From d9ca9ac1f70da9429f0bc79e62609ace9a84b92a Mon Sep 17 00:00:00 2001 From: Tleety Date: Sun, 11 May 2014 01:09:06 +0200 Subject: [PATCH] Removed unused code. --- src/Renderer.cpp | 85 ------------------------------------------------ 1 file changed, 85 deletions(-) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index f652a28..a965873 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -143,7 +143,6 @@ void Renderer::LoadContent() void Renderer::Draw(double dt) { - if(glfwGetKey(m_Window, GLFW_KEY_F1)) { m_QuadView = false; @@ -204,9 +203,6 @@ void Renderer::Draw(double dt) } } - - - glDisable(GL_BLEND); DrawFBO(); @@ -230,87 +226,6 @@ void Renderer::DrawSkybox() m_Skybox->Draw(); } -void Renderer::DrawScene() -{ -// glBindFramebuffer(GL_FRAMEBUFFER, 0); -// glViewport(0, 0, WIDTH, HEIGHT); - - glClear(GL_DEPTH_BUFFER_BIT); - //glClearColor(1.0f, 1.0f, 0.0f, 1.0f); - - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); -#ifdef DEBUG - glDisable(GL_CULL_FACE); - glPolygonMode(GL_BACK, GL_LINE); -#endif - - // Draw models - glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0)); - glm::mat4 depthCamera = m_SunProjection * depthViewMatrix; - glm::mat4 biasMatrix( - 0.5, 0.0, 0.0, 0.0, - 0.0, 0.5, 0.0, 0.0, - 0.0, 0.0, 0.5, 0.0, - 0.5, 0.5, 0.5, 1.0 - ); - - m_ShaderProgram.Bind(); - glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights.size()); -// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data()); -// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data()); -// glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data()); -// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights.size(), Light_constantAttenuation.data()); -// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights.size(), Light_linearAttenuation.data()); -// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights.size(), Light_quadraticAttenuation.data()); -// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights.size(), Light_spotExponent.data()); - if (m_DrawWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture); - //DrawModels(m_ShaderProgram); - glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); - glm::mat4 depthCameraMatrix = biasMatrix * depthCamera; - glm::mat4 MVP; - glm::mat4 depthMVP; - for (auto tuple : ModelsToRender) - { - Model* model; - glm::mat4 modelMatrix; - bool visible; - std::tie(model, modelMatrix, visible, std::ignore) = tuple; - if (!visible) - continue; - - MVP = cameraMatrix * modelMatrix; - depthMVP = depthCameraMatrix * modelMatrix; - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); - glBindVertexArray(model->VAO); - for (auto texGroup : model->TextureGroups) - { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *texGroup.Texture); - glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1); - } - } - -#ifdef DEBUG - // Debug draw model normals - if (m_DrawNormals) - { - m_ShaderProgramNormals.Bind(); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - DrawModels(m_ShaderProgramNormals); - } -#endif -} - void Renderer::DrawShadowMap() { glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly