433 lines
16 KiB
C++
433 lines
16 KiB
C++
#include "Renderer.h"
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#include "GL/glew.h"
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#include "GL\wglew.h"
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#include "glm/glm.hpp"
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#include "stb_image.h"
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#include "Application.h"
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#include "Shader.h"
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#include "Light.h"
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#include "Entity.h"
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#include "Cubemap.h"
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#include "UIElement.h"
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#include "Button.h"
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#include "Camera.h"
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#include "Utility.h"
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namespace nf {
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Renderer::Renderer(Application* app) :
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m_shadowMapFBO(0),
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m_directionalDepthTexSize(0),
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m_pointDepthTexSize(0),
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m_cubemap(nullptr),
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m_fadeIn(false),
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m_fadeOut(false),
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m_fadeNoText(false),
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m_fadeOutComplete(false)
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{
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m_app = app;
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m_hdc = GetDC(m_app->getWindow());
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PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR),
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1,
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PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, //Flags
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PFD_TYPE_RGBA, // The kind of framebuffer. RGBA or palette.
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32, // Colordepth of the framebuffer.
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0, 0, 0, 0, 0, 0,
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0,
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0,
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0,
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0, 0, 0, 0,
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24, // Number of bits for the depthbuffer
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8, // Number of bits for the stencilbuffer
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0, // Number of Aux buffers in the framebuffer.
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PFD_MAIN_PLANE,
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0,
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0, 0, 0
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};
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int pf = ChoosePixelFormat(m_hdc, &pfd);
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SetPixelFormat(m_hdc, pf, &pfd);
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m_hglrc = wglCreateContext(m_hdc);
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wglMakeCurrent(m_hdc, m_hglrc);
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK)
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Error("Could not initialize GLEW!");
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const int attrib[] = {
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WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
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WGL_CONTEXT_MINOR_VERSION_ARB, 3,
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WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
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0, 0
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};
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wglDeleteContext(m_hglrc);
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m_hglrc = wglCreateContextAttribsARB(m_hdc, NULL, attrib);
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wglMakeCurrent(m_hdc, m_hglrc);
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wglSwapIntervalEXT(0);
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Log("OpenGL version: " + std::string((char*)glGetString(GL_VERSION)));
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glDepthFunc(GL_LESS);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_CULL_FACE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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loadBaseAssets();
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m_directionalDepthTexSize = 4096;
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m_pointDepthTexSize = 1024;
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createShadowMap();
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if (!m_app->isCustomWindowIcon()) {
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ATexture& windowTex = *(ATexture*)m_baseAP["defaultwindowicon.png"];
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int width, height, nChannels;
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unsigned char* tex = stbi_load_from_memory((const unsigned char*)windowTex.data, windowTex.size, &width, &height, &nChannels, 0);
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std::vector<unsigned char> pixels(width * height * 4);
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for (unsigned int i = 0; i < pixels.size() / 4; i++) {
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pixels[i * 4 + 0] = tex[i * 4 + 2];
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pixels[i * 4 + 1] = tex[i * 4 + 1];
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pixels[i * 4 + 2] = tex[i * 4 + 0];
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pixels[i * 4 + 3] = tex[i * 4 + 3];
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}
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HICON windowIcon = CreateIcon(GetModuleHandle(NULL), width, height, 1, 32, NULL, &pixels[0]);
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SendMessage(m_app->getWindow(), WM_SETICON, ICON_BIG, (LPARAM)windowIcon);
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SendMessage(m_app->getWindow(), WM_SETICON, ICON_SMALL, (LPARAM)windowIcon);
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}
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float fadeVB[] = {
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-1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0
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};
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unsigned int fadeIB[] = {
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0, 1, 2,
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2, 3, 0
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};
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m_fadeVAO = new VertexArray;
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m_fadeVAO->addBuffer(fadeVB, sizeof(fadeVB));
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m_fadeVAO->push<float>(2);
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m_fadeVAO->finishBufferLayout();
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m_fadeIB = new IndexBuffer(fadeIB, 6);
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m_loadingText.create("NFLoadingText", Vec2(0.025, 0.044), Vec3(0.7, 0.7, 0.7));
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}
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void Renderer::setFade(bool in, bool out, bool noText) {
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m_fadeIn = in;
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m_fadeOut = out;
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m_fadeNoText = noText;
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}
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bool Renderer::isFadeOutComplete() {
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return m_fadeOutComplete;
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}
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void Renderer::render(Entity& in) {
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if (in.isConstructed() == false)
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Error("Tried to render Entity before being created!");
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m_lGame.push_back(&in);
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//TODO: Sort transparent objects by distance; Farthest first
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}
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void Renderer::render(UIElement& in) {
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if (in.isConstructed() == false)
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Error("Tried to render a UI element before being created!");
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m_lUI.push_back(&in);
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}
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void Renderer::render(Light& in) {
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if (in.isConstructed() == false)
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Error("Tried to render a light before being created!");
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m_lights.push_back(&in);
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}
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void Renderer::render(Cubemap& in) {
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if (in.isConstructed() == false)
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Error("Tried to render a cubemap before being created!");
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m_cubemap = ∈
