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; };