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source/renderer/TerrainRenderer.cpp
Show First 20 Lines • Show All 416 Lines • ▼ Show 20 Lines | CBoundingBoxAligned TerrainRenderer::ScissorWater(int cullGroup, const CMatrix3D &viewproj) | ||||
return CBoundingBoxAligned(CVector3D(Clamp(scissor[0].X, -1.0f, 1.0f), Clamp(scissor[0].Y, -1.0f, 1.0f), -1.0f), | return CBoundingBoxAligned(CVector3D(Clamp(scissor[0].X, -1.0f, 1.0f), Clamp(scissor[0].Y, -1.0f, 1.0f), -1.0f), | ||||
CVector3D(Clamp(scissor[1].X, -1.0f, 1.0f), Clamp(scissor[1].Y, -1.0f, 1.0f), 1.0f)); | CVector3D(Clamp(scissor[1].X, -1.0f, 1.0f), Clamp(scissor[1].Y, -1.0f, 1.0f), 1.0f)); | ||||
} | } | ||||
// Render fancy water | // Render fancy water | ||||
bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow) | bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow) | ||||
{ | { | ||||
PROFILE3_GPU("fancy water"); | PROFILE3_GPU("fancy water"); | ||||
OGL_SCOPED_DEBUG_GROUP("Render Fancy Water"); | |||||
WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | ||||
CShaderDefines defines = context; | CShaderDefines defines = context; | ||||
// If we're using fancy water, make sure its shader is loaded | // If we're using fancy water, make sure its shader is loaded | ||||
if (!m->fancyWaterShader || WaterMgr->m_NeedsReloading) | if (!m->fancyWaterShader || WaterMgr->m_NeedsReloading) | ||||
{ | { | ||||
if (WaterMgr->m_WaterRealDepth) | if (WaterMgr->m_WaterRealDepth) | ||||
▲ Show 20 Lines • Show All 164 Lines • ▼ Show 20 Lines | bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGroup, ShadowMap* shadow) | ||||
glDepthFunc(GL_LEQUAL); | glDepthFunc(GL_LEQUAL); | ||||
glDisable(GL_BLEND); | glDisable(GL_BLEND); | ||||
return true; | return true; | ||||
} | } | ||||
void TerrainRenderer::RenderSimpleWater(int cullGroup) | void TerrainRenderer::RenderSimpleWater(int cullGroup) | ||||
{ | { | ||||
OGL_SCOPED_DEBUG_GROUP("Render Simple Water"); | |||||
#if CONFIG2_GLES | #if CONFIG2_GLES | ||||
UNUSED2(cullGroup); | UNUSED2(cullGroup); | ||||
#else | #else | ||||
PROFILE3_GPU("simple water"); | PROFILE3_GPU("simple water"); | ||||
WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | ||||
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture(); | CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture(); | ||||
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