revision 2
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.c
index 62e133d72d7cd31181621dae41668e32378a0645..0c6ac541064b2b353623dcd8a639490f89824d59 100644 (file)
 #include "shaders/scene_water_fast.h"
 #include "scene.h"
 
-static void world_water_init(void){
+struct world_water world_water;
+
+void world_water_init(void)
+{
    vg_info( "world_water_init\n" );
-   shader_scene_water_register();
-   shader_scene_water_fast_register();
 
    vg_tex2d_load_qoi_async_file( "textures/water_surf.qoi",
                                  VG_TEX2D_LINEAR|VG_TEX2D_REPEAT,
@@ -24,26 +25,28 @@ static void world_water_init(void){
    vg_success( "done\n" );
 }
 
-static void water_set_surface( world_instance *world, float height ){
+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 );
 }
 
-static void world_link_lighting_ub( world_instance *world, GLuint shader );
-static void world_bind_position_texture( world_instance *world, 
-                                            GLuint shader, GLuint location,
-                                            int slot );
-static void world_bind_light_array( world_instance *world,
-                                       GLuint shader, GLuint location, 
-                                       int slot );
-static void world_bind_light_index( world_instance *world,
+void world_link_lighting_ub( world_instance *world, GLuint shader );
+void world_bind_position_texture( world_instance *world, 
+                                     GLuint shader, GLuint location,
+                                     int slot );
+void world_bind_light_array( world_instance *world,
+                                GLuint shader, GLuint location, 
+                                int slot );
+void world_bind_light_index( world_instance *world,
                                        GLuint shader, GLuint location, 
                                        int slot );
 
 /*
  * Does not write motion vectors
  */
-static void render_water_texture( world_instance *world, camera *cam ){
+void render_water_texture( world_instance *world, vg_camera *cam )
+{
    if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
       return;
 
@@ -56,7 +59,7 @@ static void render_water_texture( world_instance *world, camera *cam ){
     */
    float cam_height = cam->transform[3][1] - world->water.height;
 
-   camera water_cam;
+   vg_camera water_cam;
    water_cam.farz = cam->farz;
    water_cam.nearz = cam->nearz;
    v3_copy( cam->transform[3], water_cam.transform[3] );
@@ -67,7 +70,7 @@ static void render_water_texture( world_instance *world, camera *cam ){
    flip[1][1] = -1.0f;
    m3x3_mul( flip, cam->transform, water_cam.transform );
 
-   camera_update_view( &water_cam );
+   vg_camera_update_view( &water_cam );
 
    /* 
     * Create clipped projection 
@@ -79,7 +82,7 @@ static void render_water_texture( world_instance *world, camera *cam ){
    m4x4_copy( cam->mtx.p, water_cam.mtx.p );
    m4x4_clip_projection( water_cam.mtx.p, clippa );
 
-   camera_finalize( &water_cam );
+   vg_camera_finalize( &water_cam );
 
    /*
     * Draw world
@@ -93,13 +96,13 @@ static void render_water_texture( world_instance *world, camera *cam ){
    /*
     * Create beneath view matrix
     */
-   camera beneath_cam;
+   vg_camera beneath_cam;
    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 );
-   camera_update_view( &beneath_cam );
+   vg_camera_update_view( &beneath_cam );
 
    float bias = -(cam->transform[3][1]-world->water.height)*0.1f;
 
@@ -109,7 +112,7 @@ static void render_water_texture( world_instance *world, camera *cam ){
 
    m4x4_copy( cam->mtx.p, beneath_cam.mtx.p );
    m4x4_clip_projection( beneath_cam.mtx.p, clippb );
-   camera_finalize( &beneath_cam );
+   vg_camera_finalize( &beneath_cam );
 
    glEnable( GL_DEPTH_TEST );
    glDisable( GL_BLEND );
@@ -117,7 +120,8 @@ static void render_water_texture( world_instance *world, camera *cam ){
    //glViewport( 0,0, g_render_x, g_render_y );
 }
 
-static void render_water_surface( world_instance *world, camera *cam ){
+void render_water_surface( world_instance *world, vg_camera *cam )
+{
    if( !world->water.enabled )
       return;