Added renderQueue for water and created buffers for the water to use.

This commit is contained in:
tleety
2015-09-23 12:07:28 +02:00
parent 94401a10ee
commit 8e2eb63c5e
4 changed files with 60 additions and 2 deletions
+9
View File
@@ -440,6 +440,15 @@ public:
}
void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color)
{
WaterParticleJob job;
job.Position = position;
job.Color = color;
m_RendererQueue.Deferred.Add(job);
}
private:
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
+10
View File
@@ -115,6 +115,12 @@ struct PointLightJob : RenderJob
}
};
struct WaterParticleJob : RenderJob
{
glm::vec3 Position;
glm::vec4 Color;
};
class RenderQueue
{
public:
@@ -153,12 +159,14 @@ struct RenderQueueCollection
RenderQueue Deferred;
RenderQueue Forward;
RenderQueue Lights;
RenderQueue Water;
void Clear()
{
Deferred.Clear();
Forward.Clear();
Lights.Clear();
Water.Clear();
}
void Sort()
@@ -166,6 +174,8 @@ struct RenderQueueCollection
Deferred.Sort();
Forward.Sort();
Lights.Sort();
//TODO: Is water sort needed?
Water.Sort();
}
};
+8
View File
@@ -72,6 +72,7 @@ private:
ShaderProgram* m_spDeferred3;
ShaderProgram* m_spForward;
ShaderProgram* m_spScreen;
ShaderProgram* t_m_spWater;
GLuint m_ScreenQuad = 0;
Model* m_UnitSphere = nullptr;
@@ -89,6 +90,12 @@ private:
GLuint m_tLighting = 0;
GLuint m_fbDeferred3 = 0;
GLuint m_tFinal = 0;
//Water "Diffuse" texture
GLuint t_m_GWater = 0;
//Water blur texture
GLuint t_m_tWater;
//WAterpass Framebuffer
GLuint t_m_fbWater;
GLuint m_CurrentScreenBuffer = 0;
void LoadShaders();
@@ -101,6 +108,7 @@ private:
void DrawForward(RenderQueue &objects, RenderQueue &lights);
void DrawScene(RenderQueue &objects, ShaderProgram &program);
void DrawLightSpheres(RenderQueue &lights);
void DrawWater(RenderQueue &objects);
void DebugKeys();
};