X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_render.h;h=e738d372dd59d019011595e32f80829f85ac7146;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=e1c17c828ee9824e4408b3869a470459bc8d36c0;hpb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_render.h b/world_render.h index e1c17c8..e738d37 100644 --- a/world_render.h +++ b/world_render.h @@ -84,20 +84,20 @@ VG_STATIC void render_world_vb( camera *cam ) m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_vblend_use(); - shader_vblend_uTexGarbage(0); - shader_vblend_uTexGradients(1); - shader_link_standard_ub( _shader_vblend.id, 2 ); + shader_scene_vertex_blend_use(); + shader_scene_vertex_blend_uTexGarbage(0); + shader_scene_vertex_blend_uTexGradients(1); + shader_link_standard_ub( _shader_scene_vertex_blend.id, 2 ); vg_tex2d_bind( &tex_terrain_noise, 0 ); - shader_vblend_uPv( cam->mtx.pv ); - shader_vblend_uPvmPrev( cam->mtx_prev.pv ); - shader_vblend_uMdl( identity_matrix ); - shader_vblend_uCamera( cam->transform[3] ); - shader_vblend_uBoard0( TEMP_BOARD_0 ); - shader_vblend_uBoard1( TEMP_BOARD_1 ); + shader_scene_vertex_blend_uPv( cam->mtx.pv ); + shader_scene_vertex_blend_uPvmPrev( cam->mtx_prev.pv ); + shader_scene_vertex_blend_uMdl( identity_matrix ); + shader_scene_vertex_blend_uCamera( cam->transform[3] ); + shader_scene_vertex_blend_uBoard0( TEMP_BOARD_0 ); + shader_scene_vertex_blend_uBoard1( TEMP_BOARD_1 ); - world_render_both_stages( k_shader_standard_vertex_blend, + world_render_both_stages( k_shader_standard_vertex_blend, bindpoint_diffuse_texture1 ); } @@ -106,18 +106,18 @@ VG_STATIC void render_world_standard( camera *cam ) m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_standard_use(); - shader_standard_uTexGarbage(0); - shader_standard_uTexMain(1); - shader_standard_uPv( cam->mtx.pv ); - shader_standard_uPvmPrev( cam->mtx_prev.pv ); - shader_link_standard_ub( _shader_standard.id, 2 ); + shader_scene_standard_use(); + shader_scene_standard_uTexGarbage(0); + shader_scene_standard_uTexMain(1); + shader_scene_standard_uPv( cam->mtx.pv ); + shader_scene_standard_uPvmPrev( cam->mtx_prev.pv ); + shader_link_standard_ub( _shader_scene_standard.id, 2 ); bind_terrain_noise(); - shader_standard_uMdl( identity_matrix ); - shader_standard_uCamera( cam->transform[3] ); - shader_standard_uBoard0( TEMP_BOARD_0 ); - shader_standard_uBoard1( TEMP_BOARD_1 ); + shader_scene_standard_uMdl( identity_matrix ); + shader_scene_standard_uCamera( cam->transform[3] ); + shader_scene_standard_uBoard0( TEMP_BOARD_0 ); + shader_scene_standard_uBoard1( TEMP_BOARD_1 ); world_render_both_stages( k_shader_standard, bindpoint_diffuse_texture1 ); @@ -128,18 +128,18 @@ VG_STATIC void render_world_alphatest( camera *cam ) m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_alphatest_use(); - shader_alphatest_uTexGarbage(0); - shader_alphatest_uTexMain(1); - shader_alphatest_uPv( cam->mtx.pv ); - shader_alphatest_uPvmPrev( cam->mtx_prev.pv ); - shader_link_standard_ub( _shader_alphatest.id, 2 ); + shader_scene_standard_alphatest_use(); + shader_scene_standard_alphatest_uTexGarbage(0); + shader_scene_standard_alphatest_uTexMain(1); + shader_scene_standard_alphatest_uPv( cam->mtx.pv ); + shader_scene_standard_alphatest_uPvmPrev( cam->mtx_prev.pv ); + shader_link_standard_ub( _shader_scene_standard_alphatest.id, 2 ); bind_terrain_noise(); - shader_alphatest_uMdl( identity_matrix ); - shader_alphatest_uCamera( cam->transform[3] ); - shader_alphatest_uBoard0( TEMP_BOARD_0 ); - shader_alphatest_uBoard1( TEMP_BOARD_1 ); + shader_scene_standard_alphatest_uMdl( identity_matrix ); + shader_scene_standard_alphatest_uCamera( cam->transform[3] ); + shader_scene_standard_alphatest_uBoard0( TEMP_BOARD_0 ); + shader_scene_standard_alphatest_uBoard1( TEMP_BOARD_1 ); glDisable(GL_CULL_FACE); @@ -154,8 +154,8 @@ VG_STATIC void bindpoint_terrain( struct world_material *mat ) glActiveTexture( GL_TEXTURE1 ); glBindTexture( GL_TEXTURE_2D, world.textures[ mat->info.tex_diffuse ] ); - shader_terrain_uSandColour( mat->info.colour ); - shader_terrain_uBlendOffset( mat->info.colour1 ); + shader_scene_terrain_uSandColour( mat->info.colour ); + shader_scene_terrain_uBlendOffset( mat->info.colour1 ); } VG_STATIC void render_terrain( camera *cam ) @@ -163,20 +163,20 @@ VG_STATIC void render_terrain( camera *cam ) m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_terrain_use(); - shader_terrain_uTexGarbage(0); - shader_terrain_uTexGradients(1); - shader_link_standard_ub( _shader_terrain.id, 2 ); + shader_scene_terrain_use(); + shader_scene_terrain_uTexGarbage(0); + shader_scene_terrain_uTexGradients(1); + shader_link_standard_ub( _shader_scene_terrain.id, 2 ); vg_tex2d_bind( &tex_terrain_noise, 0 ); - shader_terrain_uPv( cam->mtx.pv ); - shader_terrain_uPvmPrev( cam->mtx_prev.pv ); + shader_scene_terrain_uPv( cam->mtx.pv ); + shader_scene_terrain_uPvmPrev( cam->mtx_prev.pv ); - shader_terrain_uMdl( identity_matrix ); - shader_terrain_uCamera( cam->transform[3] ); - shader_terrain_uBoard0( TEMP_BOARD_0 ); - shader_terrain_uBoard1( TEMP_BOARD_1 ); + shader_scene_terrain_uMdl( identity_matrix ); + shader_scene_terrain_uCamera( cam->transform[3] ); + shader_scene_terrain_uBoard0( TEMP_BOARD_0 ); + shader_scene_terrain_uBoard1( TEMP_BOARD_1 ); world_render_both_stages( k_shader_terrain_blend, bindpoint_terrain ); } @@ -210,12 +210,12 @@ VG_STATIC void render_sky( camera *cam ) /* * Draw */ - shader_sky_use(); - shader_sky_uMdl( identity_matrix ); - shader_sky_uPv( pv ); - shader_sky_uPvmPrev( pv_prev ); - shader_sky_uTexGarbage(0); - shader_sky_uTime( world.sky_time ); + shader_model_sky_use(); + shader_model_sky_uMdl( identity_matrix ); + shader_model_sky_uPv( pv ); + shader_model_sky_uPvmPrev( pv_prev ); + shader_model_sky_uTexGarbage(0); + shader_model_sky_uTime( world.sky_time ); vg_tex2d_bind( &tex_terrain_noise, 0 ); @@ -292,11 +292,11 @@ VG_STATIC void render_world_depth( camera *cam ) m4x3f identity_matrix; m4x3_identity( identity_matrix ); - shader_gpos_use(); - shader_gpos_uCamera( cam->transform[3] ); - shader_gpos_uPv( cam->mtx.pv ); - shader_gpos_uPvmPrev( cam->mtx_prev.pv ); - shader_gpos_uMdl( identity_matrix ); + shader_scene_depth_use(); + shader_scene_depth_uCamera( cam->transform[3] ); + shader_scene_depth_uPv( cam->mtx.pv ); + shader_scene_depth_uPvmPrev( cam->mtx_prev.pv ); + shader_scene_depth_uMdl( identity_matrix ); mesh_bind( &world.mesh_geo ); mesh_draw( &world.mesh_geo );