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forked from 0ad/0ad

Moves hardcoded blend state in debug overlay and water to their techniques.

This was SVN commit r26218.
This commit is contained in:
Vladislav Belov 2022-01-14 18:44:40 +00:00
parent fc223e3540
commit 971b734873
5 changed files with 26 additions and 29 deletions

View File

@ -1,16 +1,20 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<define name="DEBUG_TEXTURED" value="1"/>
<require shaders="arb"/>
<pass shader="arb/debug_overlay"/>
</technique>
<technique>
<define name="DEBUG_TEXTURED" value="1"/>
<require shaders="arb"/>
<pass shader="arb/debug_overlay">
<blend src="src_alpha" dst="one_minus_src_alpha"/>
</pass>
</technique>
<technique>
<define name="DEBUG_TEXTURED" value="1"/>
<require shaders="glsl"/>
<pass shader="glsl/debug_overlay"/>
</technique>
<technique>
<define name="DEBUG_TEXTURED" value="1"/>
<require shaders="glsl"/>
<pass shader="glsl/debug_overlay">
<blend src="src_alpha" dst="one_minus_src_alpha"/>
</pass>
</technique>
</effect>

View File

@ -1,7 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/water_high"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/water_high">
<blend src="src_alpha" dst="one_minus_src_alpha"/>
</pass>
</technique>
</effect>

View File

@ -1,7 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/waves"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/waves">
<blend src="src_alpha" dst="one_minus_src_alpha"/>
</pass>
</technique>
</effect>

View File

@ -171,8 +171,6 @@ void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& text
std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(0);
glDisable(GL_DEPTH_TEST);
@ -215,7 +213,6 @@ void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& text
debugOverlayTech->EndPass();
glDepthMask(1);
glDisable(GL_BLEND);
#endif
}
@ -285,8 +282,6 @@ void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, int cul
g_Renderer.BindTexture(3, 0);
glDepthMask(1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
}
@ -399,8 +394,6 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
const double time = waterManager.m_WaterTexTimer;
const float repeatPeriod = waterManager.m_RepeatPeriod;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
@ -504,7 +497,6 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
#endif
glDepthFunc(GL_LEQUAL);
glDisable(GL_BLEND);
return true;
}

View File

@ -813,8 +813,6 @@ void WaterManager::RenderWaves(const CFrustum& frustrum)
glClearColor(0.0f,0.0f, 0.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
@ -866,7 +864,6 @@ void WaterManager::RenderWaves(const CFrustum& frustrum)
tech->EndPass();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
#endif
}