X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.h;h=f44d265aa5a6e0271ae625af3f473ae741b8b351;hb=6e29d444f89478d5965fc652373272e5d70e84e4;hp=6d77a9855bbfbb7599a3e41ad644ff64b63d35a4;hpb=e61356f70eddb79f05d7b9e329e91963ec74f817;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.h b/world_water.h index 6d77a98..f44d265 100644 --- a/world_water.h +++ b/world_water.h @@ -41,11 +41,15 @@ VG_STATIC void world_bind_position_texture( world_instance *world, 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; @@ -88,7 +92,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam ) * Draw world */ glCullFace( GL_FRONT ); - render_world( world, &water_cam ); + render_world( world, &water_cam, layer_depth ); glCullFace( GL_BACK ); /* @@ -121,8 +125,7 @@ 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(); @@ -140,6 +143,8 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam ) _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 ); @@ -160,12 +165,10 @@ 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 ); @@ -175,8 +178,7 @@ 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 ); @@ -202,12 +204,10 @@ 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 );