Fixed some things in gameworld and added a new skymap.

This commit is contained in:
Tleety
2014-05-31 23:14:33 +02:00
parent 1af8d4909a
commit 2d1d4f02f3
6 changed files with 76 additions and 44 deletions
+16 -3
View File
@@ -18,7 +18,7 @@ Renderer::Renderer(std::shared_ptr<::ResourceManager> resourceManager)
CAtt = 1.0f;
LAtt = 0.0f;
QAtt = 3.0f;
m_ShadowMapRes = 2048*2;
m_ShadowMapRes = 1;
m_SunPosition = glm::vec3(0.f, 1.0f, 0.5f);
m_SunTarget = glm::vec3(0, 0, 0);
m_SunProjection_height = glm::vec2(-40.f, 40.f);
@@ -163,7 +163,7 @@ void Renderer::LoadContent()
FrameBufferTextures();
m_sphereModel = ResourceManager->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sky34", "jpg");
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/sky36", "jpg");
}
void Renderer::Draw(double dt)
@@ -369,6 +369,17 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
glDepthMask(GL_TRUE);
glEnable(GL_SCISSOR_TEST);
//Sort forward rendering items by z value.
for(auto job : rq.Forward)
{
glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
glm::vec3 spritePos = glm::vec3(cameraMatrix * job->ModelMatrix * glm::vec4(1, 1, 1, 0));
job->Depth = spritePos.z;
}
rq.Forward.Jobs.sort(Renderer::DepthSort);
//DrawShadowMap(rq.Deferred);
/*
@@ -392,7 +403,7 @@ void Renderer::DrawWorld(RenderQueuePair &rq)
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
//DrawSkybox();
DrawSkybox();
DrawFBOScene(rq.Deferred);
/*
@@ -512,6 +523,8 @@ void Renderer::ForwardRendering(RenderQueue &rq)
continue;
}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{