X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=c16e2c556f60caa9864826f46cc6396778998b7c;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=382a775b892a89363f41c9dc562975d402e4fb51;hpb=56f320d8ce6e8997370ec8e02fe50ca2d07b67f0;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 382a775..c16e2c5 100644 --- a/world_water.h +++ b/world_water.h @@ -7,8 +7,8 @@ #include "world.h" #include "render.h" -#include "shaders/model_water.h" -#include "shaders/model_water_fast.h" +#include "shaders/scene_water.h" +#include "shaders/scene_water_fast.h" #include "scene.h" vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" }; @@ -16,8 +16,8 @@ vg_tex2d tex_water_surf = { .path = "textures/water_surf.qoi" }; VG_STATIC void world_water_init(void) { vg_info( "world_water_init\n" ); - shader_model_water_register(); - shader_model_water_fast_register(); + shader_scene_water_register(); + shader_scene_water_fast_register(); vg_acquire_thread_sync(); { @@ -34,8 +34,10 @@ 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 ); /* * Does not write motion vectors @@ -91,6 +93,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam ) */ camera beneath_cam; render_fb_bind( gpipeline.fb_water_beneath ); + 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 ); @@ -118,31 +121,33 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) if( vg.quality_profile == k_quality_profile_high ) { /* Draw surface */ - shader_model_water_use(); + shader_scene_water_use(); render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); - shader_model_water_uTexMain( 0 ); + shader_scene_water_uTexMain( 0 ); vg_tex2d_bind( &tex_water_surf, 1 ); - shader_model_water_uTexDudv( 1 ); - shader_model_water_uInvRes( (v2f){ + shader_scene_water_uTexDudv( 1 ); + shader_scene_water_uInvRes( (v2f){ 1.0f / (float)vg.window_x, 1.0f / (float)vg.window_y }); - world_link_lighting_ub( world, _shader_model_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 ); render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 3 ); - shader_model_water_uTexBack( 3 ); - shader_model_water_uTime( world_global.time ); - shader_model_water_uCamera( cam->transform[3] ); - shader_model_water_uSurfaceY( world->water.height ); + shader_scene_water_uTexBack( 3 ); + shader_scene_water_uTime( world_global.time ); + shader_scene_water_uCamera( cam->transform[3] ); + shader_scene_water_uSurfaceY( world->water.height ); - shader_model_water_uPv( cam->mtx.pv ); - shader_model_water_uPvmPrev( cam->mtx_prev.pv ); + shader_scene_water_uPv( cam->mtx.pv ); + shader_scene_water_uPvmPrev( cam->mtx_prev.pv ); m4x3f full; m4x3_identity( full ); - shader_model_water_uMdl( full ); + shader_scene_water_uMdl( full ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); @@ -156,8 +161,8 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) if( mat->info.shader == k_shader_water ) { - shader_model_water_uShoreColour( mat->info.colour ); - shader_model_water_uOceanColour( mat->info.colour1 ); + shader_scene_water_uShoreColour( mat->info.colour ); + shader_scene_water_uOceanColour( mat->info.colour1 ); mdl_draw_submesh( &mat->sm_no_collide ); } @@ -167,20 +172,22 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) } else if( vg.quality_profile == k_quality_profile_low ) { - shader_model_water_fast_use(); + shader_scene_water_fast_use(); vg_tex2d_bind( &tex_water_surf, 1 ); - shader_model_water_fast_uTexDudv( 1 ); - shader_model_water_fast_uTime( world_global.time ); - shader_model_water_fast_uCamera( cam->transform[3] ); - shader_model_water_fast_uSurfaceY( world->water.height ); - world_link_lighting_ub( world, _shader_model_water_fast.id, 2 ); + shader_scene_water_fast_uTexDudv( 1 ); + 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 ); + world_bind_position_texture( world, _shader_scene_water_fast.id, + _uniform_scene_water_fast_g_world_depth, 2 ); m4x3f full; m4x3_identity( full ); - shader_model_water_fast_uMdl( full ); - shader_model_water_fast_uPv( cam->mtx.pv ); - shader_model_water_fast_uPvmPrev( cam->mtx_prev.pv ); + shader_scene_water_fast_uMdl( full ); + shader_scene_water_fast_uPv( cam->mtx.pv ); + shader_scene_water_fast_uPvmPrev( cam->mtx_prev.pv ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); @@ -194,8 +201,8 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) if( mat->info.shader == k_shader_water ) { - shader_model_water_fast_uShoreColour( mat->info.colour ); - shader_model_water_fast_uOceanColour( mat->info.colour1 ); + shader_scene_water_fast_uShoreColour( mat->info.colour ); + shader_scene_water_fast_uOceanColour( mat->info.colour1 ); mdl_draw_submesh( &mat->sm_no_collide ); }