diff --git a/include/Engine/Rendering/DrawFinalPass.h b/include/Engine/Rendering/DrawFinalPass.h index 0be65caf..e3389471 100644 --- a/include/Engine/Rendering/DrawFinalPass.h +++ b/include/Engine/Rendering/DrawFinalPass.h @@ -22,9 +22,6 @@ public: void ClearBuffer(); void OnWindowResize(); - //Return the texture that is used in later stages to apply the bloom effect - GLuint DepthBuffer() const { return m_DepthBuffer; } - Camera* DepthBufferCamera() const { return RenderCamera; } //Return the texture that is used in later stages to apply the bloom effect GLuint BloomTexture() const { return m_BloomTexture; } GLuint BloomTextureLowRes() const { return m_BloomTextureLowRes; } @@ -65,7 +62,6 @@ private: GLuint m_SceneTextureLowRes; GLuint m_DepthBuffer; GLuint m_DepthBufferLowRes; - Camera* RenderCamera; //maqke this component based i guess? GLuint m_ShieldPixelRate = 16; diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp index 97482b3b..a12c52b1 100644 --- a/src/Engine/Rendering/DrawFinalPass.cpp +++ b/src/Engine/Rendering/DrawFinalPass.cpp @@ -177,7 +177,6 @@ void DrawFinalPass::InitializeShaderPrograms() void DrawFinalPass::Draw(RenderScene& scene, GLuint SSAOTexture) { GLERROR("Pre"); - RenderCamera = scene.Camera; DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle()); if (scene.ClearDepth) { //glClear(GL_DEPTH_BUFFER_BIT); @@ -768,26 +767,17 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr& job, RenderScene& scene) { - if (1/*job->Model->IsSkinned()*/) { - GLERROR("Bind 1 uniform"); - GLint Location_M = glGetUniformLocation(shaderHandle, "M"); - glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix)); - GLERROR("Bind 2 uniform"); - GLint Location_V = glGetUniformLocation(shaderHandle, "V"); - glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); - GLERROR("Bind 3 uniform"); - GLint Location_P = glGetUniformLocation(shaderHandle, "P"); - glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); - GLERROR("Bind 4 uniform"); - } else { - GLERROR("Bind 1 uniform"); - GLint Location_M = glGetUniformLocation(shaderHandle, "M"); - glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix)); - GLERROR("Bind 2 uniform"); - GLint Location_V = glGetUniformLocation(shaderHandle, "PV"); - glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix() * scene.Camera->ViewMatrix())); - GLERROR("Bind 3 uniform"); - } + GLERROR("Bind 1 uniform"); + GLint Location_M = glGetUniformLocation(shaderHandle, "M"); + glUniformMatrix4fv(Location_M, 1, GL_FALSE, glm::value_ptr(job->Matrix)); + GLERROR("Bind 2 uniform"); + GLint Location_V = glGetUniformLocation(shaderHandle, "V"); + glUniformMatrix4fv(Location_V, 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix())); + GLERROR("Bind 3 uniform"); + GLint Location_P = glGetUniformLocation(shaderHandle, "P"); + glUniformMatrix4fv(Location_P, 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix())); + GLERROR("Bind 4 uniform"); + GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions"); glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height); GLERROR("Bind 5 uniform");