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source/renderer/Renderer.cpp
Show First 20 Lines • Show All 827 Lines • ▼ Show 20 Lines | void CRenderer::SetRenderPath(RenderPath rp) | ||||
} | } | ||||
m_Options.m_RenderPath = rp; | m_Options.m_RenderPath = rp; | ||||
MakeShadersDirty(); | MakeShadersDirty(); | ||||
RecomputeSystemShaderDefines(); | RecomputeSystemShaderDefines(); | ||||
// We might need to regenerate some render data after changing path | // We might need to regenerate some render data after changing path | ||||
if (g_Game) | if (CGame::IsGameInitialised()) | ||||
g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_COLOR); | CGame::GetGame()->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_COLOR); | ||||
} | } | ||||
CStr CRenderer::GetRenderPathName(RenderPath rp) | CStr CRenderer::GetRenderPathName(RenderPath rp) | ||||
{ | { | ||||
switch(rp) { | switch(rp) { | ||||
case RP_DEFAULT: return "default"; | case RP_DEFAULT: return "default"; | ||||
case RP_FIXED: return "fixed"; | case RP_FIXED: return "fixed"; | ||||
▲ Show 20 Lines • Show All 699 Lines • ▼ Show 20 Lines | void CRenderer::RenderSubmissions(const CBoundingBoxAligned& waterScissor) | ||||
// render other debug-related overlays before water (so they can be seen when underwater) | // render other debug-related overlays before water (so they can be seen when underwater) | ||||
m->overlayRenderer.RenderOverlaysBeforeWater(); | m->overlayRenderer.RenderOverlaysBeforeWater(); | ||||
ogl_WarnIfError(); | ogl_WarnIfError(); | ||||
RenderModels(context, cullGroup); | RenderModels(context, cullGroup); | ||||
ogl_WarnIfError(); | ogl_WarnIfError(); | ||||
// render water | // render water | ||||
if (m_WaterManager->m_RenderWater && g_Game && waterScissor.GetVolume() > 0) | if (m_WaterManager->m_RenderWater && CGame::GetGame() && waterScissor.GetVolume() > 0) | ||||
{ | { | ||||
// render transparent stuff, but only the solid parts that can occlude block water | // render transparent stuff, but only the solid parts that can occlude block water | ||||
RenderTransparentModels(context, cullGroup, TRANSPARENT_OPAQUE, false); | RenderTransparentModels(context, cullGroup, TRANSPARENT_OPAQUE, false); | ||||
ogl_WarnIfError(); | ogl_WarnIfError(); | ||||
m->terrainRenderer.RenderWater(context, cullGroup, &m->shadow); | m->terrainRenderer.RenderWater(context, cullGroup, &m->shadow); | ||||
ogl_WarnIfError(); | ogl_WarnIfError(); | ||||
▲ Show 20 Lines • Show All 590 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator