dont remember
[carveJwlIkooP6JGAAIwe30JlM.git] / world_water.h
index 9e282be89f6eaf459aef241107c8aeee4345bbf7..f44d265aa5a6e0271ae625af3f473ae741b8b351 100644 (file)
@@ -48,7 +48,8 @@ VG_STATIC void world_bind_light_index( world_instance *world,
 /*
  * 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;
@@ -91,7 +92,7 @@ VG_STATIC void render_water_texture( world_instance *world, camera *cam )
     * Draw world
     */
    glCullFace( GL_FRONT );
-   render_world( world, &water_cam );
+   render_world( world, &water_cam, layer_depth );
    glCullFace( GL_BACK );
    
    /*
@@ -124,8 +125,7 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
    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();
       
@@ -165,12 +165,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
 
       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 );
 
@@ -180,8 +178,7 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
 
       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 );
@@ -207,12 +204,10 @@ VG_STATIC void render_water_surface( world_instance *world, camera *cam )
 
       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 );