X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=c16e2c556f60caa9864826f46cc6396778998b7c;hb=409edea2cf6271956137918e4e0b4f1c2addf620;hp=d2447b513e22be1e6cd1503084b989d4f7205ff0;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index d2447b5..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(); { @@ -28,18 +28,23 @@ VG_STATIC void world_water_init(void) vg_success( "done\n" ); } -VG_STATIC void water_set_surface( float height ) +VG_STATIC void water_set_surface( world_instance *world, float height ) { - world.water.height = height; - v4_copy( (v4f){ 0.0f, 1.0f, 0.0f, height }, world.water.plane ); + world->water.height = 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 ); +VG_STATIC void world_bind_position_texture( world_instance *world, + GLuint shader, GLuint location, + int slot ); + /* * Does not write motion vectors */ -VG_STATIC void render_water_texture( camera *cam ) +VG_STATIC void render_water_texture( world_instance *world, camera *cam ) { - if( !world.water.enabled || (vg.quality_profile == k_quality_profile_low) ) + if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) ) return; /* Draw reflection buffa */ @@ -49,7 +54,7 @@ VG_STATIC void render_water_texture( camera *cam ) /* * Create flipped view matrix. Don't care about motion vectors */ - float cam_height = cam->transform[3][1] - world.water.height; + float cam_height = cam->transform[3][1] - world->water.height; camera water_cam; water_cam.farz = cam->farz; @@ -67,7 +72,7 @@ VG_STATIC void render_water_texture( camera *cam ) /* * Create clipped projection */ - v4f clippa = { 0.0f, 1.0f, 0.0f, world.water.height-0.1f }; + v4f clippa = { 0.0f, 1.0f, 0.0f, world->water.height-0.1f }; m4x3_mulp( water_cam.transform_inverse, clippa, clippa ); clippa[3] *= -1.0f; @@ -80,7 +85,7 @@ VG_STATIC void render_water_texture( camera *cam ) * Draw world */ glCullFace( GL_FRONT ); - render_world( &water_cam ); + render_world( world, &water_cam ); glCullFace( GL_BACK ); /* @@ -88,14 +93,15 @@ VG_STATIC void render_water_texture( 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 ); camera_update_view( &beneath_cam ); - float bias = -(cam->transform[3][1]-world.water.height)*0.1f; + float bias = -(cam->transform[3][1]-world->water.height)*0.1f; - v4f clippb = { 0.0f, -1.0f, 0.0f, -(world.water.height) + bias }; + v4f clippb = { 0.0f, -1.0f, 0.0f, -(world->water.height) + bias }; m4x3_mulp( beneath_cam.transform_inverse, clippb, clippb ); clippb[3] *= -1.0f; @@ -103,58 +109,60 @@ VG_STATIC void render_water_texture( camera *cam ) m4x4_clip_projection( beneath_cam.mtx.p, clippb ); camera_finalize( &beneath_cam ); - render_world_depth( &beneath_cam ); + render_world_depth( world, &beneath_cam ); glViewport( 0, 0, vg.window_x, vg.window_y ); } -VG_STATIC void render_water_surface( camera *cam ) +VG_STATIC void render_water_surface( world_instance *world, camera *cam ) { - if( !world.water.enabled ) + if( !world->water.enabled ) return; 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 }); - shader_link_standard_ub( _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.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); glBlendEquation(GL_FUNC_ADD); - mesh_bind( &world.mesh_no_collide ); + mesh_bind( &world->mesh_no_collide ); - for( int i=0; imaterial_count; i++ ) { - struct world_material *mat = &world.materials[i]; + struct world_material *mat = &world->materials[i]; 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 ); } @@ -164,35 +172,37 @@ VG_STATIC void render_water_surface( 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.time ); - shader_model_water_fast_uCamera( cam->transform[3] ); - shader_model_water_fast_uSurfaceY( world.water.height ); - shader_link_standard_ub( _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); glBlendEquation(GL_FUNC_ADD); - mesh_bind( &world.mesh_no_collide ); + mesh_bind( &world->mesh_no_collide ); - for( int i=0; imaterial_count; i++ ) { - struct world_material *mat = &world.materials[i]; + struct world_material *mat = &world->materials[i]; 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 ); }