fix long standing grind bug
[carveJwlIkooP6JGAAIwe30JlM.git] / render.h
index 41aeef241ef529b7bc33522f8cb1dea880b3d067..d626b7a0a013e07af77c64dfaac33d727237bca1 100644 (file)
--- a/render.h
+++ b/render.h
 #include "shaders/blitblur.h"
 #include "shaders/blitcolour.h"
 
-#if 0
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
-#endif
-
-VG_STATIC void render_water_texture( world_instance *world, camera *cam,
-                                     int layer_depth );
-VG_STATIC void render_water_surface( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
-                             int layer_depth );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-
+#define WORKSHOP_PREVIEW_WIDTH  504
+#define WORKSHOP_PREVIEW_HEIGHT 336
 #ifndef RENDER_H
 #define RENDER_H
 
@@ -181,7 +171,7 @@ framebuffers[] =
       "workshop_preview",
       .link = &gpipeline.fb_workshop_preview,
       .resolution_div = 0,
-      .fixed_w = 504, .fixed_h = 336,
+      .fixed_w = WORKSHOP_PREVIEW_WIDTH, .fixed_h = WORKSHOP_PREVIEW_HEIGHT,
       .attachments = 
       {
          {
@@ -569,6 +559,8 @@ VG_STATIC void async_render_init( void *payload, u32 size )
 
    vg_console_reg_cmd( "fb", render_framebuffer_control, 
                              render_framebuffer_poll );
+   vg_console_reg_var( "render_scale", &gpipeline.view_render_scale,
+                       k_var_dtype_f32, VG_VAR_PERSISTENT );
 
    glGenVertexArrays( 1, &gpipeline.fsquad.vao );
    glGenBuffers( 1, &gpipeline.fsquad.vbo );