framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index bb278ffa71726b4baf4e70c84fafed9d9c421f2b..baa3b84c01a7887453807dead178322a2ba6281c 100644 (file)
@@ -147,7 +147,6 @@ VG_STATIC void vg_update_post(void)
 VG_STATIC void vg_framebuffer_resize( int w, int h )
 {
    render_fb_resize();
-   water_fb_resize();
 }
 
 VG_STATIC void present_view_with_post_processing(void)
@@ -162,25 +161,22 @@ VG_STATIC void present_view_with_post_processing(void)
    shader_blitblur_use();
    shader_blitblur_uTexMain( 0 );
    shader_blitblur_uTexMotion( 1 );
-   shader_blitblur_uBlurStrength( cl_blur_strength );
-   glActiveTexture( GL_TEXTURE0 );
+   shader_blitblur_uBlurStrength( cl_blur_strength / (vg.frame_delta*60.0f) );
 
    if( cl_view_id == 0 )
-      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
+      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
    else if( cl_view_id == 1 )
-      glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
+      render_fb_bind_texture( gpipeline.fb_main, 1, 0 );
    else
-      glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background );
-
-   glActiveTexture( GL_TEXTURE1 );
-   glBindTexture( GL_TEXTURE_2D, gpipeline.mv_background );
+      render_fb_bind_texture( gpipeline.fb_main, 0, 0 );
 
+   render_fb_bind_texture( gpipeline.fb_main, 1, 1 );
    render_fsquad();
 }
 
 VG_STATIC void render_scene(void)
 {
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   render_fb_bind( gpipeline.fb_main );
    glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
 
@@ -189,7 +185,7 @@ VG_STATIC void render_scene(void)
 
    render_world( &main_camera );
    render_water_texture( &main_camera );
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   render_fb_bind( gpipeline.fb_main );
    render_water_surface( &main_camera );
    render_world_gates( &main_camera );
 }
@@ -202,7 +198,7 @@ VG_STATIC void render_menu(void)
 
 VG_STATIC void render_player_into_world(void)
 {
-   glBindFramebuffer( GL_FRAMEBUFFER, gpipeline.fb_background );
+   render_fb_bind( gpipeline.fb_main );
    draw_player( &main_camera );
 }