Begin clean-up

This commit is contained in:
FakeShemp
2016-03-01 19:10:13 +01:00
parent 1961c16fe2
commit 1ae2f3f5f3
7 changed files with 2 additions and 34 deletions
@@ -19,7 +19,6 @@ struct DirectionalLightJob : RenderJob
Direction = glm::vec4(0,0,-1,0) * glm::inverse(Orientation);
Color = (glm::vec4)directionalLightComponent["Color"];
Intensity = (double)directionalLightComponent["Intensity"];
//TextureAlphaShadows = (bool)directionalLightComponent["TextureAlphaShadows"];
};
glm::quat Orientation;
-14
View File
@@ -8,12 +8,10 @@ class BufferResource
{
public:
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment);
BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint layers);
GLuint* m_ResourceHandle;
GLenum m_ResourceType;
GLenum m_Attachment;
GLuint m_Layers;
private:
};
@@ -24,9 +22,6 @@ class ResourceType : public BufferResource
public:
ResourceType(GLuint* resourceHandle, GLenum attachment)
: BufferResource(resourceHandle, RESOURCETYPE, attachment) { }
ResourceType(GLuint* resourceHandle, GLenum attachment, GLuint layers)
: BufferResource(resourceHandle, RESOURCETYPE, attachment, layers) { }
};
class Texture2D : public ResourceType<GL_TEXTURE_2D>
@@ -48,15 +43,6 @@ public:
~RenderBuffer();
};
class Texture2DArray : public ResourceType<GL_TEXTURE_2D_ARRAY>
{
public:
Texture2DArray(GLuint* resourceHandle, GLenum attachment, GLuint layers)
: ResourceType(resourceHandle, attachment, layers) { };
~Texture2DArray();
};
class FrameBuffer
{
public:
+1 -1
View File
@@ -41,7 +41,7 @@ public:
GLuint DepthMap() const { return m_DepthMap; }
std::array<glm::mat4, MAX_SPLITS> LightP() const { return m_LightProjection; }
std::array<glm::mat4, MAX_SPLITS> LightV() const { return m_LightView; }
std::array<float, MAX_SPLITS> FarDistance() const { return{ m_shadowFrusta[0].FarClip, m_shadowFrusta[1].FarClip, m_shadowFrusta[2].FarClip, m_shadowFrusta[3].FarClip }; }
std::array<float, MAX_SPLITS> FarDistance() const { std::array<float, MAX_SPLITS> f; for (int i = 0; i < MAX_SPLITS; i++) f[i] = m_shadowFrusta[i].FarClip; return f; }
int CurrentNrOfSplits() const { return m_CurrentNrOfSplits; }
void SetSplitWeight(float split_weight) { m_SplitWeight = split_weight; };
@@ -2,6 +2,5 @@
<DirectionalLight xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="DirectionalLight.xsd">
<Color R="1" G="1" B="1" A="1"/>
<Intensity>0.8</Intensity>
<!--<TextureAlphaShadows>false</TextureAlphaShadows>-->
<Visible>true</Visible>
</DirectionalLight>
@@ -9,7 +9,6 @@
<xs:all>
<xs:element name="Color" type="t:Color" minOccurs="0"/>
<xs:element name="Intensity" type="t:double" minOccurs="0"/>
<!--<xs:element name="TextureAlphaShadows" type="t:bool" minOccurs="0"/>-->
<xs:element name="Visible" type="t:bool" minOccurs="0"/>
</xs:all>
</xs:complexType>
-15
View File
@@ -9,14 +9,6 @@ BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLen
m_Attachment = attachment;
}
BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint layers)
{
m_ResourceHandle = resourceHandle;
m_ResourceType = resourceType;
m_Attachment = attachment;
m_Layers = layers;
}
Texture2D::~Texture2D()
{
if (m_ResourceHandle != 0) {
@@ -24,13 +16,6 @@ Texture2D::~Texture2D()
}
}
Texture2DArray::~Texture2DArray()
{
if (m_ResourceHandle != 0) {
glDeleteTextures(1, m_ResourceHandle);
}
}
RenderBuffer::~RenderBuffer()
{
if (m_ResourceHandle != 0) {
+1 -1
View File
@@ -133,7 +133,7 @@ void ShadowPass::InitializeFrameBuffers()
glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT, m_CurrentNrOfSplits)));
m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
m_DepthBuffer.Generate();
GLERROR("depthMap failed END");