Cleaned some comments and random annoyances in Renderer

This commit is contained in:
Tleety
2015-12-11 16:57:02 +01:00
parent 45b87ed6b1
commit 59b261534a
+2 -61
View File
@@ -69,16 +69,17 @@ void Renderer::InitializeShaders()
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
m_DrawScreenQuadProgram->Compile();
m_DrawScreenQuadProgram->Link();
//m_CalculateFrustumProgram = ResourceManager::Load<ShaderProgram>("#CalculateFrustumProgram");
//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
//m_CalculateFrustumProgram.Compile();
//m_CalculateFrustumProgram.Link();
//m_LightCullProgram = ResourceManager::Load<ShaderProgram>("#LightCullProgram");
//m_LightCullProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/cullLights.comp.glsl")));
//m_LightCullProgram.Compile();
//m_LightCullProgram.Link();
@@ -144,67 +145,18 @@ void Renderer::Update(double dt)
{
m_EventBroker->Process<Renderer>();
InputUpdate(dt);
}
void Renderer::Draw(RenderQueueCollection& rq)
{
//TODO: Renderer: Kanske borde vara längst upp i update.
GLERROR("Renderer::Draw Pre");
m_PickingPass->Draw(rq);
GLERROR("Renderer::Draw PickingPass");
//DrawScreenQuad(m_PickingPass->PickingTexture());
//CullLights();
//DrawScene(rq);
m_DrawScenePass->Draw(rq);
GLERROR("Renderer::Draw m_DrawScenePass->Draw");
glfwSwapBuffers(m_Window);
}
//
//void Renderer::DrawScene(RenderQueueCollection& rq)
//{
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
//
// //TODO: Render: Clean up draw code
// glEnable(GL_DEPTH_TEST);
// glEnable(GL_CULL_FACE);
// glCullFace(GL_BACK);
//
// glClearColor(255.f / 255, 163.f / 255, 176.f / 255, 0.f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//
// //TODO: Render: Add code for more jobs than modeljobs.
// for (auto &job : rq.Forward) {
// auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
// if (modelJob) {
// GLuint ShaderHandle = m_BasicForwardProgram.GetHandle();
//
// m_BasicForwardProgram.Bind();
// //TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
// glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
// glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
// glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
// glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
//
// //TODO: Renderer: bättre textur felhantering samt fler texturer stöd
// if (modelJob->DiffuseTexture != nullptr) {
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
// } else {
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
// }
//
// glBindVertexArray(modelJob->Model->VAO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
// glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
//
// continue;
// }
// }
// GLERROR("DrawScene Error");
//}
void Renderer::DrawScreenQuad(GLuint textureToDraw)
{
@@ -245,17 +197,6 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
GLERROR("Texture initialization failed");
}
void Renderer::InitializeFrameBuffers()//TODO: Renderer: Get this to a better location, as its really big
{
//glGenRenderbuffers(1, &m_DepthBuffer);
//glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
//
//m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
//m_PickingBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0)));
//m_PickingBuffer.Generate();
}
void Renderer::InitializeSSBOs()
{
printf("Size: %i\n", sizeof(m_Frustums));