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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-15 09:34:18 +02:00

fix RT flags for iOS

This commit is contained in:
XProger
2018-08-26 21:27:26 +03:00
parent 0fd4f75cbc
commit 73f20b9b9d
2 changed files with 10 additions and 11 deletions

View File

@@ -792,9 +792,9 @@ struct WaterCache {
} else
x = y = 0;
#ifdef _OS_IOS
Core::setTarget(refract, RT_CLEAR_COLOR | RT_CLEAR_DEPTH | RT_STORE_COLOR);
Core::setTarget(refract, RT_LOAD_DEPTH | RT_STORE_COLOR | RT_STORE_DEPTH);
blitTexture(screen);
Core::setTarget(screen, RT_LOAD_COLOR | RT_STORE_COLOR);
Core::setTarget(screen, RT_LOAD_COLOR | RT_LOAD_DEPTH | RT_STORE_COLOR);
#else
Core::copyTarget(refract, 0, 0, x, y, Core::viewportDef.width, Core::viewportDef.height); // copy framebuffer into refraction texture
#endif
@@ -934,15 +934,11 @@ struct WaterCache {
void blitTexture(Texture *tex) {
ASSERT(tex);
Core::setDepthTest(false);
Core::setBlendMode(bmNone);
game->setShader(Core::passGUI, Shader::DEFAULT);
Core::mView.identity();
Core::mProj = GAPI::ortho(0.0f, float(tex->origWidth), 0.0f, float(tex->origHeight), 0.0f, 1.0f);
Core::setViewProj(Core::mView, Core::mProj);
Core::active.shader->setParam(uViewProj, Core::mViewProj);
mat4 mProj = GAPI::ortho(0.0f, float(tex->origWidth), 0.0f, float(tex->origHeight), 0.0f, 1.0f);
Core::active.shader->setParam(uViewProj, mProj);
Core::active.shader->setParam(uMaterial, vec4(1.0f));
tex->bind(0);
@@ -964,6 +960,9 @@ struct WaterCache {
vertices[2].texCoord = short4(32767, 0, 0, 0);
vertices[3].texCoord = short4( 0, 0, 0, 0);
Core::setDepthTest(false);
Core::setBlendMode(bmNone);
game->getMesh()->renderBuffer(indices, COUNT(indices), vertices, COUNT(vertices));
Core::setDepthTest(true);

View File

@@ -2011,7 +2011,7 @@ struct Level : IGame {
Texture *screen = NULL;
if (water) {
screen = (waterCache && waterCache->visible) ? waterCache->getScreenTex() : NULL;
Core::setTarget(screen, RT_CLEAR_COLOR | RT_CLEAR_DEPTH | RT_STORE_COLOR); // render to screen texture (FUCK YOU iOS!) or back buffer
Core::setTarget(screen, RT_CLEAR_COLOR | RT_CLEAR_DEPTH | RT_STORE_COLOR | (screen ? RT_STORE_DEPTH : 0)); // render to screen texture (FUCK YOU iOS!) or back buffer
setupBinding();
}
@@ -2051,7 +2051,7 @@ struct Level : IGame {
Core::Pass pass = Core::pass;
if (water && waterCache && waterCache->visible && screen) {
Core::setTarget(NULL, RT_CLEAR_COLOR | RT_CLEAR_DEPTH | RT_STORE_COLOR);
Core::setTarget(NULL, RT_STORE_COLOR);
waterCache->blitTexture(screen);
}