Fixed being able to draw sprites and normal/specular maps for terrain

This commit is contained in:
Tleety
2014-05-30 19:53:00 +02:00
parent cc84f04542
commit 9ccf8ecc42
9 changed files with 119 additions and 19 deletions
+31 -1
View File
@@ -490,6 +490,7 @@ void Renderer::ForwardRendering(RenderQueue &rq)
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(modelJob->Color));
glBindVertexArray(modelJob->VAO);
@@ -509,6 +510,23 @@ void Renderer::ForwardRendering(RenderQueue &rq)
continue;
}
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
continue;
}
}
//glDepthMask (GL_TRUE);
//glDisable (GL_BLEND);
@@ -1142,9 +1160,21 @@ void Renderer::DrawFBOScene(RenderQueue &rq)
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRed);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRedNormal);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureRedSpecular);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreen);
glActiveTexture(GL_TEXTURE8);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreenNormal);
glActiveTexture(GL_TEXTURE9);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureGreenSpecular);
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlue);
glActiveTexture(GL_TEXTURE11);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlueNormal);
glActiveTexture(GL_TEXTURE12);
glBindTexture(GL_TEXTURE_2D, blendMapJob->BlendMapTextureBlueSpecular);
glDrawArrays(GL_TRIANGLES, blendMapJob->StartIndex, blendMapJob->EndIndex - blendMapJob->StartIndex + 1);