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[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_water.h
diff --git
a/world_water.h
b/world_water.h
index 9e282be89f6eaf459aef241107c8aeee4345bbf7..84558a20f392c591449057d404d77f432b176849 100644
(file)
--- a/
world_water.h
+++ b/
world_water.h
@@
-48,13
+48,14
@@
VG_STATIC void world_bind_light_index( world_instance *world,
/*
* Does not write motion vectors
*/
/*
* 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;
/* Draw reflection buffa */
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
/* Draw reflection buffa */
- render_fb_bind( gpipeline.fb_water_reflection );
+ render_fb_bind( gpipeline.fb_water_reflection
, 1
);
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
/*
@@
-90,15
+91,17
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam )
/*
* Draw world
*/
/*
* Draw world
*/
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
glCullFace( GL_FRONT );
glCullFace( GL_FRONT );
- render_world( world, &water_cam );
+ render_world( world, &water_cam
, layer_depth
);
glCullFace( GL_BACK );
/*
* Create beneath view matrix
*/
camera beneath_cam;
glCullFace( GL_BACK );
/*
* Create beneath view matrix
*/
camera beneath_cam;
- render_fb_bind( gpipeline.fb_water_beneath );
+ 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 );
glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
@@
-115,8
+118,10
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam )
m4x4_clip_projection( beneath_cam.mtx.p, clippb );
camera_finalize( &beneath_cam );
m4x4_clip_projection( beneath_cam.mtx.p, clippb );
camera_finalize( &beneath_cam );
+ glEnable( GL_DEPTH_TEST );
+ glDisable( GL_BLEND );
render_world_depth( world, &beneath_cam );
render_world_depth( world, &beneath_cam );
-
glViewport( 0, 0, vg.window_x, vg.window
_y );
+
//glViewport( 0,0, g_render_x, g_render
_y );
}
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
}
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
@@
-124,8
+129,7
@@
VG_STATIC void render_water_surface( world_instance *world, 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();
@@
-165,12
+169,10
@@
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
mesh_bind( &world->mesh_no_collide );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->material_count; i++ )
- {
- struct world_material *mat = &world->materials[i];
+ for( int i=0; i<world->surface_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 );
shader_scene_water_uShoreColour( mat->info.colour );
shader_scene_water_uOceanColour( mat->info.colour1 );
@@
-180,8
+182,7
@@
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
glDisable(GL_BLEND);
}
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 );
shader_scene_water_fast_use();
vg_tex2d_bind( &tex_water_surf, 1 );
@@
-207,12
+208,10
@@
VG_STATIC void render_water_surface( world_instance *world, camera *cam )
mesh_bind( &world->mesh_no_collide );
mesh_bind( &world->mesh_no_collide );
- for( int i=0; i<world->material_count; i++ )
- {
- struct world_material *mat = &world->materials[i];
+ for( int i=0; i<world->surface_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 );
shader_scene_water_fast_uShoreColour( mat->info.colour );
shader_scene_water_fast_uOceanColour( mat->info.colour1 );