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source/renderer/DecalRData.cpp
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#include "DecalRData.h" | #include "DecalRData.h" | ||||
#include "graphics/Decal.h" | #include "graphics/Decal.h" | ||||
#include "graphics/Model.h" | #include "graphics/Model.h" | ||||
#include "graphics/ShaderManager.h" | #include "graphics/ShaderManager.h" | ||||
#include "graphics/Terrain.h" | #include "graphics/Terrain.h" | ||||
#include "graphics/TextureManager.h" | #include "graphics/TextureManager.h" | ||||
#include "graphics/Unit.h" | |||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "ps/Game.h" | #include "ps/Game.h" | ||||
#include "ps/Profile.h" | #include "ps/Profile.h" | ||||
#include "renderer/Renderer.h" | #include "renderer/Renderer.h" | ||||
#include "renderer/TerrainRenderer.h" | #include "renderer/TerrainRenderer.h" | ||||
#include "simulation2/Simulation2.h" | #include "simulation2/Simulation2.h" | ||||
#include "simulation2/components/ICmpWaterManager.h" | #include "simulation2/components/ICmpWaterManager.h" | ||||
▲ Show 20 Lines • Show All 96 Lines • ▼ Show 20 Lines | for (int pass = 0; pass < numPasses; ++pass) | ||||
// m_Decal->GetBounds().Render(); | // m_Decal->GetBounds().Render(); | ||||
// glEnable(GL_TEXTURE_2D); | // glEnable(GL_TEXTURE_2D); | ||||
u8* base = decal->m_Array.Bind(); | u8* base = decal->m_Array.Bind(); | ||||
GLsizei stride = (GLsizei)decal->m_Array.GetStride(); | GLsizei stride = (GLsizei)decal->m_Array.GetStride(); | ||||
u8* indexBase = decal->m_IndexArray.Bind(); | u8* indexBase = decal->m_IndexArray.Bind(); | ||||
shader->Uniform(str_shadingColor, decal->m_Decal->GetShadingColor()); | shader->Uniform(str_shadingColor, decal->m_Decal->GetOwner()->GetShadingColor()); | ||||
shader->VertexPointer(3, GL_FLOAT, stride, base + decal->m_Position.offset); | shader->VertexPointer(3, GL_FLOAT, stride, base + decal->m_Position.offset); | ||||
shader->NormalPointer(GL_FLOAT, stride, base + decal->m_Normal.offset); | shader->NormalPointer(GL_FLOAT, stride, base + decal->m_Normal.offset); | ||||
shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + decal->m_UV.offset); | shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + decal->m_UV.offset); | ||||
shader->AssertPointersBound(); | shader->AssertPointersBound(); | ||||
if (!g_Renderer.m_SkipSubmit) | if (!g_Renderer.m_SkipSubmit) | ||||
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