X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=4281981c5549376742e930e0883eb2ee22b5b240;hb=a1741ec4aed057cbafff2d6bc9e5cf8a15ae322b;hp=5b82b12987aa41bc33067b1d5d91660a73e3ab7d;hpb=b93c61c54e7ac56f6808b9a563d3e4221ca8482e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 5b82b12..4281981 100644 --- a/world_water.h +++ b/world_water.h @@ -8,81 +8,61 @@ #include "world.h" #include "render.h" #include "shaders/water.h" +#include "shaders/water_fast.h" #include "scene.h" vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" }; -static struct -{ - struct framebuffer fbreflect, fbdepth; - glmesh mdl; - - boxf depthbounds; - int depth_computed; - - float height; - int enabled; - v4f plane; -} -wrender = -{ - .fbreflect = { .format = GL_RGB, .div = 3 }, - .fbdepth = { .format = GL_RGBA, .div = 4 } -}; - -static void world_water_init(void) +VG_STATIC void world_water_init(void) { vg_info( "world_water_init\n" ); shader_water_register(); - + shader_water_fast_register(); + vg_acquire_thread_sync(); { - fb_init( &wrender.fbreflect ); - fb_init( &wrender.fbdepth ); + 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 ); vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 ); - vg_success( "done\n" ); } vg_release_thread_sync(); -} -static void world_water_free(void *_) -{ - vg_tex2d_free( (vg_tex2d *[]){&tex_water_surf}, 1 ); - fb_free( &wrender.fbreflect ); - fb_free( &wrender.fbdepth ); + vg_success( "done\n" ); } -static void water_fb_resize(void) +VG_STATIC void water_fb_resize(void) { - if( !wrender.enabled ) + if( !world.water.enabled ) return; - fb_resize( &wrender.fbreflect ); - fb_resize( &wrender.fbdepth ); + fb_resize( &world.water.fbreflect ); + fb_resize( &world.water.fbdepth ); } -static void water_set_surface( glmesh *surf, float height ) +VG_STATIC void water_set_surface( float height ) { - wrender.mdl = *surf; - wrender.height = height; - wrender.enabled = 1; - - v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, wrender.plane ); + world.water.height = height; + v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane ); } -static void render_water_texture( m4x3f camera ) +VG_STATIC void render_water_texture( m4x3f camera ) { - if( !wrender.enabled ) + if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) ) return; /* Draw reflection buffa */ - fb_use( &wrender.fbreflect ); + fb_use( &world.water.fbreflect ); glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); m4x3f new_cam, inverse; v3_copy( camera[3], new_cam[3] ); - new_cam[3][1] -= 2.0f * (camera[3][1] - wrender.height); + new_cam[3][1] -= 2.0f * (camera[3][1] - world.water.height); m3x3f flip; m3x3_identity( flip ); @@ -101,7 +81,7 @@ static void render_water_texture( m4x3f camera ) m4x3_invert_affine( new_cam, inverse ); m4x3_expand( inverse, view ); - v4f clippa = { 0.0f, 1.0f, 0.0f, wrender.height-0.1f }; + v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f }; m4x3_mulp( inverse, clippa, clippa ); clippa[3] *= -1.0f; @@ -119,14 +99,14 @@ static void render_water_texture( m4x3f camera ) /* Draw beneath texture */ - fb_use( &wrender.fbdepth ); + fb_use( &world.water.fbdepth ); glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); m4x3_invert_affine( camera, inverse ); m4x3_expand( inverse, view ); - float bias = -(camera[3][1]-wrender.height)*0.1f; - v4f clippb = { 0.0f, -1.0f, 0.0f, -(wrender.height) + bias }; + float bias = -(camera[3][1]-world.water.height)*0.1f; + v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias }; m4x3_mulp( inverse, clippb, clippb ); clippb[3] *= -1.0f; @@ -142,47 +122,97 @@ static void render_water_texture( m4x3f camera ) glViewport( 0, 0, vg.window_x, vg.window_y ); } -static void render_water_surface( m4x4f pv, m4x3f camera ) +VG_STATIC void render_water_surface( m4x4f pv, m4x3f camera ) { - if( !wrender.enabled ) + if( !world.water.enabled ) return; - /* Draw surface */ - shader_water_use(); - - fb_bindtex( &wrender.fbreflect, 0 ); - shader_water_uTexMain( 0 ); + if( vg.quality_profile == k_quality_profile_high ) + { + /* Draw surface */ + shader_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){ - 1.0f / (float)vg.window_x, - 1.0f / (float)vg.window_y }); + vg_tex2d_bind( &tex_water_surf, 1 ); + shader_water_uTexDudv( 1 ); + shader_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_water.id, 2 ); - fb_bindtex( &wrender.fbdepth, 3 ); - shader_water_uTexBack( 3 ); - shader_water_uTime( world.routes.time ); - shader_water_uCamera( camera[3] ); - shader_water_uSurfaceY( wrender.height ); + fb_bindtex( &world.water.fbdepth, 3 ); + shader_water_uTexBack( 3 ); + shader_water_uTime( world.time ); + shader_water_uCamera( camera[3] ); + shader_water_uSurfaceY( world.water.height ); - shader_water_uPv( pv ); + shader_water_uPv( pv ); - m4x3f full; - m4x3_identity( full ); - full[3][1] = wrender.height; + m4x3f full; + m4x3_identity( full ); + shader_water_uMdl( full ); - shader_water_uMdl( full ); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glBlendEquation(GL_FUNC_ADD); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glBlendEquation(GL_FUNC_ADD); + mesh_bind( &world.mesh_no_collide ); - mesh_bind( &wrender.mdl ); - mesh_draw( &wrender.mdl ); + for( int i=0; iinfo.shader == k_shader_water ) + { + shader_water_uShoreColour( mat->info.colour ); + shader_water_uOceanColour( mat->info.colour1 ); + + mdl_draw_submesh( &mat->sm_no_collide ); + } + } + + 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( camera[3] ); + shader_water_fast_uSurfaceY( world.water.height ); + shader_link_standard_ub( _shader_water_fast.id, 2 ); + + m4x3f full; + m4x3_identity( full ); + shader_water_fast_uMdl( full ); + shader_water_fast_uPv( 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; iinfo.shader == k_shader_water ) + { + shader_water_fast_uShoreColour( mat->info.colour ); + shader_water_fast_uOceanColour( mat->info.colour1 ); + + mdl_draw_submesh( &mat->sm_no_collide ); + } + } + + glDisable(GL_BLEND); + } } #endif /* WATER_H */