X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=14e3cd76409d3c472e7b22374982652f631d8de0;hb=b4a83d4fcab39bee5a8cd6e8e6eec06314864e5b;hp=e054a111a788dea8440d06be1e8ac473f5e03227;hpb=f7db507815e2822d971031c30f25e02b45e9c914;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index e054a11..14e3cd7 100644 --- a/world_water.h +++ b/world_water.h @@ -7,68 +7,63 @@ #include "world.h" #include "render.h" -#include "shaders/water.h" -#include "shaders/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_water_register(); - shader_water_fast_register(); - - vg_acquire_thread_sync(); - { - world.water.fbreflect.format = GL_RGB; - world.water.fbreflect.div = 3; - world.water.fbdepth.format = GL_RGBA; - world.water.fbdepth.div = 4; - - fb_init( &world.water.fbreflect ); - fb_init( &world.water.fbdepth ); + shader_scene_water_register(); + shader_scene_water_fast_register(); - 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" ); } -VG_STATIC void water_fb_resize(void) +VG_STATIC void water_set_surface( world_instance *world, float height ) { - if( !world.water.enabled ) - return; - - fb_resize( &world.water.fbreflect ); - fb_resize( &world.water.fbdepth ); + world->water.height = height; + v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world->water.plane ); } -VG_STATIC void water_set_surface( float height ) -{ - world.water.height = 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 ); +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( 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) ) + if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) ) return; /* Draw reflection buffa */ - fb_use( &world.water.fbreflect ); + 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; + float cam_height = cam->transform[3][1] - world->water.height; 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; @@ -82,7 +77,7 @@ VG_STATIC void render_water_texture( camera *cam ) /* * Create clipped projection */ - v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f }; + 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; @@ -94,23 +89,26 @@ VG_STATIC void render_water_texture( camera *cam ) /* * Draw world */ + glEnable( GL_DEPTH_TEST ); + glDisable( GL_BLEND ); glCullFace( GL_FRONT ); - render_world( &water_cam ); + render_world( world, &water_cam, layer_depth ); glCullFace( GL_BACK ); /* * Create beneath view matrix */ camera beneath_cam; - fb_use( &world.water.fbdepth ); + 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 ); - float bias = -(cam->transform[3][1]-world.water.height)*0.1f; + float bias = -(cam->transform[3][1]-world->water.height)*0.1f; - v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias }; + v4f clippb = { 0.0f, -1.0f, 0.0f, -(world->water.height) + bias }; m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb ); clippb[3] *= -1.0f; @@ -118,58 +116,65 @@ VG_STATIC void render_water_texture( camera *cam ) m4x4_clip_projection( beneath_cam.mtx.p, clippb ); camera_finalize( &beneath_cam ); - render_world_depth( &beneath_cam ); - glViewport( 0, 0, vg.window_x, vg.window_y ); + glEnable( GL_DEPTH_TEST ); + glDisable( GL_BLEND ); + render_world_depth( world, &beneath_cam ); + //glViewport( 0,0, g_render_x, g_render_y ); } -VG_STATIC void render_water_surface( camera *cam ) +VG_STATIC void render_water_surface( world_instance *world, camera *cam ) { - if( !world.water.enabled ) + if( !world->water.enabled ) return; - if( vg.quality_profile == k_quality_profile_high ) - { + if( vg.quality_profile == k_quality_profile_high ){ /* Draw surface */ - shader_water_use(); + shader_scene_water_use(); - fb_bindtex( &world.water.fbreflect, 0 ); - shader_water_uTexMain( 0 ); - - vg_tex2d_bind( &tex_water_surf, 1 ); - shader_water_uTexDudv( 1 ); - shader_water_uInvRes( (v2f){ + render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); + 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 }); - shader_link_standard_ub( _shader_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 ); - fb_bindtex( &world.water.fbdepth, 3 ); - shader_water_uTexBack( 3 ); - shader_water_uTime( world.time ); - shader_water_uCamera( cam->transform[3] ); - shader_water_uSurfaceY( world.water.height ); + render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 ); + 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_water_uPv( cam->mtx.pv ); - shader_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_water_uMdl( 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 ); + mesh_bind( &world->mesh_no_collide ); - for( int i=0; isurface_count; i++ ){ + struct world_surface *mat = &world->surfaces[i]; - if( mat->info.shader == k_shader_water ) - { - shader_water_uShoreColour( mat->info.colour ); - shader_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 ); } @@ -177,37 +182,40 @@ VG_STATIC void render_water_surface( camera *cam ) glDisable(GL_BLEND); } - else if( vg.quality_profile == k_quality_profile_low ) - { - shader_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 ); + 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_water_fast_uMdl( full ); - shader_water_fast_uPv( cam->mtx.pv ); - shader_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); glBlendEquation(GL_FUNC_ADD); - mesh_bind( &world.mesh_no_collide ); + mesh_bind( &world->mesh_no_collide ); - for( int i=0; isurface_count; i++ ){ + struct world_surface *mat = &world->surfaces[i]; - if( mat->info.shader == k_shader_water ) - { - shader_water_fast_uShoreColour( mat->info.colour ); - shader_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 ); }