Merge remote-tracking branch 'origin/master' into Forward+
# Conflicts: # include/Engine/Rendering/PickingPass.h # include/Engine/Rendering/Renderer.h # resources/Schema/Entities/Test.xml # src/Engine/Rendering/DrawScenePass.cpp # src/Engine/Rendering/PickingPass.cpp # src/Engine/Rendering/RenderQueueFactory.cpp # src/Engine/Rendering/Renderer.cpp
This commit is contained in:
@@ -22,7 +22,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ForwardPlusProgram->Link();
|
||||
}
|
||||
|
||||
void DrawFinalPass::Draw(RenderQueueCollection& rq)
|
||||
void DrawFinalPass::Draw(RenderScene& scene)
|
||||
{
|
||||
GLERROR("DrawFinalPass::Draw: Pre");
|
||||
|
||||
@@ -38,11 +38,11 @@ void DrawFinalPass::Draw(RenderQueueCollection& rq)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Renderer->Camera()->ProjectionMatrix()));
|
||||
|
||||
//TODO: Render: Add code for more jobs than modeljobs.
|
||||
for (auto &job : rq.Forward) {
|
||||
for (auto &job : scene.ForwardJobs) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if(modelJob) {
|
||||
//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, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
if(modelJob->DiffuseTexture != nullptr) {
|
||||
|
||||
Reference in New Issue
Block a user