Pull request fixes

This commit is contained in:
Teejoon
2016-02-22 16:38:20 +01:00
parent 4cf8c3d8d7
commit 09aec08d0e
2 changed files with 11 additions and 25 deletions
+11 -21
View File
@@ -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<E
void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& 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");