Removed unused code.

This commit is contained in:
Tleety
2014-05-11 01:09:06 +02:00
parent 37a8af6b65
commit d9ca9ac1f7
-85
View File
@@ -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