unfinished bgfx code, forward renderer and sprite jobs kind of complete, differed non-existent. Use only in extreme emergency!

This commit is contained in:
tleety
2015-09-09 20:32:43 +02:00
parent 3ab3286413
commit d92d67c993
2 changed files with 47 additions and 4 deletions
+7 -1
View File
@@ -46,7 +46,7 @@ private:
GLFWwindow* m_Window = nullptr;
void DrawForward();
void DrawForward(RenderQueue &objects);
void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
void DrawScene(RenderQueue &objects, ShaderProgram &program);
void DrawLightScene(RenderQueue &objects, ShaderProgram &program);
@@ -59,6 +59,12 @@ private:
ShaderProgram* m_spDeferred3;
ShaderProgram* m_spForward;
ShaderProgram* m_spScreen;
bgfx::UniformHandle s_diffTexture;
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bgfx::ProgramHandle m_spForward;
//TODO: Shaders, CreateBuffers, Draw forward, drawdeferred, drawscene, drawlights.
};
+40 -3
View File
@@ -47,8 +47,8 @@ void dd::BGFXRenderer::Draw(RenderQueueCollection& rq) {
//TODO: Fix this shit.
//Draw the different passes.
DrawDeferred(rq.Deferred, rq.Lights);
//DrawForward(); //For alpha things
//DrawDeferred(rq.Deferred, rq.Lights);
DrawForward(rq.Forward);
//Settings for the last combination of images.
//Clear
@@ -88,8 +88,44 @@ void dd::BGFXRenderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights) {
//Bind light and gbuffer textures to uniforms so the shader can use them.
}
void dd::BGFXRenderer::DrawForward(RenderQueue &objects){
//set view 0 clear state.
bgfx::setViewClear(0, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
//loadshaders
DrawScene(objects, *m_spForward); //Need to load/set this shader program
}
void dd::BGFXRenderer::DrawScene(RenderQueue &objects, ShaderProgram &program) {
//Init shaderprogram
GLuint shaderProgramHandle = program;
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
glm::mat4 PV = m_Camera->ProjectionMatrix() * viewMatrix;
glm::mat4 MVP;
s_diffTexture = bgfx::createUniform("s_diffTexture", bgfx::UniformType::Int1);
m_spForward =
for (auto &job : objects) {
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if(spriteJob) {
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
MVP = PV * modelMatrix;
//Bind uniforms
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh);
bgfx::setTexture(0, s_diffTexture, spriteJob->Texture);
//BindVertexArray
//DrawArrays
bgfx::submit(0, program);
}
}
//Fix the camera matrises
@@ -105,6 +141,7 @@ void dd::BGFXRenderer::DrawLightScene(RenderQueue &objects, ShaderProgram &progr
//Loop through the jobs and draw them with the right uniforms and shit.
}
void dd::BGFXRenderer::debugKeys() {
//TODO: Insert keys to debug rendering.