X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_water.c;h=664a6e34f6ee8d7e97dde0106be91f0a45834eb8;hb=eff8b75f1a00169d7666c2adf27b588e278c19d2;hp=dc8206b57218ec989891930351bb1266256e0412;hpb=bf13ef74cc454e1e820928484204ac67eb98a308;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_water.c b/world_water.c index dc8206b..664a6e3 100644 --- a/world_water.c +++ b/world_water.c @@ -51,7 +51,7 @@ void render_water_texture( world_instance *world, vg_camera *cam ) return; /* Draw reflection buffa */ - render_fb_bind( gpipeline.fb_water_reflection, 1 ); + vg_framebuffer_bind( gpipeline.fb_water_reflection, k_render_scale ); glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); /* @@ -97,7 +97,7 @@ void render_water_texture( world_instance *world, vg_camera *cam ) * Create beneath view matrix */ vg_camera beneath_cam; - render_fb_bind( gpipeline.fb_water_beneath, 1 ); + vg_framebuffer_bind( gpipeline.fb_water_beneath, k_render_scale ); glClearColor( 1.0f, 0.0f, 0.0f, 0.0f ); glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT ); @@ -125,11 +125,12 @@ void render_water_surface( world_instance *world, vg_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(); - render_fb_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); + vg_framebuffer_bind_texture( gpipeline.fb_water_reflection, 0, 0 ); shader_scene_water_uTexMain( 0 ); glActiveTexture( GL_TEXTURE1 ); @@ -142,7 +143,7 @@ void render_water_surface( world_instance *world, vg_camera *cam ) WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, scene_water ); - render_fb_bind_texture( gpipeline.fb_water_beneath, 0, 5 ); + vg_framebuffer_bind_texture( gpipeline.fb_water_beneath, 0, 5 ); shader_scene_water_uTexBack( 5 ); shader_scene_water_uTime( world_static.time ); shader_scene_water_uCamera( cam->transform[3] ); @@ -227,10 +228,12 @@ void render_water_surface( world_instance *world, vg_camera *cam ) static void world_water_drown(void) { + if( localplayer.drowned ) return; player__networked_sfx( k_player_subsystem_walk, 32, k_player_walk_soundeffect_splash, localplayer.rb.co, 1.0f ); vg_info( "player fell of due to walking into walker\n" ); + localplayer.drowned = 1; player__dead_transition( k_player_die_type_generic ); }