Merge remote-tracking branch 'origin/master' into RendererBugFixes

Conflicts:
	include/Engine/Rendering/DrawFinalPass.h
This commit is contained in:
Teejoon
2016-03-09 16:54:26 +01:00
97 changed files with 5766 additions and 8259 deletions
+8 -1
View File
@@ -11,6 +11,7 @@
#include "Util/UnorderedMapVec2.h"
#include "Util/CommonFunctions.h"
#include "Texture.h"
#include "BlurHUD.h"
class DrawFinalPass
{
@@ -20,7 +21,7 @@ public:
void InitializeTextures();
void InitializeFrameBuffers();
void InitializeShaderPrograms();
void Draw(RenderScene& scene);
void Draw(RenderScene& scene, BlurHUD* blurHUDPass);
void ClearBuffer();
void OnWindowResize();
@@ -28,6 +29,10 @@ public:
GLuint BloomTexture() const { return m_BloomTexture; }
//Return the texture with diffuse and lighting of the scene.
GLuint SceneTexture() const { return m_SceneTexture; }
//Return the SceneTexture with the blurred HUD bits.
GLuint CombinedSceneTexture() const { return m_CombinedTexture; }
//Return the blurred scene texture.
GLuint FullBlurredTexture() const { return m_FullBlurredTexture; }
//Return the framebuffer used in the scene rendering stage.
FrameBuffer* FinalPassFrameBuffer() { return &m_FinalPassFrameBuffer; }
@@ -57,6 +62,8 @@ private:
GLuint m_DepthBuffer = 0;
GLuint m_ShieldBuffer = 0;
GLuint m_CubeMapTexture = 0;
GLuint m_FullBlurredTexture;
GLuint m_CombinedTexture; //This can be removed for less memory usage, just set m_sceneTexture to the return from m_BlurHUDPass.CombineTextures
//maqke this component based i guess?
GLuint m_ShieldPixelRate = 16;