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source/renderer/TerrainOverlay.cpp
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{ | { | ||||
} | } | ||||
TerrainTextureOverlay::~TerrainTextureOverlay() = default; | TerrainTextureOverlay::~TerrainTextureOverlay() = default; | ||||
void TerrainTextureOverlay::RenderAfterWater( | void TerrainTextureOverlay::RenderAfterWater( | ||||
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup) | Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup) | ||||
{ | { | ||||
CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); | CTerrain& terrain = g_Game->GetWorld()->GetTerrain(); | ||||
ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile); | ssize_t w = static_cast<ssize_t>(terrain.GetTilesPerSide() * m_TexelsPerTile); | ||||
ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile); | ssize_t h = static_cast<ssize_t>(terrain.GetTilesPerSide() * m_TexelsPerTile); | ||||
const uint32_t requiredWidth = round_up_to_pow2(w); | const uint32_t requiredWidth = round_up_to_pow2(w); | ||||
const uint32_t requiredHeight = round_up_to_pow2(h); | const uint32_t requiredHeight = round_up_to_pow2(h); | ||||
// Recreate the texture with new size if necessary | // Recreate the texture with new size if necessary | ||||
if (!m_Texture || m_Texture->GetWidth() != requiredWidth || m_Texture->GetHeight() != requiredHeight) | if (!m_Texture || m_Texture->GetWidth() != requiredWidth || m_Texture->GetHeight() != requiredHeight) | ||||
{ | { | ||||
m_Texture = deviceCommandContext->GetDevice()->CreateTexture2D("TerrainOverlayTexture", | m_Texture = deviceCommandContext->GetDevice()->CreateTexture2D("TerrainOverlayTexture", | ||||
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Wildfire Games · Phabricator