Sprites are now rendered on unitQuads instead of ScreenQuads

This commit is contained in:
tleety
2015-09-10 17:45:26 +02:00
parent 54bed28327
commit 58931e29b3
3 changed files with 13 additions and 15 deletions
+7 -7
View File
@@ -63,13 +63,13 @@ public:
m_World->ComponentFactory.Register<Components::Template>();
m_World->Initialize();
// {
// auto ent = m_World->CreateEntity();
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
// transform->Position = glm::vec3(0.f, 0.f, -10.f);
// auto sprite = m_World->AddComponent<Components::Sprite>(ent);
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
// }
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
}
m_LastTime = glfwGetTime();
}
Regular → Executable
+1 -1
View File
@@ -73,7 +73,7 @@ private:
ShaderProgram* m_spForward;
ShaderProgram* m_spScreen;
GLuint m_UnitQuad = 0;
GLuint m_ScreenQuad = 0;
Model* m_UnitSphere = nullptr;
GLuint m_rbDepthBuffer = 0;
+5 -7
View File
@@ -98,21 +98,19 @@ void dd::Renderer::LoadShaders()
/*
Forward rendering
*/
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
m_spForward->Link();
/*
Screen draw
*/
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
m_spScreen->Link();
}
void dd::Renderer::CreateBuffers()
{
m_UnitQuad = CreateQuad();
m_ScreenQuad = CreateQuad();
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
glGenRenderbuffers(1, &m_rbDepthBuffer);
@@ -222,7 +220,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
m_spScreen->Bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
glBindVertexArray(m_UnitQuad);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
glfwSwapBuffers(m_Window);
@@ -271,7 +269,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tLighting);
glBindVertexArray(m_UnitQuad);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
@@ -329,7 +327,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
glm::mat4 modelMatrix = glm::scale(glm::vec3(0.5f)) * spriteJob->ModelMatrix;
MVP = PV * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
@@ -338,7 +336,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
glBindVertexArray(m_UnitQuad);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
continue;