Extra update
parent
116e83bc1d
commit
c448d21a8e
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@ -21,9 +21,6 @@ public class MasterRenderer {
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private StaticShader entityShader;
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private EntityRenderer entityRenderer;
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private TerrainShader terrainShader;
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private TerrainRenderer terrainRenderer;
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private GuiShader guiShader;
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private GuiRenderer guiRenderer;
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@ -54,9 +51,6 @@ public class MasterRenderer {
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normalRenderer = new NormalMappingRenderer(projectionMatrix);
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terrainShader = new TerrainShader();
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terrainRenderer = new TerrainRenderer(terrainShader, projectionMatrix);
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shadowMapRenderer = new ShadowMapMasterRenderer(camera);
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}
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@ -74,6 +68,7 @@ public class MasterRenderer {
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GL13.glActiveTexture(GL13.GL_TEXTURE5);
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, shadowMapRenderer.getShadowMap());
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
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}
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public void renderScene(List<RenderObject> entities, List<RenderObject> normalEntities, List<Terrain> terrains, List<Light> lights, Camera camera, Vector4f clipPlane) {
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@ -98,12 +93,6 @@ public class MasterRenderer {
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}
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private void renderTerrains(List<Terrain> terrains, List<Light> lights, Camera camera) {
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terrainShader.start();
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terrainShader.loadSkyColour(Window.getColour());
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terrainShader.loadLights(lights);
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terrainShader.loadViewMatrix(camera);
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terrainRenderer.render(terrains, shadowMapRenderer.getToShadowMapSpaceMatrix());
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terrainShader.stop();
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}
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private void renderEntities(List<RenderObject> entities, Camera camera, List<Light> lights) {
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@ -158,7 +147,6 @@ public class MasterRenderer {
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public void cleanUp() {
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entityShader.cleanUp();
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terrainShader.cleanUp();
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guiRenderer.cleanUp();
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shadowMapRenderer.cleanUp();
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normalRenderer.cleanUp();
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@ -180,8 +180,8 @@ public class Loader {
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, 10240, 9729.0f);
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, texture.getWidth(), texture.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, texture.getImage());
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, -1f);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
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if(Window.glContext.GL_EXT_texture_filter_anisotropic) {//TODO: add option to use or disable
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float amount = Math.min(4f, GL11.glGetFloat(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT));
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, amount);
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@ -199,8 +199,8 @@ public class Loader {
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GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, texture.getWidth(), texture.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, texture.getImage());
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
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GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
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GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, -0f);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
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GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
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return textureID;
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}
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