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
+18 -2
View File
@@ -241,7 +241,7 @@ void DrawFinalPass::InitializeShaderPrograms()
}
void DrawFinalPass::Draw(RenderScene& scene)
void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
{
GLERROR("Pre");
DrawFinalPassState* stateDethp = new DrawFinalPassState(m_ShieldDepthFrameBuffer.GetHandle());
@@ -288,16 +288,32 @@ void DrawFinalPass::Draw(RenderScene& scene)
DrawModelRenderQueuesWithShieldCheck(scene.Jobs.TransparentObjects, scene); //might need changing
GLERROR("Shielded Transparent objects");
//Generate blur texture.
delete state;
if (scene.ShouldBlur) {
//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
m_FullBlurredTexture = blurHUDPass->Draw(m_SceneTexture, scene);
}
DrawFinalPassState* stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer.GetHandle());
if(scene.ShouldBlur) {
//Combine nonblur and blur texture
stateSprite->Disable(GL_DEPTH_TEST);
stateSprite->Disable(GL_STENCIL_TEST);
m_CombinedTexture = blurHUDPass->CombineTextures(m_SceneTexture, m_FullBlurredTexture);
}
//Draw Transparen objects
//state->BlendFunc(GL_ONE, GL_ONE);
//state->StencilFunc(GL_EQUAL, 1, 0xFF);
//DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
GLERROR("TransparentObjects");
//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
stateSprite->Enable(GL_DEPTH_TEST);
DrawSprites(scene.Jobs.SpriteJob, scene);
GLERROR("SpriteJobs");
delete state;
delete stateSprite;
GLERROR("END");
}