Removed OpenGL specifics from RenderQueue

This commit is contained in:
2015-10-06 19:34:31 +02:00
parent 13360856f9
commit 00f537bc03
4 changed files with 34 additions and 43 deletions
+19 -12
View File
@@ -121,6 +121,7 @@ void dd::Renderer::CreateBuffers()
m_ScreenQuad = CreateQuad();
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
m_ErrorTexture = ResourceManager::Load<Texture>("Textures/Core/ErrorTexture.png");
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
@@ -413,19 +414,25 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniform1f(glGetUniformLocation(shaderProgramHandle, "LightRadius"), 40.0f);
glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
if (modelJob->NormalTexture != 0) {
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *modelJob->DiffuseTexture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *m_ErrorTexture);
}
if (modelJob->NormalTexture != nullptr) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
glBindTexture(GL_TEXTURE_2D, *modelJob->NormalTexture);
} else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, *m_StandardNormal);
}
if (modelJob->SpecularTexture != 0) {
if (modelJob->SpecularTexture != nullptr) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
glBindTexture(GL_TEXTURE_2D, *modelJob->SpecularTexture);
} else {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
@@ -445,8 +452,8 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
}
}
glBindVertexArray(modelJob->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
glBindVertexArray(modelJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
continue;
@@ -463,11 +470,11 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
glBindTexture(GL_TEXTURE_2D, *spriteJob->DiffuseTexture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, spriteJob->NormalTexture);
glBindTexture(GL_TEXTURE_2D, *spriteJob->NormalTexture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture);
glBindTexture(GL_TEXTURE_2D, *spriteJob->SpecularTexture);
glBindVertexArray(m_UnitQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
@@ -688,7 +695,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
glUniform4fv(glGetUniformLocation(*m_SpScreen, "Color"), 1, glm::value_ptr(frameJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
glBindTexture(GL_TEXTURE_2D, *frameJob->DiffuseTexture);
//glActiveTexture(GL_TEXTURE1);
//glBindTexture(GL_TEXTURE_2D, frameJob->NormalTexture);
//glActiveTexture(GL_TEXTURE2);