X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=656f1b2350afa588117d1a80f8a47a3dddab1093;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=b799e4e56ed9615c536a3ed1ab84e0e17d3cdf79;hpb=4f96bd0040e35ecb21d353ee2b895129682d22c1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index b799e4e..656f1b2 100644 --- a/world_water.h +++ b/world_water.h @@ -12,77 +12,55 @@ 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(); - + 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 ) 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 +79,7 @@ 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 +97,14 @@ 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; @@ -142,15 +120,15 @@ 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 ); + fb_bindtex( &world.water.fbreflect, 0 ); shader_water_uTexMain( 0 ); vg_tex2d_bind( &tex_water_surf, 1 ); @@ -161,17 +139,17 @@ static void render_water_surface( m4x4f pv, m4x3f camera ) shader_link_standard_ub( _shader_water.id, 2 ); - fb_bindtex( &wrender.fbdepth, 3 ); + fb_bindtex( &world.water.fbdepth, 3 ); shader_water_uTexBack( 3 ); - shader_water_uTime( world_routes.time ); + shader_water_uTime( world.time ); shader_water_uCamera( camera[3] ); - shader_water_uSurfaceY( wrender.height ); + shader_water_uSurfaceY( world.water.height ); shader_water_uPv( pv ); m4x3f full; m4x3_identity( full ); - full[3][1] = wrender.height; + full[3][1] = world.water.height; shader_water_uMdl( full ); @@ -179,8 +157,8 @@ static void render_water_surface( m4x4f pv, m4x3f camera ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); - mesh_bind( &wrender.mdl ); - mesh_draw( &wrender.mdl ); + mesh_bind( &world.mesh_water ); + mesh_draw( &world.mesh_water ); glDisable(GL_BLEND); }