Merge remote-tracking branch 'origin/master' into Menu

# Conflicts:
#	include/Engine/Rendering/DrawFinalPass.h
#	include/Engine/Rendering/RenderQueue.h
#	resources/Schema/Components.xsd
#	resources/Schema/Entities/QualityAssurance.xml
#	resources/Schema/Entities/RenderingWorld.xml
#	resources/Shaders/Sprite.vert.glsl
#	src/Engine/Rendering/DrawFinalPass.cpp
#	src/Engine/Rendering/Model.cpp
#	src/Engine/Rendering/RenderSystem.cpp
#	src/Engine/Rendering/Renderer.cpp
#	src/Game/Game.cpp
This commit is contained in:
Tleety
2016-02-10 19:52:42 +01:00
134 changed files with 6897 additions and 1540 deletions
+10 -4
View File
@@ -93,7 +93,7 @@ void Renderer::Update(double dt)
void Renderer::Draw(RenderFrame& frame)
{
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0Gaussian\0Picking");
ImGui::Combo("Draw textures", &m_DebugTextureToDraw, "Final\0Scene\0Bloom\0SceneLowRes\0BloomLowRes\0Gaussian\0Picking");
//clear buffer 0
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -125,7 +125,7 @@ void Renderer::Draw(RenderFrame& frame)
}
m_DrawBloomPass->Draw(m_DrawFinalPass->BloomTexture());
if (m_DebugTextureToDraw == 0) {
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), m_DrawFinalPass->SceneTextureLowRes(), m_DrawFinalPass->BloomTextureLowRes(), frame.Gamma, frame.Exposure);
}
if (m_DebugTextureToDraw == 1) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTexture());
@@ -134,9 +134,15 @@ void Renderer::Draw(RenderFrame& frame)
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTexture());
}
if (m_DebugTextureToDraw == 3) {
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->SceneTextureLowRes());
}
if (m_DebugTextureToDraw == 4) {
m_DrawScreenQuadPass->Draw(m_DrawFinalPass->BloomTextureLowRes());
}
if (m_DebugTextureToDraw == 5) {
m_DrawScreenQuadPass->Draw(m_DrawBloomPass->GaussianTexture());
}
if (m_DebugTextureToDraw == 6) {
m_DrawScreenQuadPass->Draw(m_PickingPass->PickingTexture());
}
@@ -160,7 +166,7 @@ void Renderer::InitializeTextures()
void Renderer::SortRenderJobsByDepth(RenderScene &scene)
{
//Sort all forward jobs so transparency is good.
scene.TransparentObjects.sort(Renderer::DepthSort);
scene.Jobs.TransparentObjects.sort(Renderer::DepthSort);
scene.SpriteJobs.sort(Renderer::DepthSort);
}