X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=a4f69672973a2676ce520756f7494e4158b7d7f1;hb=c33e4f46d864b2fde0c5938bf5a9388b1e8b5c04;hp=11d9594d6fada5c0729b066d172db2cb7467b73a;hpb=c2d67378dd5c82de50b8fbbbe222ec6be2da4eee;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 11d9594..a4f6967 100644 --- a/world_water.h +++ b/world_water.h @@ -1,3 +1,7 @@ +/* + * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved + */ + #ifndef WATER_H #define WATER_H @@ -26,28 +30,20 @@ wrender = .fbdepth = { .format = GL_RGBA, .div = 4 } }; -static int world_water_init(void) +static void world_water_init(void) { vg_info( "world_water_init\n" ); shader_water_register(); - if( vg_acquire_thread_sync(1) ) + vg_acquire_thread_sync(); { - if( !fb_init( &wrender.fbreflect ) || - !fb_init( &wrender.fbdepth ) ) - { - vg_release_thread_sync(1); - return 0; - } + fb_init( &wrender.fbreflect ); + fb_init( &wrender.fbdepth ); vg_tex2d_init( (vg_tex2d *[]){&tex_water_surf}, 1 ); - vg_success( "done\n" ); - vg_release_thread_sync(1); - return 1; } - else - return 0; + vg_release_thread_sync(); } static void world_water_free(void *_) @@ -112,7 +108,7 @@ static void render_water_texture( m4x3f camera ) m4x4f projection; m4x4_projection( projection, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, + (float)vg.window_x / (float)vg.window_y, 0.1f, 900.0f ); plane_clip_projection( projection, clippa ); m4x4_mul( projection, view, projection ); @@ -136,14 +132,14 @@ static void render_water_texture( m4x3f camera ) m4x4_projection( projection, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, + (float)vg.window_x / (float)vg.window_y, 0.1f, 900.0f ); plane_clip_projection( projection, clippb ); m4x4_mul( projection, view, projection ); render_world_depth( projection, camera ); - glViewport( 0, 0, vg_window_x, vg_window_y ); + glViewport( 0, 0, vg.window_x, vg.window_y ); } static void render_water_surface( m4x4f pv, m4x3f camera ) @@ -160,14 +156,14 @@ static void render_water_surface( m4x4f pv, m4x3f camera ) 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 }); + 1.0f / (float)vg.window_x, + 1.0f / (float)vg.window_y }); shader_link_standard_ub( _shader_water.id, 2 ); fb_bindtex( &wrender.fbdepth, 3 ); shader_water_uTexBack( 3 ); - shader_water_uTime( vg_time ); + shader_water_uTime( vg.time ); shader_water_uCamera( camera[3] ); shader_water_uSurfaceY( wrender.height );