( mat->info.colour1 ); + if( mat->info.shader == k_shader_water ){ + shader_scene_water_fast_uShoreColour( mat->info.colour ); + shader_scene_water_fast_uOceanColour( mat->info.colour1 ); mdl_draw_submesh( &mat->sm_no_collide ); }