Extra update

pull/7/head
hYdos 2020-02-25 07:55:32 +10:00
parent 116e83bc1d
commit c448d21a8e
2 changed files with 9 additions and 21 deletions

View File

@ -21,9 +21,6 @@ public class MasterRenderer {
private StaticShader entityShader;
private EntityRenderer entityRenderer;
private TerrainShader terrainShader;
private TerrainRenderer terrainRenderer;
private GuiShader guiShader;
private GuiRenderer guiRenderer;
@ -54,9 +51,6 @@ public class MasterRenderer {
normalRenderer = new NormalMappingRenderer(projectionMatrix);
terrainShader = new TerrainShader();
terrainRenderer = new TerrainRenderer(terrainShader, projectionMatrix);
shadowMapRenderer = new ShadowMapMasterRenderer(camera);
}
@ -74,6 +68,7 @@ public class MasterRenderer {
GL13.glActiveTexture(GL13.GL_TEXTURE5);
GL11.glBindTexture(GL11.GL_TEXTURE_2D, shadowMapRenderer.getShadowMap());
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
}
public void renderScene(List<RenderObject> entities, List<RenderObject> normalEntities, List<Terrain> terrains, List<Light> lights, Camera camera, Vector4f clipPlane) {
@ -98,12 +93,6 @@ public class MasterRenderer {
}
private void renderTerrains(List<Terrain> terrains, List<Light> lights, Camera camera) {
terrainShader.start();
terrainShader.loadSkyColour(Window.getColour());
terrainShader.loadLights(lights);
terrainShader.loadViewMatrix(camera);
terrainRenderer.render(terrains, shadowMapRenderer.getToShadowMapSpaceMatrix());
terrainShader.stop();
}
private void renderEntities(List<RenderObject> entities, Camera camera, List<Light> lights) {
@ -158,7 +147,6 @@ public class MasterRenderer {
public void cleanUp() {
entityShader.cleanUp();
terrainShader.cleanUp();
guiRenderer.cleanUp();
shadowMapRenderer.cleanUp();
normalRenderer.cleanUp();

View File

@ -180,8 +180,8 @@ public class Loader {
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, 10240, 9729.0f);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, texture.getWidth(), texture.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, texture.getImage());
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, -1f);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
if(Window.glContext.GL_EXT_texture_filter_anisotropic) {//TODO: add option to use or disable
float amount = Math.min(4f, GL11.glGetFloat(EXTTextureFilterAnisotropic.GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT));
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, EXTTextureFilterAnisotropic.GL_TEXTURE_MAX_ANISOTROPY_EXT, amount);
@ -199,8 +199,8 @@ public class Loader {
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, texture.getWidth(), texture.getHeight(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, texture.getImage());
GL11.glBindTexture(GL11.GL_TEXTURE_2D, 0);
GL30.glGenerateMipmap(GL11.GL_TEXTURE_2D);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_LINEAR);
GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL14.GL_TEXTURE_LOD_BIAS, -0f);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
return textureID;
}