Browse Source

Bug fixing

Panagiotis Christopoulos Charitos 15 years ago
parent
commit
684f3756bc
5 changed files with 446 additions and 366 deletions
  1. 437 352
      build/debug/Makefile
  2. 0 5
      src/Main.cpp
  3. 5 3
      src/Renderer/Dbg.cpp
  4. 3 0
      src/Renderer/Hdr.cpp
  5. 1 6
      src/Scene/Light.cpp

File diff suppressed because it is too large
+ 437 - 352
build/debug/Makefile


+ 0 - 5
src/Main.cpp

@@ -298,11 +298,6 @@ int main( int argc, char* argv[] )
 {
 {
 	new App( argc, argv );
 	new App( argc, argv );
 
 
-	Scanner scanner;
-	scanner.loadFile( "/users/panoscc/Desktop/Unsaved Document 2" );
-	scanner.getAllPrintAll();
-	return 0;
-
 	init();
 	init();
 
 
 	INFO( "Entering main loop" );
 	INFO( "Entering main loop" );

+ 5 - 3
src/Renderer/Dbg.cpp

@@ -24,7 +24,7 @@ Mat4 Renderer::Dbg::viewProjectionMat;
 Renderer::Dbg::Dbg( Renderer& r_ ):
 Renderer::Dbg::Dbg( Renderer& r_ ):
 	RenderingStage( r_ ),
 	RenderingStage( r_ ),
 	showAxisEnabled( false ),
 	showAxisEnabled( false ),
-	showLightsEnabled( false ),
+	showLightsEnabled( true ),
 	showSkeletonsEnabled( false ),
 	showSkeletonsEnabled( false ),
 	showCamerasEnabled( true )
 	showCamerasEnabled( true )
 {
 {
@@ -141,7 +141,7 @@ void Renderer::Dbg::renderSphere( int complexity, float radius )
 
 
 	glEnableVertexAttribArray( 0 );
 	glEnableVertexAttribArray( 0 );
 	glVertexAttribPointer( 0, 3, GL_FLOAT, false, 0, &(positions[0][0]) );
 	glVertexAttribPointer( 0, 3, GL_FLOAT, false, 0, &(positions[0][0]) );
-	glDrawArrays( GL_TRIANGLES, 0, positions.size() );
+	glDrawArrays( GL_QUAD_STRIP, 0, positions.size() );
 	glDisableVertexAttribArray( 0 );
 	glDisableVertexAttribArray( 0 );
 }
 }
 
 
@@ -218,7 +218,7 @@ void Renderer::Dbg::run()
 
 
 	fbo.bind();
 	fbo.bind();
 	sProg->bind();
 	sProg->bind();
-	viewProjectionMat = cam.getViewMatrix() * cam.getProjectionMatrix();
+	viewProjectionMat = cam.getProjectionMatrix() * cam.getViewMatrix();
 
 
 	// OGL stuff
 	// OGL stuff
 	r.setProjectionViewMatrices( cam );
 	r.setProjectionViewMatrices( cam );
@@ -229,6 +229,8 @@ void Renderer::Dbg::run()
 	//R::renderGrid();
 	//R::renderGrid();
 	for( uint i=0; i<app->getScene()->nodes.size(); i++ )
 	for( uint i=0; i<app->getScene()->nodes.size(); i++ )
 	{
 	{
+		sProg->bind();
+
 		SceneNode* node = app->getScene()->nodes[i];
 		SceneNode* node = app->getScene()->nodes[i];
 		if
 		if
 		(
 		(

+ 3 - 0
src/Renderer/Hdr.cpp

@@ -89,18 +89,21 @@ void Renderer::Pps::Hdr::run()
 	// pass 0
 	// pass 0
 	pass0Fbo.bind();
 	pass0Fbo.bind();
 	pass0SProg.bind();
 	pass0SProg.bind();
+	r.is.fai.setRepeat( false );
 	pass0SProg.uniVars.fai->setTexture( r.is.fai, 0 );
 	pass0SProg.uniVars.fai->setTexture( r.is.fai, 0 );
 	Renderer::drawQuad( 0 );
 	Renderer::drawQuad( 0 );
 
 
 	// pass 1
 	// pass 1
 	pass1Fbo.bind();
 	pass1Fbo.bind();
 	pass1SProg.bind();
 	pass1SProg.bind();
+	pass0Fai.setRepeat( false );
 	pass1SProg.uniVars.fai->setTexture( pass0Fai, 0 );
 	pass1SProg.uniVars.fai->setTexture( pass0Fai, 0 );
 	Renderer::drawQuad( 0 );
 	Renderer::drawQuad( 0 );
 
 
 	// pass 2
 	// pass 2
 	pass2Fbo.bind();
 	pass2Fbo.bind();
 	pass2SProg.bind();
 	pass2SProg.bind();
+	pass1Fai.setRepeat( false );
 	pass2SProg.uniVars.fai->setTexture( pass1Fai, 0 );
 	pass2SProg.uniVars.fai->setTexture( pass1Fai, 0 );
 	Renderer::drawQuad( 0 );
 	Renderer::drawQuad( 0 );
 
 

+ 1 - 6
src/Scene/Light.cpp

@@ -46,12 +46,7 @@ void Light::deinit()
 void Light::render()
 void Light::render()
 {
 {
 	Renderer::Dbg::setColor( Vec4( lightProps->getDiffuseColor(), 1.0 ) );
 	Renderer::Dbg::setColor( Vec4( lightProps->getDiffuseColor(), 1.0 ) );
-
-	Transform trf = getWorldTransform();
-	trf.setScale( 0.1 );
-	Mat4 mvp = Mat4( trf );
 	Renderer::Dbg::setModelMat( Mat4( getWorldTransform() ) );
 	Renderer::Dbg::setModelMat( Mat4( getWorldTransform() ) );
-
-	Renderer::Dbg::renderSphere( 8 );
+	Renderer::Dbg::renderSphere( 8, 0.1 );
 }
 }
 
 

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