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source/renderer/ModelRenderer.cpp
Show All 18 Lines | |||||
#include "graphics/Color.h" | #include "graphics/Color.h" | ||||
#include "graphics/LightEnv.h" | #include "graphics/LightEnv.h" | ||||
#include "graphics/Material.h" | #include "graphics/Material.h" | ||||
#include "graphics/Model.h" | #include "graphics/Model.h" | ||||
#include "graphics/ModelDef.h" | #include "graphics/ModelDef.h" | ||||
#include "graphics/ShaderManager.h" | #include "graphics/ShaderManager.h" | ||||
#include "graphics/TextureManager.h" | #include "graphics/TextureManager.h" | ||||
#include "graphics/WaterManager.h" | |||||
#include "lib/allocators/DynamicArena.h" | #include "lib/allocators/DynamicArena.h" | ||||
#include "lib/allocators/STLAllocators.h" | #include "lib/allocators/STLAllocators.h" | ||||
#include "lib/hash.h" | #include "lib/hash.h" | ||||
#include "lib/ogl.h" | #include "lib/ogl.h" | ||||
#include "maths/Vector3D.h" | #include "maths/Vector3D.h" | ||||
#include "maths/Vector4D.h" | #include "maths/Vector4D.h" | ||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "ps/Profile.h" | #include "ps/Profile.h" | ||||
#include "renderer/MikktspaceWrap.h" | #include "renderer/MikktspaceWrap.h" | ||||
#include "renderer/ModelRenderer.h" | #include "renderer/ModelRenderer.h" | ||||
#include "renderer/ModelVertexRenderer.h" | #include "renderer/ModelVertexRenderer.h" | ||||
#include "renderer/Renderer.h" | #include "renderer/Renderer.h" | ||||
#include "renderer/RenderModifiers.h" | #include "renderer/RenderModifiers.h" | ||||
#include "renderer/SkyManager.h" | #include "renderer/SkyManager.h" | ||||
#include "renderer/TimeManager.h" | #include "renderer/TimeManager.h" | ||||
#include "renderer/WaterManager.h" | #include "renderer/WaterRendering.h" | ||||
/////////////////////////////////////////////////////////////////////////////////////////////// | /////////////////////////////////////////////////////////////////////////////////////////////// | ||||
// ModelRenderer implementation | // ModelRenderer implementation | ||||
void ModelRenderer::Init() | void ModelRenderer::Init() | ||||
{ | { | ||||
} | } | ||||
▲ Show 20 Lines • Show All 665 Lines • ▼ Show 20 Lines | while (idxTechStart < techBuckets.size()) | ||||
if (binding.Active()) | if (binding.Active()) | ||||
{ | { | ||||
double time = g_Renderer.GetTimeManager().GetGlobalTime(); | double time = g_Renderer.GetTimeManager().GetGlobalTime(); | ||||
shader->Uniform(binding, time, 0.0f, 0.0f, 0.0f); | shader->Uniform(binding, time, 0.0f, 0.0f, 0.0f); | ||||
} | } | ||||
} | } | ||||
else if (rq.first == RQUERY_WATER_TEX) | else if (rq.first == RQUERY_WATER_TEX) | ||||
{ | { | ||||
WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | double time = g_Renderer.GetTimeManager().GetGlobalTime(); | ||||
double time = WaterMgr->m_WaterTexTimer; | CTexturePtr waterTex = g_Renderer.GetWaterRendering().GetTexture(time); | ||||
Stan: Any reason this isn't calling timer_time() directly? | |||||
Done Inline ActionsYes, the game can be paused. wraitii: Yes, the game can be paused. | |||||
double period = 1.6; | if (waterTex) | ||||
int curTex = static_cast<int>(time * 60.0 / period) % 60; | shader->BindTexture(str_waterTex, waterTex); | ||||
if (WaterMgr->m_RenderWater && WaterMgr->WillRenderFancyWater()) | |||||
shader->BindTexture(str_waterTex, WaterMgr->m_NormalMap[curTex]); | |||||
else | else | ||||
shader->BindTexture(str_waterTex, g_Renderer.GetTextureManager().GetErrorTexture()); | shader->BindTexture(str_waterTex, g_Renderer.GetTextureManager().GetErrorTexture()); | ||||
} | } | ||||
else if (rq.first == RQUERY_SKY_CUBE) | else if (rq.first == RQUERY_SKY_CUBE) | ||||
{ | { | ||||
shader->BindTexture(str_skyCube, g_Renderer.GetSkyManager()->GetSkyCube()); | shader->BindTexture(str_skyCube, g_Renderer.GetSkyManager()->GetSkyCube()); | ||||
} | } | ||||
} | } | ||||
Show All 19 Lines |
Wildfire Games · Phabricator
Any reason this isn't calling timer_time() directly?