X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=8122b2ae8e41f18effe8dea39a9d5224ae8f2c93;hb=b93c61c54e7ac56f6808b9a563d3e4221ca8482e;hp=a00c209d2697476f2eb922ae2662ee07dcaf50c5;hpb=d00b1df8f80e4714dc2f9aa2189d242bb4d09a2f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index a00c209..8122b2a 100644 --- a/render.h +++ b/render.h @@ -8,7 +8,6 @@ #include "shaders/blit.h" #include "shaders/standard.h" #include "shaders/vblend.h" -#include "shaders/unlit.h" static void render_water_texture( m4x3f camera ); static void render_water_surface( m4x4f pv, m4x3f camera ); @@ -126,7 +125,7 @@ static void pipeline_projection( m4x4f mat, float nearz, float farz ) { m4x4_projection( mat, gpipeline.fov, - (float)vg_window_x / (float)vg_window_y, + (float)vg.window_x / (float)vg.window_y, nearz, farz ); } @@ -184,19 +183,19 @@ static void fb_use( struct framebuffer *fb ) if( !fb ) { glBindFramebuffer( GL_FRAMEBUFFER, 0 ); - glViewport( 0, 0, vg_window_x, vg_window_y ); + glViewport( 0, 0, vg.window_x, vg.window_y ); } else { glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); - glViewport( 0, 0, vg_window_x / fb->div, vg_window_y / fb->div ); + glViewport( 0, 0, vg.window_x / fb->div, vg.window_y / fb->div ); } } static void fb_init( struct framebuffer *fb ) { - i32 ix = vg_window_x / fb->div, - iy = vg_window_y / fb->div; + i32 ix = vg.window_x / fb->div, + iy = vg.window_y / fb->div; glGenFramebuffers( 1, &fb->fb ); glBindFramebuffer( GL_FRAMEBUFFER, fb->fb ); @@ -240,8 +239,8 @@ static void fb_resize( struct framebuffer *fb ) if( !fb->allocated ) return; - i32 ix = vg_window_x / fb->div, - iy = vg_window_y / fb->div; + i32 ix = vg.window_x / fb->div, + iy = vg.window_y / fb->div; glBindTexture( GL_TEXTURE_2D, fb->colour ); glTexImage2D( GL_TEXTURE_2D, 0, fb->format, ix, iy, 0, @@ -256,7 +255,7 @@ static void render_fb_resize(void) if( gpipeline.ready ) { glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, 0, + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL ); } } @@ -271,7 +270,7 @@ static void render_init_temp_buffer(void) glGenTextures( 1, &gpipeline.rgb_background ); glBindTexture( GL_TEXTURE_2D, gpipeline.rgb_background ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg_window_x, vg_window_y, + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vg.window_x, vg.window_y, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); @@ -347,7 +346,6 @@ static void render_init(void) shader_blit_register(); shader_standard_register(); shader_vblend_register(); - shader_unlit_register(); vg_acquire_thread_sync(); {