Sprites are now rendered on unitQuads instead of ScreenQuads
This commit is contained in:
@@ -63,13 +63,13 @@ public:
|
|||||||
m_World->ComponentFactory.Register<Components::Template>();
|
m_World->ComponentFactory.Register<Components::Template>();
|
||||||
m_World->Initialize();
|
m_World->Initialize();
|
||||||
|
|
||||||
// {
|
{
|
||||||
// auto ent = m_World->CreateEntity();
|
auto ent = m_World->CreateEntity();
|
||||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||||
// transform->Position = glm::vec3(0.f, 0.f, -10.f);
|
transform->Position = glm::vec3(0.f, 0.f, -10.f);
|
||||||
// auto sprite = m_World->AddComponent<Components::Sprite>(ent);
|
auto sprite = m_World->AddComponent<Components::Sprite>(ent);
|
||||||
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||||
// }
|
}
|
||||||
|
|
||||||
m_LastTime = glfwGetTime();
|
m_LastTime = glfwGetTime();
|
||||||
}
|
}
|
||||||
|
|||||||
Regular → Executable
+1
-1
@@ -73,7 +73,7 @@ private:
|
|||||||
ShaderProgram* m_spForward;
|
ShaderProgram* m_spForward;
|
||||||
ShaderProgram* m_spScreen;
|
ShaderProgram* m_spScreen;
|
||||||
|
|
||||||
GLuint m_UnitQuad = 0;
|
GLuint m_ScreenQuad = 0;
|
||||||
Model* m_UnitSphere = nullptr;
|
Model* m_UnitSphere = nullptr;
|
||||||
|
|
||||||
GLuint m_rbDepthBuffer = 0;
|
GLuint m_rbDepthBuffer = 0;
|
||||||
|
|||||||
@@ -98,21 +98,19 @@ void dd::Renderer::LoadShaders()
|
|||||||
/*
|
/*
|
||||||
Forward rendering
|
Forward rendering
|
||||||
*/
|
*/
|
||||||
|
|
||||||
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||||
m_spForward->Link();
|
m_spForward->Link();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Screen draw
|
Screen draw
|
||||||
*/
|
*/
|
||||||
|
|
||||||
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||||
m_spScreen->Link();
|
m_spScreen->Link();
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Renderer::CreateBuffers()
|
void dd::Renderer::CreateBuffers()
|
||||||
{
|
{
|
||||||
m_UnitQuad = CreateQuad();
|
m_ScreenQuad = CreateQuad();
|
||||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
||||||
|
|
||||||
glGenRenderbuffers(1, &m_rbDepthBuffer);
|
glGenRenderbuffers(1, &m_rbDepthBuffer);
|
||||||
@@ -222,7 +220,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
|||||||
m_spScreen->Bind();
|
m_spScreen->Bind();
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
||||||
glBindVertexArray(m_UnitQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
glfwSwapBuffers(m_Window);
|
glfwSwapBuffers(m_Window);
|
||||||
@@ -271,7 +269,7 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
|||||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||||
glBindVertexArray(m_UnitQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
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);
|
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||||
if (spriteJob)
|
if (spriteJob)
|
||||||
{
|
{
|
||||||
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
|
glm::mat4 modelMatrix = glm::scale(glm::vec3(0.5f)) * spriteJob->ModelMatrix;
|
||||||
MVP = PV * modelMatrix;
|
MVP = PV * modelMatrix;
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
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);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
|
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
|
||||||
|
|
||||||
glBindVertexArray(m_UnitQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
continue;
|
continue;
|
||||||
|
|||||||
Reference in New Issue
Block a user