Working Debug mode

This commit is contained in:
Tleety
2014-04-27 03:59:41 +02:00
parent 90e929131f
commit a199e777bc
6 changed files with 60 additions and 31 deletions
+9 -8
View File
@@ -119,7 +119,7 @@ void Renderer::LoadContent()
m_FirstPassProgram.Link();
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2-Debug.glsl")));
m_SecondPassProgram.Compile();
m_SecondPassProgram.Link();
@@ -530,8 +530,8 @@ void Renderer::FrameBufferTextures()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Generate and bind position texture
glGenTextures(1, &m_fPositionTexture);
@@ -539,8 +539,8 @@ void Renderer::FrameBufferTextures()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Generate and bind normal texture
glGenTextures(1, &m_fNormalsTexture);
@@ -548,8 +548,8 @@ void Renderer::FrameBufferTextures()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//Bind fb
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
@@ -668,7 +668,7 @@ void Renderer::DrawFBO()
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(2);
/* glEnableVertexAttribArray(2);*/
glDrawArrays(GL_TRIANGLES, 0, 6);
}
@@ -747,6 +747,7 @@ void Renderer::DrawFBOScene()
MVP = cameraMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "ModelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glBindVertexArray(model->VAO);
for (auto texGroup : model->TextureGroups)
{