Merge branch 'deffered_rendering' of github.com:sippeangelo/Return-to-the-Return-of-Return-Fire-2-Returngeance into deffered_rendering

Conflicts:
	src/Renderer.cpp
This commit is contained in:
Tleety
2014-05-30 22:47:23 +02:00
3 changed files with 19 additions and 4 deletions
+7 -4
View File
@@ -514,10 +514,13 @@ void Renderer::ForwardRendering(RenderQueue &rq)
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4(MVP)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4(modelMatrix)));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4(m_Camera->ViewMatrix())));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4(cameraProjection)));
glUniform4fv(glGetUniformLocation(ShaderProgramHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);