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source/renderer/OverlayRenderer.cpp
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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); | glActiveTextureARB(GL_TEXTURE0); | ||||
glEnable(GL_BLEND); | glEnable(GL_BLEND); | ||||
glDepthMask(0); | glDepthMask(0); | ||||
CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); | CLOSTexture& los = g_Renderer.GetScene().GetLOSTexture(); | ||||
// ---------------------------------------------------------------------------------------- | // ---------------------------------------------------------------------------------------- | ||||
CShaderTechniquePtr shaderTechTexLineNormal = GetOverlayLineShaderTechnique(m->defsOverlayLineNormal); | CShaderTechniquePtr shaderTechTexLineNormal = GetOverlayLineShaderTechnique(m->defsOverlayLineNormal); | ||||
▲ Show 20 Lines • Show All 90 Lines • ▼ Show 20 Lines | #endif | ||||
CShaderProgramPtr shader = shaderTech->GetShader(); | CShaderProgramPtr shader = shaderTech->GetShader(); | ||||
#if !CONFIG2_GLES | #if !CONFIG2_GLES | ||||
if (g_Renderer.GetOverlayRenderMode() == WIREFRAME) | if (g_Renderer.GetOverlayRenderMode() == WIREFRAME) | ||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | ||||
#endif | #endif | ||||
pglActiveTextureARB(GL_TEXTURE0); | glActiveTextureARB(GL_TEXTURE0); | ||||
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()); | ||||
shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); | shader->Uniform(str_losTransform, los.GetTextureMatrix()[0], los.GetTextureMatrix()[12], 0.f, 0.f); | ||||
▲ Show 20 Lines • Show All 63 Lines • ▼ Show 20 Lines | 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 | ||||
if (g_Renderer.GetOverlayRenderMode() == WIREFRAME) | if (g_Renderer.GetOverlayRenderMode() == WIREFRAME) | ||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); | ||||
pglActiveTextureARB(GL_TEXTURE0); | glActiveTextureARB(GL_TEXTURE0); | ||||
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(); | ||||
CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_foreground_overlay); | CShaderTechniquePtr tech = g_Renderer.GetShaderManager().LoadEffect(str_foreground_overlay); | ||||
tech->BeginPass(); | tech->BeginPass(); | ||||
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Wildfire Games · Phabricator