Revert "Forward+"

This commit is contained in:
2016-01-11 13:48:55 +01:00
parent dc7ed2e0ba
commit b908a9f9c6
26 changed files with 271 additions and 779 deletions
+6 -9
View File
@@ -14,21 +14,23 @@ void DrawScenePass::InitializeTextures()
void DrawScenePass::InitializeShaderPrograms()
{
//Gör så att shaders är en resource, tex som texture classen. Konstruktorn måste vara privat.
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#BasicForwardProgram");
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
m_BasicForwardProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
m_BasicForwardProgram->Compile();
m_BasicForwardProgram->Link();
}
void DrawScenePass::Draw(RenderQueueCollection& rq)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScenePass::Draw: Pre");
GLERROR("Renderer::Draw PickingPass");
DrawScenePassState state;
m_BasicForwardProgram->Bind();
//TODO: Render: Add code for more jobs than modeljobs.
@@ -37,6 +39,7 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
m_BasicForwardProgram->Bind();
//TODO: Kolla upp "header/include/common" shader saken så man slipper skicka in asmycket uniforms
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->ModelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ViewMatrix()));
@@ -58,12 +61,6 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
continue;
}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if(spriteJob)
{
//Hello im a sprite, please draw me.
}
}
GLERROR("DrawScenePass::Draw: End");
GLERROR("DrawScene Error");
}