forked from 0ad/0ad
Moves hardcoded blend state in debug overlay and water to their techniques.
This was SVN commit r26218.
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fc223e3540
commit
971b734873
@ -1,16 +1,20 @@
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<define name="DEBUG_TEXTURED" value="1"/>
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<require shaders="arb"/>
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<pass shader="arb/debug_overlay"/>
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</technique>
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<technique>
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<define name="DEBUG_TEXTURED" value="1"/>
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<require shaders="arb"/>
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<pass shader="arb/debug_overlay">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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<technique>
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<define name="DEBUG_TEXTURED" value="1"/>
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<require shaders="glsl"/>
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<pass shader="glsl/debug_overlay"/>
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</technique>
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<technique>
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<define name="DEBUG_TEXTURED" value="1"/>
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<require shaders="glsl"/>
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<pass shader="glsl/debug_overlay">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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</effect>
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@ -1,7 +1,9 @@
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/water_high"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/water_high">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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</effect>
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@ -1,7 +1,9 @@
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/waves"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/waves">
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<blend src="src_alpha" dst="one_minus_src_alpha"/>
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</pass>
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</technique>
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</effect>
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@ -171,8 +171,6 @@ void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& text
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std::vector<CPatchRData*>& visiblePatches = m->visiblePatches[cullGroup];
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask(0);
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glDisable(GL_DEPTH_TEST);
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@ -215,7 +213,6 @@ void TerrainRenderer::RenderTerrainOverlayTexture(int cullGroup, CMatrix3D& text
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debugOverlayTech->EndPass();
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glDepthMask(1);
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glDisable(GL_BLEND);
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#endif
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}
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@ -285,8 +282,6 @@ void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, int cul
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g_Renderer.BindTexture(3, 0);
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glDepthMask(1);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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}
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@ -399,8 +394,6 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
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const double time = waterManager.m_WaterTexTimer;
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const float repeatPeriod = waterManager.m_RepeatPeriod;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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@ -504,7 +497,6 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
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#endif
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glDepthFunc(GL_LEQUAL);
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glDisable(GL_BLEND);
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return true;
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}
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@ -813,8 +813,6 @@ void WaterManager::RenderWaves(const CFrustum& frustrum)
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glClearColor(0.0f,0.0f, 0.0f,0.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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@ -866,7 +864,6 @@ void WaterManager::RenderWaves(const CFrustum& frustrum)
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tech->EndPass();
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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#endif
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}
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