Refactoring the render engine to feel a little better organized. One major issue remains with the model not rendering at the time. Possibly this is solved after fixing the outline render pass
28 lines
598 B
C++
28 lines
598 B
C++
#include "SkyboxPass.h"
|
|
|
|
SkyboxPass::SkyboxPass(Skybox& skybox, Camera& camera, glm::mat4& projection) : RenderPass("Render Pass - Skybox", "../Shaders/skybox.vs", "../Shaders/Cubemap.fs"),
|
|
skybox(skybox),
|
|
camera(camera),
|
|
projection(projection)
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
void SkyboxPass::Render()
|
|
{
|
|
glDepthMask(GL_FALSE);
|
|
|
|
m_shader.use();
|
|
m_shader.setMat4("projection", projection);
|
|
|
|
glm::mat4 centeredView = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
|
m_shader.setMat4("view", centeredView);
|
|
|
|
|
|
skybox.Bind();
|
|
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
skybox.Unbind();
|
|
glDepthMask(GL_TRUE);
|
|
} |