Created
December 8, 2016 16:25
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void SpriteBatch::Render() { | |
glBindVertexArray(m_vao); | |
/// 1. Draw normal maps to the buffer | |
glEnable(GL_DEPTH_TEST); | |
m_gbuffer->Bind(); | |
glDepthFunc(GL_LESS); | |
glDepthMask(true); | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
m_geomShader->Bind(); | |
m_geomShader->SetMatrix4("projection", m_projection); | |
m_geomShader->SetMatrix4("view", m_view); | |
for (auto it = m_batches.begin(); it != m_batches.end(); ++it) { | |
RenderBatch b = *it; | |
if (b.normal != nullptr) { | |
b.normal->Bind(0); | |
m_geomShader->SetSampler("normal", 0); | |
m_geomShader->SetInt("use_normal", 1); | |
} else { | |
m_geomShader->SetInt("use_normal", 0); | |
} | |
if (b.diffuse != nullptr) { | |
b.diffuse->Bind(1); | |
m_geomShader->SetSampler("diffuse", 1); | |
m_geomShader->SetInt("use_diffuse", 1); | |
} else { | |
m_geomShader->SetInt("use_diffuse", 0); | |
} | |
glDrawArrays(GL_TRIANGLE_STRIP, b.offset, b.vertex_count); | |
glBindTexture(GL_TEXTURE_2D, 0); | |
} | |
m_geomShader->Unbind(); | |
m_gbuffer->Unbind(); | |
glDepthMask(false); | |
glDisable(GL_DEPTH_TEST); | |
glBindVertexArray(0); | |
/// 2. Lighting pass | |
m_sbuffer->Bind(); | |
glClear(GL_COLOR_BUFFER_BIT); | |
m_lightShader->Bind(); | |
m_lightShader->SetVector2("resolution", Vector2(w, h)); | |
m_lightShader->SetMatrix4("projection", m_projection); | |
m_lightShader->SetMatrix4("scale", m_scale); | |
m_normal->Bind(0); | |
m_depth->Bind(1); | |
m_diffuse->Bind(2); | |
m_alpha->Bind(3); | |
m_lightShader->SetSampler("t_normal", 0); | |
m_lightShader->SetSampler("t_depth", 1); | |
m_lightShader->SetSampler("t_diffuse", 2); | |
m_lightShader->SetSampler("t_alpha", 3); | |
m_lightShader->SetColor("ambient", m_ambientColor); | |
m_lightShader->SetInt("ambient_only", 1); | |
m_quad->Draw(); | |
m_lightShader->SetInt("ambient_only", 0); | |
glBlendFunc(GL_ONE, GL_ONE); | |
for (auto it = m_lights.begin(); it != m_lights.end(); ++it) { | |
Light* l = *it; | |
if (l->intensity > 0.0f) { | |
m_lightShader->SetVector3("lightPosition", l->position); | |
m_lightShader->SetVector2("lightDirection", l->direction); | |
m_lightShader->SetColor("lightColor", l->color); | |
m_lightShader->SetFloat("lightIntensity", l->intensity); | |
m_lightShader->SetFloat("lightRadius", l->radius); | |
m_lightShader->SetFloat("lightCutOff", l->cutOff); | |
m_lightShader->SetInt("lightType", (int) l->type); | |
m_quad->Draw(); | |
} | |
} | |
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
m_lightShader->Unbind(); | |
m_sbuffer->Unbind(); | |
m_flatShader->Bind(); | |
m_screen->Bind(0); | |
m_flatShader->SetMatrix4("projection", m_projection); | |
m_flatShader->SetSampler("tex", 0); | |
m_quad->Draw(); | |
m_flatShader->Unbind(); | |
m_screen->Unbind(); | |
} |
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