X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=render.h;h=e3c7ee734b515c4bf0e01b31e341c36f56531272;hb=1142fd5c27cf6d5bef073969b55e20b160646164;hp=0bb4c3330bd42a878940e26feae5f9fb5213422a;hpb=403726131f9b460c3264e4f64c46f8aaa82978fe;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/render.h b/render.h index 0bb4c33..e3c7ee7 100644 --- a/render.h +++ b/render.h @@ -139,13 +139,13 @@ framebuffers[] = /* * The primary draw target */ - "Main", + "main", .link = &gpipeline.fb_main, .resolution_div = 1, .attachments = { { - "Colour", k_framebuffer_attachment_type_colour, + "colour", k_framebuffer_attachment_type_colour, .internalformat = GL_RGB, .format = GL_RGB, @@ -153,7 +153,7 @@ framebuffers[] = .attachment = GL_COLOR_ATTACHMENT0 }, { - "Motion Vectors", k_framebuffer_attachment_type_colour, + "motion", k_framebuffer_attachment_type_colour, .quality = k_framebuffer_quality_high_only, .internalformat = GL_RG16F, @@ -162,7 +162,7 @@ framebuffers[] = .attachment = GL_COLOR_ATTACHMENT1 }, { - "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer, + "depth_stencil", k_framebuffer_attachment_type_renderbuffer, .internalformat = GL_DEPTH24_STENCIL8, .attachment = GL_DEPTH_STENCIL_ATTACHMENT @@ -175,7 +175,7 @@ framebuffers[] = * Note: it does not have a render buffer attachement because it's * intended to be drawn to in a MAX blending mode */ - "Heightmap", + "heightmap", .link = &gpipeline.fb_heightmap, .fixed_w = 1024, .fixed_h = 1024, @@ -183,7 +183,7 @@ framebuffers[] = .attachments = { { - "Depth", k_framebuffer_attachment_type_colour, + "depth", k_framebuffer_attachment_type_colour, .internalformat = GL_R32F, .format = GL_RED, @@ -196,20 +196,20 @@ framebuffers[] = /* * Second rendered view from the perspective of the water reflection */ - "Water reflection", + "water_reflection", .link = &gpipeline.fb_water_reflection, .resolution_div = 3, .attachments = { { - "Colour", k_framebuffer_attachment_type_colour, + "colour", k_framebuffer_attachment_type_colour, .internalformat = GL_RGB, .format = GL_RGB, .type = GL_UNSIGNED_BYTE, .attachment = GL_COLOR_ATTACHMENT0 }, { - "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer, + "depth_stencil", k_framebuffer_attachment_type_renderbuffer, .internalformat = GL_DEPTH24_STENCIL8, .attachment = GL_DEPTH_STENCIL_ATTACHMENT @@ -221,20 +221,20 @@ framebuffers[] = * Thid rendered view from the perspective of the camera, but just * captures stuff thats under the water */ - "Water Beneath", + "water_beneath", .link = &gpipeline.fb_water_beneath, .resolution_div = 4, .attachments = { { - "Colour", k_framebuffer_attachment_type_colour, + "colour", k_framebuffer_attachment_type_colour, .internalformat = GL_RGBA, .format = GL_RGBA, .type = GL_UNSIGNED_BYTE, .attachment = GL_COLOR_ATTACHMENT0 }, { - "Depth/Stencil", k_framebuffer_attachment_type_renderbuffer, + "depth_stencil", k_framebuffer_attachment_type_renderbuffer, .internalformat = GL_DEPTH24_STENCIL8, .attachment = GL_DEPTH_STENCIL_ATTACHMENT @@ -596,7 +596,7 @@ VG_STATIC void render_init_fs_quad(void) 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.2f, 0.0f, 0.8f, 1.0f, 0.2f, 1.0f, - 0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f}; + 0.2f, 0.0f, 0.8f, 0.0f, 0.8f, 1.0f }; glGenVertexArrays( 1, &gpipeline.fsquad.vao ); glGenBuffers( 1, &gpipeline.fsquad.vbo ); @@ -605,7 +605,7 @@ VG_STATIC void render_init_fs_quad(void) glBufferData( GL_ARRAY_BUFFER, sizeof(quad), quad, GL_STATIC_DRAW ); glBindVertexArray( gpipeline.fsquad.vao ); glVertexAttribPointer( 0, 2, GL_FLOAT, GL_FALSE, - sizeof(float)*2, (void*)0 ); + sizeof(float)*2, (void*)0 ); glEnableVertexAttribArray( 0 ); VG_CHECK_GL_ERR();