From 59b261534ad35fd4c329e7b40e10ebcbe12b945b Mon Sep 17 00:00:00 2001 From: Tleety Date: Fri, 11 Dec 2015 16:57:02 +0100 Subject: [PATCH] Cleaned some comments and random annoyances in Renderer --- src/Engine/Rendering/Renderer.cpp | 63 +------------------------------ 1 file changed, 2 insertions(+), 61 deletions(-) diff --git a/src/Engine/Rendering/Renderer.cpp b/src/Engine/Rendering/Renderer.cpp index 7f3e0166..42ec9018 100644 --- a/src/Engine/Rendering/Renderer.cpp +++ b/src/Engine/Rendering/Renderer.cpp @@ -69,16 +69,17 @@ void Renderer::InitializeShaders() m_BasicForwardProgram = ResourceManager::Load("#m_BasicForwardProgram"); m_DrawScreenQuadProgram = ResourceManager::Load("#DrawScreenQuadProgram"); - m_DrawScreenQuadProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/DrawScreenQuad.vert.glsl"))); m_DrawScreenQuadProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl"))); m_DrawScreenQuadProgram->Compile(); m_DrawScreenQuadProgram->Link(); + //m_CalculateFrustumProgram = ResourceManager::Load("#CalculateFrustumProgram"); //m_CalculateFrustumProgram.AddShader(std::shared_ptr(new ComputeShader("Shaders/GridFrustum.comp.glsl"))); //m_CalculateFrustumProgram.Compile(); //m_CalculateFrustumProgram.Link(); + //m_LightCullProgram = ResourceManager::Load("#LightCullProgram"); //m_LightCullProgram.AddShader(std::shared_ptr(new ComputeShader("Shaders/cullLights.comp.glsl"))); //m_LightCullProgram.Compile(); //m_LightCullProgram.Link(); @@ -144,67 +145,18 @@ void Renderer::Update(double dt) { m_EventBroker->Process(); 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(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(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT))); - //m_PickingBuffer.AddResource(std::shared_ptr(new Texture2D(&m_PickingTexture, GL_COLOR_ATTACHMENT0))); - //m_PickingBuffer.Generate(); -} - void Renderer::InitializeSSBOs() { printf("Size: %i\n", sizeof(m_Frustums));