Removed world from renderer and moved depth-calculation code to modeljob

This commit is contained in:
Tleety
2016-01-19 15:41:17 +01:00
parent 982837052a
commit 893ef38237
4 changed files with 14 additions and 25 deletions
+3
View File
@@ -28,6 +28,9 @@ struct ModelJob : RenderJob
Matrix = matrix;
Color = modelComponent["Color"];
Entity = modelComponent.EntityID;
glm::vec3 abspos = Transform::AbsolutePosition(world, modelComponent.EntityID);
glm::vec3 worldpos = glm::vec3(camera->ViewMatrix() * glm::vec4(abspos, 1));
Depth = worldpos.z;
World = world;
};
+2 -4
View File
@@ -22,9 +22,8 @@
class Renderer : public IRenderer
{
public:
Renderer(EventBroker* eventBroker, World* world)
Renderer(EventBroker* eventBroker)
: m_EventBroker(eventBroker)
, m_World(world)
{ }
virtual void Initialize() override;
@@ -36,7 +35,6 @@ public:
private:
//----------------------Variables----------------------//
EventBroker* m_EventBroker;
World* m_World;
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
@@ -62,7 +60,7 @@ private:
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 FillDepth(RenderScene& scene);
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;