]> git.lizzy.rs Git - dragonblocks_alpha.git/blobdiff - src/client/sky.c
Rework structure
[dragonblocks_alpha.git] / src / client / sky.c
index 101782dd0fd538b76385dbf48d954f22e5f05484..d20b1495ba3b02481dc8deb93056224f5e4278ab 100644 (file)
@@ -10,7 +10,7 @@
 #include "client/sky.h"
 #include "client/texture.h"
 #include "client/window.h"
-#include "day.h"
+#include "common/day.h"
 
 static GLuint sun_prog;
 static GLint sun_loc_MVP;
@@ -86,24 +86,24 @@ void sky_init()
 
        // skybox
 
-       skybox_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/skybox", NULL);
+       skybox_prog = shader_program_create(ASSET_PATH "shaders/sky/skybox", NULL);
        glProgramUniform1iv(skybox_prog, glGetUniformLocation(skybox_prog, "textures"), 2, (GLint[]) {0, 1}); GL_DEBUG
        skybox_loc_VP = glGetUniformLocation(skybox_prog, "VP"); GL_DEBUG
        skybox_loc_daylight = glGetUniformLocation(skybox_prog, "daylight"); GL_DEBUG
-       skybox_texture_day = texture_load_cubemap(RESSOURCE_PATH "textures/skybox/day", true)->txo;
-       skybox_texture_night = texture_load_cubemap(RESSOURCE_PATH "textures/skybox/night", true)->txo;
+       skybox_texture_day = texture_load_cubemap(ASSET_PATH "textures/skybox/day", true)->txo;
+       skybox_texture_night = texture_load_cubemap(ASSET_PATH "textures/skybox/night", true)->txo;
        skybox_mesh.data = skybox_vertices;
        mesh_upload(&skybox_mesh);
 
        // sun
 
-       sun_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/sun", NULL);
+       sun_prog = shader_program_create(ASSET_PATH "shaders/sky/sun", NULL);
        sun_loc_MVP = glGetUniformLocation(sun_prog, "MVP"); GL_DEBUG
-       sun_texture = texture_load(RESSOURCE_PATH "textures/sun.png", false)->txo;
+       sun_texture = texture_load(ASSET_PATH "textures/sun.png", false)->txo;
 
        // clouds
 
-       clouds_prog = shader_program_create(RESSOURCE_PATH "shaders/sky/clouds", NULL);
+       clouds_prog = shader_program_create(ASSET_PATH "shaders/sky/clouds", NULL);
        clouds_loc_VP = glGetUniformLocation(clouds_prog, "VP"); GL_DEBUG
        clouds_loc_daylight = glGetUniformLocation(clouds_prog, "daylight"); GL_DEBUG
        clouds_mesh.data = clouds_vertices;