Fixed some rendering bugs and some code refactoring

This commit is contained in:
Tleety
2016-01-23 12:17:38 +01:00
parent 7498cebf5e
commit b499f4b020
15 changed files with 131 additions and 63 deletions
+10 -5
View File
@@ -18,12 +18,12 @@ public:
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void ClearBuffer();
//Todo: Should not be public
FrameBuffer m_BloomFrameBuffer;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_DepthBuffer;
//Return the texture that is used in later stages to apply the bloom effect
GLuint BloomTexture() const { return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
private:
void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
@@ -33,6 +33,11 @@ private:
Texture* m_BlackTexture;
Texture* TEMP_glowTestTexture;
FrameBuffer m_FinalPassFrameBuffer;
GLuint m_BloomTexture;
GLuint m_SceneTexture;
GLuint m_DepthBuffer;
const IRenderer* m_Renderer;
const LightCullingPass* m_LightCullingPass;