Defender shield should now be working

This commit is contained in:
Tleety
2016-02-08 11:47:35 +01:00
parent c526a7af55
commit 94b59af973
9 changed files with 145 additions and 25 deletions
@@ -17,7 +17,7 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLfloat gamma, GLfloat exposure);
void Draw(GLuint sceneTexture, GLuint bloomTexture, GLuint sceneTextureLowRes, GLuint bloomTextureLowRes, GLfloat gamma, GLfloat exposure);
private:
const IRenderer* m_Renderer;
+6
View File
@@ -38,6 +38,7 @@ private:
void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldToStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void DrawToDepthBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
@@ -57,6 +58,10 @@ private:
GLuint m_BloomTextureLowRes;
GLuint m_SceneTextureLowRes;
GLuint m_DepthBuffer;
GLuint m_DepthBufferLowRes;
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;
@@ -64,6 +69,7 @@ private:
ShaderProgram* m_ForwardPlusProgram;
ShaderProgram* m_ExplosionEffectProgram;
ShaderProgram* m_ShieldToStencilProgram;
ShaderProgram* m_FillDepthBufferProgram;
};
#endif