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
+15 -8
View File
@@ -27,10 +27,10 @@ void DrawFinalPass::InitializeFrameBuffers()
//GenerateTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, GL_LINEAR, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_RGB, GL_FLOAT);
GenerateMipMapTexture(&m_BloomTexture, GL_CLAMP_TO_EDGE, glm::vec2(m_Renderer->Resolution().Width, m_Renderer->Resolution().Height), GL_RGB16F, GL_FLOAT, 4);
m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_ATTACHMENT)));
m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_SceneTexture, GL_COLOR_ATTACHMENT0)));
m_BloomFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_BloomTexture, GL_COLOR_ATTACHMENT1)));
m_BloomFrameBuffer.Generate();
m_FinalPassFrameBuffer.AddResource(std::shared_ptr<BufferResource>(new RenderBuffer(&m_DepthBuffer, GL_DEPTH_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();
}
@@ -47,9 +47,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
{
GLERROR("DrawFinalPass::Draw: Pre");
m_BloomFrameBuffer.Bind(); //in i state
DrawFinalPassState state;
DrawFinalPassState* state = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
m_ForwardPlusProgram->Bind();
GLuint shaderHandle = m_ForwardPlusProgram->GetHandle();
@@ -96,10 +94,19 @@ void DrawFinalPass::Draw(RenderScene& scene)
continue;
}
}
m_BloomFrameBuffer.Unbind();
m_FinalPassFrameBuffer.Unbind();
GLERROR("DrawFinalPass::Draw: END");
}
void DrawFinalPass::ClearBuffer()
{
m_FinalPassFrameBuffer.Bind();
glClearColor(0.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_FinalPassFrameBuffer.Unbind();
}
void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
{
glGenTextures(1, texture);