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
+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();
};