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source/renderer/OverlayRenderer.cpp
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void OverlayRenderer::RenderOverlaysBeforeWater() | void OverlayRenderer::RenderOverlaysBeforeWater() | ||||
{ | { | ||||
PROFILE3_GPU("overlays (before)"); | PROFILE3_GPU("overlays (before)"); | ||||
#if CONFIG2_GLES | #if CONFIG2_GLES | ||||
#warning TODO: implement OverlayRenderer::RenderOverlaysBeforeWater for GLES | #warning TODO: implement OverlayRenderer::RenderOverlaysBeforeWater for GLES | ||||
#else | #else | ||||
pglActiveTextureARB(GL_TEXTURE0); | glActiveTexture(GL_TEXTURE0); | ||||
glDisable(GL_TEXTURE_2D); | glDisable(GL_TEXTURE_2D); | ||||
glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
// Ignore z so that we draw behind terrain (but don't disable GL_DEPTH_TEST | // Ignore z so that we draw behind terrain (but don't disable GL_DEPTH_TEST | ||||
// since we still want to write to the z buffer) | // since we still want to write to the z buffer) | ||||
glDepthFunc(GL_ALWAYS); | glDepthFunc(GL_ALWAYS); | ||||
for (size_t i = 0; i < m->lines.size(); ++i) | for (size_t i = 0; i < m->lines.size(); ++i) | ||||
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#warning TODO: implement OverlayRenderer::RenderTexturedOverlayLines for GLES | #warning TODO: implement OverlayRenderer::RenderTexturedOverlayLines for GLES | ||||
return; | return; | ||||
#endif | #endif | ||||
if (m->texlines.empty()) | if (m->texlines.empty()) | ||||
return; | return; | ||||
ogl_WarnIfError(); | ogl_WarnIfError(); | ||||
pglActiveTextureARB(GL_TEXTURE0); | glActiveTexture(GL_TEXTURE0); | ||||
glEnable(GL_TEXTURE_2D); | glEnable(GL_TEXTURE_2D); | ||||
glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
glDepthMask(0); | glDepthMask(0); | ||||
const char* shaderName; | const char* shaderName; | ||||
if (g_RenderingOptions.GetRenderPath() == RenderPath::SHADER) | if (g_RenderingOptions.GetRenderPath() == RenderPath::SHADER) | ||||
{ | { | ||||
if (g_RenderingOptions.GetPreferGLSL()) | if (g_RenderingOptions.GetPreferGLSL()) | ||||
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shaderName = "fixed:overlayline"; | shaderName = "fixed:overlayline"; | ||||
CShaderManager& shaderManager = g_Renderer.GetShaderManager(); | CShaderManager& shaderManager = g_Renderer.GetShaderManager(); | ||||
CShaderProgramPtr shader(shaderManager.LoadProgram(shaderName, m->defsQuadOverlay)); | CShaderProgramPtr shader(shaderManager.LoadProgram(shaderName, m->defsQuadOverlay)); | ||||
if (!shader) | if (!shader) | ||||
return; | return; | ||||
pglActiveTextureARB(GL_TEXTURE0); | glActiveTexture(GL_TEXTURE0); | ||||
glEnable(GL_TEXTURE_2D); | glEnable(GL_TEXTURE_2D); | ||||
glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
glDepthMask(0); | glDepthMask(0); | ||||
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); | CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); | ||||
shader->Bind(); | shader->Bind(); | ||||
shader->BindTexture(str_losTex, los.GetTexture()); | shader->BindTexture(str_losTex, los.GetTexture()); | ||||
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void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera) | void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera) | ||||
{ | { | ||||
PROFILE3_GPU("overlays (fg)"); | PROFILE3_GPU("overlays (fg)"); | ||||
#if CONFIG2_GLES | #if CONFIG2_GLES | ||||
#warning TODO: implement OverlayRenderer::RenderForegroundOverlays for GLES | #warning TODO: implement OverlayRenderer::RenderForegroundOverlays for GLES | ||||
#else | #else | ||||
pglActiveTextureARB(GL_TEXTURE0); | glActiveTexture(GL_TEXTURE0); | ||||
glEnable(GL_TEXTURE_2D); | glEnable(GL_TEXTURE_2D); | ||||
glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
glDisable(GL_DEPTH_TEST); | glDisable(GL_DEPTH_TEST); | ||||
CVector3D right = -viewCamera.GetOrientation().GetLeft(); | CVector3D right = -viewCamera.GetOrientation().GetLeft(); | ||||
CVector3D up = viewCamera.GetOrientation().GetUp(); | CVector3D up = viewCamera.GetOrientation().GetUp(); | ||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); | glColor4f(1.0f, 1.0f, 1.0f, 1.0f); | ||||
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Wildfire Games · Phabricator