DrawScreenQuad implemented and working.
Started work on HDR coloring.
This commit is contained in:
Tleety
2016-01-20 13:34:56 +01:00
parent 5d6d0f82b9
commit 78a1037983
14 changed files with 269 additions and 50 deletions
@@ -0,0 +1,38 @@
#ifndef DrawFinalPass_h__
#define DrawFinalPass_h__
#include "IRenderer.h"
#include "DrawFinalPassState.h"
#include "LightCullingPass.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class DrawFinalPass
{
public:
DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
~DrawFinalPass() { }
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
//Getters
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
Texture* m_WhiteTexture;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
};
#endif
+5 -4
View File
@@ -17,11 +17,13 @@ public:
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
//Getters
//Todo: Should not be public
FrameBuffer m_BloomFrameBuffer;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_DepthBuffer;
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
@@ -32,7 +34,6 @@ private:
const LightCullingPass* m_LightCullingPass;
ShaderProgram* m_ForwardPlusProgram;
};
#endif
@@ -0,0 +1,28 @@
#ifndef DrawScreenQuadPass_h__
#define DrawScreenQuadPass_h__
#include "IRenderer.h"
#include "DrawScreenQuadPassState.h"
#include "FrameBuffer.h"
#include "ShaderProgram.h"
//#include "Util/UnorderedMapVec2.h"
#include "Texture.h"
class DrawScreenQuadPass
{
public:
DrawScreenQuadPass(IRenderer* renderer);
~DrawScreenQuadPass() { }
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint texture);
private:
const IRenderer* m_Renderer;
ShaderProgram* m_DrawQuadProgram;
Model* m_ScreenQuad;
};
#endif
@@ -0,0 +1,15 @@
#ifndef DrawScreenQuadPassState_h__
#define DrawScreenQuadPassState_h__
#include "Rendering/RenderState.h"
class DrawScreenQuadPassState : public RenderState
{
public:
DrawScreenQuadPassState();
~DrawScreenQuadPassState();
private:
};
#endif
+4 -3
View File
@@ -14,6 +14,7 @@
#include "DrawScenePass.h"
#include "LightCullingPass.h"
#include "DrawFinalPass.h"
#include "DrawScreenQuadPass.h"
#include "../Core/EventBroker.h"
#include "ImGuiRenderPass.h"
#include "Camera.h"
@@ -48,6 +49,7 @@ private:
LightCullingPass* m_LightCullingPass;
ImGuiRenderPass* m_ImGuiRenderPass;
DrawFinalPass* m_DrawFinalPass;
DrawScreenQuadPass* m_DrawScreenQuadPass;
//----------------------Functions----------------------//
void InitializeWindow();
@@ -57,14 +59,13 @@ private:
//TODO: Renderer: Get InputUpdate out of renderer
void InputUpdate(double dt);
//void PickingPass(RenderQueueCollection& rq);
void DrawScreenQuad(GLuint textureToDraw);
//void DrawScreenQuad(GLuint textureToDraw);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void SortRenderJobsByDepth(RenderScene &scene);
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram* m_BasicForwardProgram;
ShaderProgram* m_DrawScreenQuadProgram;
ShaderProgram* m_BasicForwardProgram;
};
#endif