From 5004f0511c8f4fa6b9ac32ab21c53233b69a417d Mon Sep 17 00:00:00 2001 From: Tom White Date: Wed, 13 Aug 2008 01:00:44 +0100 Subject: Use 'r' instead of 'game->render' --- src/render.c | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/src/render.c b/src/render.c index bce3dbd..1bddac0 100644 --- a/src/render.c +++ b/src/render.c @@ -591,21 +591,21 @@ void render_draw(Game *game, Uint32 t) { GLfloat rrb = 0.0; glUseProgram(r->swirly_program); - shaderutils_setunf(game->render->swirly_program, "time", t); - shaderutils_setuni(game->render->swirly_program, "landed", game->lander->recharging); + shaderutils_setunf(r->swirly_program, "time", t); + shaderutils_setuni(r->swirly_program, "landed", game->lander->recharging); if ( game->lander->recharging ) { /* Fade in */ rrb = fminf(((GLfloat)t-game->time_of_landing_event)/1500.0, 1.0); - shaderutils_setuni(game->render->swirly_program, "rechargeripple", 1); + shaderutils_setuni(r->swirly_program, "rechargeripple", 1); } else if ( game->time_of_landing_event - t < 750 ) { /* Fade out */ rrb = fmaxf(1.0 - ((GLfloat)t-game->time_of_landing_event)/750.0, 0.0); - shaderutils_setuni(game->render->swirly_program, "rechargeripple", 1); + shaderutils_setuni(r->swirly_program, "rechargeripple", 1); } else { - shaderutils_setuni(game->render->swirly_program, "rechargeripple", 0); + shaderutils_setuni(r->swirly_program, "rechargeripple", 0); } - shaderutils_setunf(game->render->swirly_program, "rrb", rrb); - shaderutils_setun2f(game->render->swirly_program, "lander", + shaderutils_setunf(r->swirly_program, "rrb", rrb); + shaderutils_setun2f(r->swirly_program, "lander", game->platform_rel_x, game->platform_rel_y); } /* else this is all a little pointless... */ @@ -656,10 +656,10 @@ void render_draw(Game *game, Uint32 t) { if ( r->shaders ) { glUseProgram(r->lighting_program); - shaderutils_setuni(game->render->lighting_program, "texture", 0); /* GL_TEXTURE0 */ - shaderutils_setuni(game->render->lighting_program, "normalmap", 1); /* GL_TEXTURE1 */ - shaderutils_setuni(game->render->lighting_program, "texture_only", 0); - shaderutils_setuni(game->render->lighting_program, "has_normals", 0); + shaderutils_setuni(r->lighting_program, "texture", 0); /* GL_TEXTURE0 */ + shaderutils_setuni(r->lighting_program, "normalmap", 1); /* GL_TEXTURE1 */ + shaderutils_setuni(r->lighting_program, "texture_only", 0); + shaderutils_setuni(r->lighting_program, "has_normals", 0); } render_setup_lighting(game); amb[0] = 0.02; amb[1] = 0.02; amb[2] = 0.02; @@ -674,7 +674,7 @@ void render_draw(Game *game, Uint32 t) { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); - if ( r->shaders ) glUseProgram(game->render->fill_program); + if ( r->shaders ) glUseProgram(r->fill_program); render_model_instance_draw(game->lander, t, r, NULL, 1.0); glPopClientAttrib(); if ( r->shaders ) glUseProgram(0); -- cgit v1.2.3