Working stencil buffer for the shield.

This commit is contained in:
Tleety
2016-02-04 14:33:39 +01:00
parent 379d211832
commit 7c582898f4
8 changed files with 41 additions and 32 deletions
+9 -4
View File
@@ -21,17 +21,18 @@ void DrawFinalPass::InitializeFrameBuffers()
{
glGenRenderbuffers(1, &m_DepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, m_DepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
GenerateTexture(&m_SceneTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
//GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->GetViewPortSize().Width, m_Renderer->GetViewPortSize().Height), GL_RGB16F, GL_FLOAT, 4);
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_STENCIL_ATTACHMENT)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_FinalPassFrameBuffer.Generate();
GLERROR("FBO generation");
}
@@ -74,8 +75,10 @@ void DrawFinalPass::Draw(RenderScene& scene)
glClear(GL_DEPTH_BUFFER_BIT);
}
//TODO: Do we need check for this or will it be per scene always?
glClearStencil(0x00);
glClear(GL_STENCIL_BUFFER_BIT);
state->StencilMask(0x00);
DrawModelRenderQueues(scene.Jobs.OpaqueObjects, scene);
GLERROR("OpaqueObjects");
DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
@@ -89,11 +92,13 @@ void DrawFinalPass::Draw(RenderScene& scene)
GLERROR("StencilPass");
//Draw Opaque shielded objects
//DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
state->StencilFunc(GL_NOTEQUAL, 1, 0xFF);
glStencilMask(0x00);
DrawShieldedModelRenderQueue(scene.Jobs.OpaqueShieldedObjects, scene);
GLERROR("Shielded Opaque object");
//Draw Transparen Shielded objects
//DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
DrawShieldedModelRenderQueue(scene.Jobs.TransparentShieldedObjects, scene);
GLERROR("Shielded Transparent objects");
GLERROR("END");