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framebuffer change
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_water.c
diff --git
a/world_water.c
b/world_water.c
index 38038bf715b1c6d0817a84b1bd91086340f2c9b4..664a6e34f6ee8d7e97dde0106be91f0a45834eb8 100644
(file)
--- a/
world_water.c
+++ b/
world_water.c
@@
-51,7
+51,7
@@
void render_water_texture( world_instance *world, vg_camera *cam )
return;
/* Draw reflection buffa */
return;
/* Draw reflection buffa */
-
render_fb_bind( gpipeline.fb_water_reflection, 1
);
+
vg_framebuffer_bind( gpipeline.fb_water_reflection, k_render_scale
);
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
@@
-97,7
+97,7
@@
void render_water_texture( world_instance *world, vg_camera *cam )
* Create beneath view matrix
*/
vg_camera beneath_cam;
* Create beneath view matrix
*/
vg_camera beneath_cam;
-
render_fb_bind( gpipeline.fb_water_beneath, 1
);
+
vg_framebuffer_bind( gpipeline.fb_water_beneath, k_render_scale
);
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
@@
-125,11
+125,12
@@
void render_water_surface( world_instance *world, vg_camera *cam )
if( !world->water.enabled )
return;
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();
/* Draw surface */
shader_scene_water_use();
-
render_fb
_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
+
vg_framebuffer
_bind_texture( gpipeline.fb_water_reflection, 0, 0 );
shader_scene_water_uTexMain( 0 );
glActiveTexture( GL_TEXTURE1 );
shader_scene_water_uTexMain( 0 );
glActiveTexture( GL_TEXTURE1 );
@@
-142,7
+143,7
@@
void render_water_surface( world_instance *world, vg_camera *cam )
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water );
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water );
-
render_fb
_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
+
vg_framebuffer
_bind_texture( gpipeline.fb_water_beneath, 0, 5 );
shader_scene_water_uTexBack( 5 );
shader_scene_water_uTime( world_static.time );
shader_scene_water_uCamera( cam->transform[3] );
shader_scene_water_uTexBack( 5 );
shader_scene_water_uTime( world_static.time );
shader_scene_water_uCamera( cam->transform[3] );