OpenGL renderer back in working condition

This commit is contained in:
2015-10-20 14:31:12 +02:00
parent aacc194358
commit 80f34b27b9
7 changed files with 17 additions and 30 deletions
+2 -2
View File
@@ -24,9 +24,9 @@ endif()
set(BUILD_SHARED_LIBS FALSE)
include_directories(${PROJECT_SOURCE_DIR}/include)
# Compiling for OpenGL target
#include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/OpenGL)
include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/OpenGL)
# Compiling for DirectX target
include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/DirectX)
#include_directories(${PROJECT_SOURCE_DIR}/include/Rendering/DirectX)
#set(GLEW_INCLUDE_DIR ${daydream_SOURCE_DIR}/libs/glew-1.11.0/include)
#set(GLEW_LIBRARY ${daydream_SOURCE_DIR}/libs/glew-1.11.0/lib/Release/glew32.lib)
@@ -37,8 +37,6 @@ public:
GLuint VAO;
GLuint ElementBuffer;
glm::mat4 m_Matrix;
private:
GLuint VertexBuffer;
GLuint DiffuseVertexColorBuffer;
@@ -30,6 +30,8 @@
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Game/EScreenShake.h"
#include "Rendering/Model.h"
#include "Rendering/Texture.h"
namespace dd
{
@@ -36,9 +36,6 @@ public:
void Bind(GLenum textureUnit = GL_TEXTURE0);
operator GLuint() const { return m_Texture; }
private:
GLuint m_Texture = 0;
};
+2 -2
View File
@@ -104,8 +104,8 @@ set(SOURCE_FILES
${SOURCE_FILES_Core_Util}
${SOURCE_FILES_Input}
${SOURCE_FILES_Rendering}
#${SOURCE_FILES_Rendering_OpenGL}
${SOURCE_FILES_Rendering_DirectX}
${SOURCE_FILES_Rendering_OpenGL}
#${SOURCE_FILES_Rendering_DirectX}
${SOURCE_FILES_Transform}
${SOURCE_FILES_Physics}
${SOURCE_FILES_Game}
-10
View File
@@ -22,16 +22,6 @@
dd::Model::Model(std::string fileName)
: RawModel(fileName)
{
auto m = scene->mRootNode->mTransformation;
m_Matrix = glm::mat4(
m.a1, m.a2, m.a3, m.a4,
m.b1, m.b2, m.b3, m.b4,
m.c1, m.c2, m.c3, m.c4,
m.d1, m.d2, m.d3, m.d4
);
m_Matrix = glm::transpose(m_Matrix);
// Generate GL buffers
GLuint buffer;
glGenBuffers(1, &buffer);
+11 -11
View File
@@ -416,26 +416,26 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
if (modelJob->DiffuseTexture != nullptr) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *modelJob->DiffuseTexture);
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *m_ErrorTexture);
glBindTexture(GL_TEXTURE_2D, m_ErrorTexture->m_Texture);
}
if (modelJob->NormalTexture != nullptr) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, *modelJob->NormalTexture);
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, *m_StandardNormal);
glBindTexture(GL_TEXTURE_2D, m_StandardNormal->m_Texture);
}
if (modelJob->SpecularTexture != nullptr) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, *modelJob->SpecularTexture);
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture->m_Texture);
} else {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
glBindTexture(GL_TEXTURE_2D, m_StandardSpecular->m_Texture);
}
if (modelJob->Skeleton != nullptr) {
@@ -470,11 +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->m_Texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, *spriteJob->NormalTexture);
glBindTexture(GL_TEXTURE_2D, spriteJob->NormalTexture->m_Texture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, *spriteJob->SpecularTexture);
glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture->m_Texture);
glBindVertexArray(m_UnitQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
@@ -542,7 +542,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
glm::value_ptr(viewMatrix));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
glBindTexture(GL_TEXTURE_2D, m_WhiteSphereTexture->m_Texture);
glBindVertexArray(m_UnitQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
@@ -695,7 +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->m_Texture);
//glActiveTexture(GL_TEXTURE1);
//glBindTexture(GL_TEXTURE_2D, frameJob->NormalTexture);
//glActiveTexture(GL_TEXTURE2);