Added Skybox back!
This commit is contained in:
@ -68,13 +68,11 @@ void Renderer::Render(Scene& scene)
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
glm::mat4 projection = glm::perspective(glm::radians(scene.cameras.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
auto view = scene.cameras.GetViewMatrix();
|
||||
glm::mat4 projection = glm::perspective(glm::radians(scene.MainCamera.Zoom), (float)800 / (float)600, 0.1f, 100.0f);
|
||||
auto view = scene.MainCamera.GetViewMatrix();
|
||||
auto model = glm::mat4(1.0f);
|
||||
|
||||
|
||||
// 1. Skybox pass
|
||||
/*
|
||||
Shader cubemap;
|
||||
cubemap.Load("../Shaders/skybox.vs", "../Shaders/Cubemap.fs");
|
||||
|
||||
@ -83,17 +81,16 @@ void Renderer::Render(Scene& scene)
|
||||
cubemap.use();
|
||||
|
||||
cubemap.setMat4("projection", projection);
|
||||
auto centeredView = glm::mat4(glm::mat3(scene.cameras.GetViewMatrix()));
|
||||
auto centeredView = glm::mat4(glm::mat3(scene.MainCamera.GetViewMatrix()));
|
||||
cubemap.setMat4("view", centeredView);
|
||||
|
||||
skybox.Bind();
|
||||
scene.skybox.Bind();
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
|
||||
skybox.Unbind();
|
||||
scene.skybox.Unbind();
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
*/
|
||||
|
||||
|
||||
// 2. Scene pass
|
||||
@ -101,14 +98,7 @@ void Renderer::Render(Scene& scene)
|
||||
blinnPhong.Load("../Shaders/shader.vs", "../Shaders/shader.fs");
|
||||
|
||||
blinnPhong.use();
|
||||
blinnPhong.setVec3("cameraPos", scene.cameras.Position);
|
||||
|
||||
/*
|
||||
glActiveTexture(GL_TEXTURE11);
|
||||
m_skybox.Bind(); // Segmentation Fault HERE!!
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
*/
|
||||
blinnPhong.setVec3("cameraPos", scene.MainCamera.Position);
|
||||
|
||||
blinnPhong.setInt("skybox", 11);
|
||||
|
||||
@ -120,8 +110,6 @@ void Renderer::Render(Scene& scene)
|
||||
entity.Draw(blinnPhong);
|
||||
}
|
||||
|
||||
// m_skybox.Unbind();
|
||||
|
||||
// 3. outline pass
|
||||
//Shader OutlineShader;
|
||||
//OutlineShader.Load("../Shaders/shader.vs", "../Shaders/outlineshader.fs");
|
||||
@ -161,17 +149,3 @@ void Renderer::Shutdown() {
|
||||
|
||||
framebuffer.Unbind();
|
||||
}
|
||||
|
||||
Renderer::Renderer() {
|
||||
|
||||
|
||||
|
||||
// auto outlinepass = OutlinePass(scene , model, projection, camera);
|
||||
|
||||
|
||||
}
|
||||
|
||||
Renderer::~Renderer()
|
||||
{
|
||||
|
||||
}
|
@ -10,8 +10,7 @@
|
||||
class Renderer
|
||||
{
|
||||
public:
|
||||
Renderer();
|
||||
~Renderer();
|
||||
Renderer() = default ;
|
||||
void Setup();
|
||||
void resize(int width, int height);
|
||||
void Render(Scene& scene);
|
||||
|
Reference in New Issue
Block a user