X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=a28221fb2af9717ce4f9ba6a79cfe123b4685e4e;hb=430081b929e41735f0036ded51e186f5bacdbce3;hp=3590cf7480d7215131dc13ef5b073d27e30fce21;hpb=342fcbf6fda017bdd38d56ce0fa7c9e59e589f3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index 3590cf7..a28221f 100644 --- a/world_render.h +++ b/world_render.h @@ -5,15 +5,21 @@ #ifndef WORLD_RENDER_H #define WORLD_RENDER_H +#define WORLD_CUBEMAP_RES 32 + #include "camera.h" #include "world.h" #include "shaders/scene_standard.h" #include "shaders/scene_standard_alphatest.h" +#include "shaders/scene_override.h" +#include "shaders/scene_cubemapped.h" #include "shaders/scene_vertex_blend.h" #include "shaders/scene_terrain.h" +#include "shaders/scene_fxglow.h" #include "shaders/scene_depth.h" #include "shaders/scene_position.h" +#include "shaders/scene_font.h" #include "shaders/model_sky.h" static const float k_world_light_cube_size = 8.0f; @@ -54,21 +60,22 @@ struct world_render{ u32 text_particle_count; } static world_render; -VG_STATIC void world_render_init(void); +static void world_render_init(void); -VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader ); -VG_STATIC void world_bind_position_texture( world_instance *world, +static void world_link_lighting_ub( world_instance *world, GLuint shader ); +static void world_bind_position_texture( world_instance *world, GLuint shader, GLuint location, int slot ); -VG_STATIC void world_bind_light_array( world_instance *world, +static void world_bind_light_array( world_instance *world, GLuint shader, GLuint location, int slot ); -VG_STATIC void world_bind_light_index( world_instance *world, +static void world_bind_light_index( world_instance *world, GLuint shader, GLuint location, int slot ); -VG_STATIC void render_world_position( world_instance *world, camera *cam ); -VG_STATIC void render_world_depth( world_instance *world, camera *cam ); -VG_STATIC void render_world( world_instance *world, camera *cam, +static void render_world_position( world_instance *world, camera *cam ); +static void render_world_depth( world_instance *world, camera *cam ); +static void render_world( world_instance *world, camera *cam, int layer_depth ); +static void render_world_cubemaps( world_instance *world ); #endif /* WORLD_RENDER_H */