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source/renderer/WaterManager.cpp
Show First 20 Lines • Show All 475 Lines • ▼ Show 20 Lines | void WaterManager::RecomputeDistanceHeightmap() | ||||
ComputeDirection<false>(m_DistanceHeightmap, heightmap, m_WaterHeight, SideSize, maxLevel); | ComputeDirection<false>(m_DistanceHeightmap, heightmap, m_WaterHeight, SideSize, maxLevel); | ||||
ComputeDirection<true>(m_DistanceHeightmap, heightmap, m_WaterHeight, SideSize, maxLevel); | ComputeDirection<true>(m_DistanceHeightmap, heightmap, m_WaterHeight, SideSize, maxLevel); | ||||
} | } | ||||
// This requires m_DistanceHeightmap to be defined properly. | // This requires m_DistanceHeightmap to be defined properly. | ||||
void WaterManager::CreateWaveMeshes() | void WaterManager::CreateWaveMeshes() | ||||
{ | { | ||||
ogl_DebugGroup group("Create wave meshes"); | |||||
if (m_MapSize == 0) | if (m_MapSize == 0) | ||||
return; | return; | ||||
CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); | CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); | ||||
if (!terrain || !terrain->GetHeightMap()) | if (!terrain || !terrain->GetHeightMap()) | ||||
return; | return; | ||||
for (WaveObject* const& obj : m_ShoreWaves) | for (WaveObject* const& obj : m_ShoreWaves) | ||||
▲ Show 20 Lines • Show All 379 Lines • ▼ Show 20 Lines | |||||
void WaterManager::RenderWaves(const CFrustum& frustrum) | void WaterManager::RenderWaves(const CFrustum& frustrum) | ||||
{ | { | ||||
#if CONFIG2_GLES | #if CONFIG2_GLES | ||||
#warning Fix WaterManager::RenderWaves on GLES | #warning Fix WaterManager::RenderWaves on GLES | ||||
#else | #else | ||||
if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects) | if (g_Renderer.m_SkipSubmit || !m_WaterFancyEffects) | ||||
return; | return; | ||||
ogl_DebugGroup group("Render waves"); | |||||
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO); | pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_FancyEffectsFBO); | ||||
GLuint attachments[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; | GLuint attachments[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; | ||||
pglDrawBuffers(2, attachments); | pglDrawBuffers(2, attachments); | ||||
glClearColor(0.0f,0.0f, 0.0f,0.0f); | glClearColor(0.0f,0.0f, 0.0f,0.0f); | ||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | ||||
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Wildfire Games · Phabricator