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 +1,36 @@
#include "Rendering/DrawScreenQuadPass.h"
DrawScreenQuadPass::DrawScreenQuadPass(IRenderer* renderer)
{
m_Renderer = renderer;
m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
InitializeShaderPrograms();
}
void DrawScreenQuadPass::InitializeShaderPrograms()
{
m_DrawQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
m_DrawQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
m_DrawQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
m_DrawQuadProgram->Compile();
m_DrawQuadProgram->Link();
}
void DrawScreenQuadPass::Draw(GLuint texture)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre");
DrawScreenQuadPassState state = DrawScreenQuadPassState();
m_DrawQuadProgram->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(m_ScreenQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
}