Changeset View
Changeset View
Standalone View
Standalone View
source/renderer/TerrainRenderer.cpp
Show All 40 Lines | |||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "ps/Game.h" | #include "ps/Game.h" | ||||
#include "ps/Profile.h" | #include "ps/Profile.h" | ||||
#include "ps/World.h" | #include "ps/World.h" | ||||
#include "renderer/DecalRData.h" | #include "renderer/DecalRData.h" | ||||
#include "renderer/PatchRData.h" | #include "renderer/PatchRData.h" | ||||
#include "renderer/Renderer.h" | #include "renderer/Renderer.h" | ||||
#include "renderer/RenderingOptions.h" | |||||
#include "renderer/ShadowMap.h" | #include "renderer/ShadowMap.h" | ||||
#include "renderer/TerrainRenderer.h" | #include "renderer/TerrainRenderer.h" | ||||
#include "renderer/VertexArray.h" | #include "renderer/VertexArray.h" | ||||
#include "renderer/WaterManager.h" | #include "renderer/WaterManager.h" | ||||
#include "tools/atlas/GameInterface/GameLoop.h" | #include "tools/atlas/GameInterface/GameLoop.h" | ||||
extern GameLoopState* g_AtlasGameLoop; | extern GameLoopState* g_AtlasGameLoop; | ||||
▲ Show 20 Lines • Show All 587 Lines • ▼ Show 20 Lines | if (!m->fancyWaterShader || WaterMgr->m_NeedsReloading) | ||||
if (WaterMgr->m_WaterRefraction) | if (WaterMgr->m_WaterRefraction) | ||||
defines.Add(str_USE_REFRACTION, str_1); | defines.Add(str_USE_REFRACTION, str_1); | ||||
if (WaterMgr->m_WaterReflection) | if (WaterMgr->m_WaterReflection) | ||||
defines.Add(str_USE_REFLECTION, str_1); | defines.Add(str_USE_REFLECTION, str_1); | ||||
if (shadow && WaterMgr->m_WaterShadows) | if (shadow && WaterMgr->m_WaterShadows) | ||||
defines.Add(str_USE_SHADOWS_ON_WATER, str_1); | defines.Add(str_USE_SHADOWS_ON_WATER, str_1); | ||||
// haven't updated the ARB shader yet so I'll always load the GLSL | // haven't updated the ARB shader yet so I'll always load the GLSL | ||||
/*if (!g_Renderer.m_Options.m_PreferGLSL && !superFancy) | /*if (!g_RenderingOptions.GetPreferGLSL() && !superFancy) | ||||
m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("arb/water_high", defines); | m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("arb/water_high", defines); | ||||
else*/ | else*/ | ||||
m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("glsl/water_high", defines); | m->fancyWaterShader = g_Renderer.GetShaderManager().LoadProgram("glsl/water_high", defines); | ||||
if (!m->fancyWaterShader) | if (!m->fancyWaterShader) | ||||
{ | { | ||||
LOGERROR("Failed to load water shader. Falling back to fixed pipeline water.\n"); | LOGERROR("Failed to load water shader. Falling back to fixed pipeline water.\n"); | ||||
WaterMgr->m_RenderWater = false; | WaterMgr->m_RenderWater = false; | ||||
▲ Show 20 Lines • Show All 303 Lines • Show Last 20 Lines |
Wildfire Games · Phabricator