PickingPass now sets state and clear it when done.

PickingState now it's own class so renderer is a bit cleaner.
This commit is contained in:
Tleety
2015-12-11 11:18:30 +01:00
parent cefc4e5257
commit 91edab34bc
9 changed files with 264 additions and 104 deletions
+5 -8
View File
@@ -10,6 +10,8 @@
#include "Util/UnorderedMapVec2.h"
#include "FrameBuffer.h"
#include "../Core/World.h"
#include "PickingPass.h"
#define TILE_SIZE 16
#define NUM_LIGHTS 3
@@ -35,17 +37,12 @@ private:
Texture* m_ErrorTexture;
Texture* m_WhiteTexture;
float m_CameraMoveSpeed;
FrameBuffer m_PickingBuffer;
GLuint m_PickingTexture;
GLuint m_DepthBuffer;
Model* m_ScreenQuad;
Model* m_UnitQuad;
Model* m_UnitSphere;
std::unordered_map<glm::vec2, EntityID> m_PickingColorsToEntity;
PickingPass* m_PickingPass;
//----------------------Functions----------------------//
void InitializeWindow();
@@ -53,9 +50,10 @@ private:
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeSSBOs();
void InitializeRenderPasses();
//TODO: Renderer: Get InputUpdate out of renderer
void InputUpdate(double dt);
void PickingPass(RenderQueueCollection& rq);
//void PickingPass(RenderQueueCollection& rq);
void DrawScreenQuad(GLuint textureToDraw);
void DrawScene(RenderQueueCollection& rq);
@@ -106,7 +104,6 @@ private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type);
//--------------------ShaderPrograms-------------------//
ShaderProgram m_BasicForwardProgram;
ShaderProgram m_PickingProgram;
ShaderProgram m_DrawScreenQuadProgram;
ShaderProgram m_CalculateFrustumProgram;
ShaderProgram m_LightCullProgram;