X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=84558a20f392c591449057d404d77f432b176849;hb=f99902f513b0ad606437bf32de47405dd4ea5f98;hp=9709c43bebb8e6047f1602ca4b376168f930a7f0;hpb=192990d6d24e53749ca046fef808a63cf162ab8a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 9709c43..84558a2 100644 --- a/world_water.h +++ b/world_water.h @@ -34,19 +34,28 @@ 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 +91,18 @@ 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 +118,10 @@ 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 ) @@ -115,8 +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(); @@ -129,7 +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 ); @@ -150,12 +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 ); @@ -165,8 +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 ); @@ -174,7 +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 ); @@ -188,12 +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 );