X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=5dd1b919c3ebd958262d9f4219441e841a9c00fb;hb=4b8aac300ee193cfa12011dfe0238cfe7d7ffce7;hp=a86d4ee0d06cfee68c7a52525fbb2916c441c32f;hpb=f3a2490079baf440238b78e54f4476649eddbda2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index a86d4ee..5dd1b91 100644 --- a/world_water.h +++ b/world_water.h @@ -34,13 +34,22 @@ 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; @@ -82,8 +91,10 @@ 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 ); /* @@ -107,6 +118,8 @@ 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 ); } @@ -116,8 +129,7 @@ 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_scene_water_use(); @@ -130,7 +142,13 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) 1.0f / (float)vg.window_x, 1.0f / (float)vg.window_y }); - world_link_lighting_ub( world, _shader_scene_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_scene_water_uTexBack( 3 ); @@ -151,12 +169,10 @@ 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 ) - { + if( mat->info.shader == k_shader_water ){ shader_scene_water_uShoreColour( mat->info.colour ); shader_scene_water_uOceanColour( mat->info.colour1 ); @@ -166,8 +182,7 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) glDisable(GL_BLEND); } - else if( vg.quality_profile == k_quality_profile_low ) - { + else if( vg.quality_profile == k_quality_profile_low ){ shader_scene_water_fast_use(); vg_tex2d_bind( &tex_water_surf, 1 ); @@ -175,7 +190,11 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) 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, 2 ); + 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 ); @@ -189,12 +208,10 @@ 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 ) - { + if( mat->info.shader == k_shader_water ){ shader_scene_water_fast_uShoreColour( mat->info.colour ); shader_scene_water_fast_uOceanColour( mat->info.colour1 );