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a good point with grinds
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_water.h
diff --git
a/world_water.h
b/world_water.h
index 9e282be89f6eaf459aef241107c8aeee4345bbf7..f44d265aa5a6e0271ae625af3f473ae741b8b351 100644
(file)
--- a/
world_water.h
+++ b/
world_water.h
@@
-48,7
+48,8
@@
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;
{
if( !world->water.enabled || (vg.quality_profile == k_quality_profile_low) )
return;
@@
-91,7
+92,7
@@
VG_STATIC void render_water_texture( world_instance *world, camera *cam )
* Draw world
*/
glCullFace( GL_FRONT );
* Draw world
*/
glCullFace( GL_FRONT );
- render_world( world, &water_cam );
+ render_world( world, &water_cam
, layer_depth
);
glCullFace( GL_BACK );
/*
glCullFace( GL_BACK );
/*
@@
-124,8
+125,7
@@
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
+165,10
@@
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
+178,7
@@
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
+204,10
@@
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 );