Removed DrawScenePass, since it doesn't seem to be used

This commit is contained in:
2016-01-17 06:27:45 +01:00
parent e2357b8625
commit e34856468a
6 changed files with 0 additions and 142 deletions
-62
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@@ -1,62 +0,0 @@
#include "Rendering/DrawScenePass.h"
DrawScenePass::DrawScenePass(IRenderer* renderer)
{
m_Renderer = renderer;
InitializeTextures();
InitializeShaderPrograms();
}
void DrawScenePass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void DrawScenePass::InitializeShaderPrograms()
{
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(RenderScene& scene)
{
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScenePass::Draw: Pre");
DrawScenePassState state = DrawScenePassState();
m_BasicForwardProgram->Bind();
for (auto &job : scene.ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();
//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->Matrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "V"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
glUniform4fv(glGetUniformLocation(ShaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
//TODO: Renderer: bättre textur felhantering samt fler texturer stöd
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_WhiteTexture->m_Texture);
}
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
//continue;
}
}
GLERROR("DrawScenePass::Draw: End");
}
@@ -1,20 +0,0 @@
#include "Rendering/DrawScenePassState.h"
DrawScenePassState::DrawScenePassState()
{
GLERROR("---");
BindFramebuffer(0);
GLERROR("---");
Enable(GL_DEPTH_TEST);
Enable(GL_CULL_FACE);
Enable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
// Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
DrawScenePassState::~DrawScenePassState()
{
}
-1
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@@ -161,7 +161,6 @@ void Renderer::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filterin
void Renderer::InitializeRenderPasses()
{
m_DrawScenePass = new DrawScenePass(this);
m_PickingPass = new PickingPass(this, m_EventBroker);
m_LightCullingPass = new LightCullingPass(this);
m_DrawFinalPass = new DrawFinalPass(this, m_LightCullingPass);