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}
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void Renderer::doFrame(Camera* camera, double dT) {
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//Begin frame
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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camera->bind(m_entityShader, m_cubemapShader);
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//Draw Entities (3D models)
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), (float)m_app->getConfig().width / (float)m_app->getConfig().height, 0.1f, 10000.0f);
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m_entityShader->bind();
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m_entityShader->setUniform("proj", proj);
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for (Entity* draw : m_lGame) {
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Entity& curr = *draw;
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unsigned int drawCount = (unsigned int)std::ceil(m_lights.size() / (double)m_texSlots);
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if (drawCount == 0)
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drawCount++;
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unsigned int lightsRemaining = m_lights.size();
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int currLight;
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if (lightsRemaining > m_texSlots)
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currLight = -(int)m_texSlots;
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else
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currLight = -(int)lightsRemaining;
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for (unsigned int i = 0; i < drawCount; i++) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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m_entityShader->setUniform("isContinued", false);
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if (i != 0) {
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glBlendFunc(GL_ONE, GL_ONE);
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glDepthFunc(GL_LEQUAL);
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m_entityShader->setUniform("isContinued", true);
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}
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unsigned int currLightsDrawn;
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if (lightsRemaining >= m_texSlots)
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currLightsDrawn = m_texSlots;
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else
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currLightsDrawn = lightsRemaining;
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lightsRemaining -= currLightsDrawn;
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currLight += (int)currLightsDrawn;
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m_entityShader->setUniform("numberOfLights", (int)currLightsDrawn);
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for (unsigned int j = 0; j < currLightsDrawn; j++) {
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m_lights[j + (unsigned int)currLight]->bind(m_entityShader, j);
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}
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renderShadowMaps(currLight, currLightsDrawn);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, m_app->getConfig().width, m_app->getConfig().height);
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curr.render(m_entityShader);
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}
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glDepthFunc(GL_LESS);
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}
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m_lGame.clear();
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m_lights.clear();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//Draw cubemap where there isn't anything else
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if (m_cubemap != nullptr) {
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m_cubemapShader->setUniform("proj", proj);
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m_cubemap->render(m_cubemapShader);
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}
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m_cubemap = nullptr;
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//Draw UI elements
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glDisable(GL_DEPTH_TEST);
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proj = glm::ortho(0.0f, (float)m_app->getConfig().width, 0.0f, (float)m_app->getConfig().height);
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for (UIElement* draw : m_lUI) {
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UIElement& curr = *draw;
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if (curr.identity() == "text") {
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m_textShader->setUniform("proj", proj);
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Text& text = *(Text*)draw;
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text.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
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continue;
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}
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else if (curr.identity() == "texture") {
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m_uiTextureShader->setUniform("proj", proj);
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curr.render(m_uiTextureShader, m_app->getConfig().width, m_app->getConfig().height);
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}
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else if (curr.identity() == "button") {
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m_uiTextureShader->setUniform("proj", proj);
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Button& button = *(Button*)draw;
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button.render(m_uiTextureShader, m_app->getConfig().width, m_app->getConfig().height, m_app, m_textShader);
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}
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}
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m_lUI.clear();
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if (m_fadeIn) {
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static double opacity = 1.0;
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m_fadeShader->setUniform("opacity", (float)opacity);
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m_fadeVAO->bind();
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m_fadeIB->bind();
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glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
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if (!m_fadeNoText) {
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m_textShader->setUniform("proj", proj);
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m_loadingText.setOpacity(opacity);
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m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
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}
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if (dT > 1.0 / 60.0)
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dT = 1.0 / 60.0;
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opacity -= 2.5 * dT;
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if (opacity <= 0.0) {
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m_fadeIn = false;
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m_fadeOutComplete = false;
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opacity = 1.0;
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}
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}
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else if (m_fadeOut) {
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static double opacity = 0.0;
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m_fadeShader->setUniform("opacity", (float)opacity);
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m_fadeVAO->bind();
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m_fadeIB->bind();
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glDrawElements(GL_TRIANGLES, m_fadeIB->getCount(), GL_UNSIGNED_INT, nullptr);
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if (!m_fadeNoText) {
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m_textShader->setUniform("proj", proj);
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m_loadingText.setOpacity(opacity);
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m_loadingText.render(m_textShader, m_app->getConfig().width, m_app->getConfig().height);
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}
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opacity += 3.0 * dT;
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if (opacity >= 1.0) {
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m_fadeIn = false;
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m_fadeOutComplete = true;
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opacity = 0.0;
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}
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}
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glEnable(GL_DEPTH_TEST);
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SwapBuffers(m_hdc);
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GLenum err = glGetError();
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if (err != GL_NO_ERROR)
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Error("OpenGL error " + std::to_string(err));
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}
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void Renderer::renderShadowMaps(unsigned int startingLight, unsigned int count) {
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float nearP = 0.1f, farP = 400.0f;
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glm::mat4 directionalLightProj = glm::ortho(-50.0f, 50.0f, -50.0f, 50.0f, nearP, farP);
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glm::mat4 pointLightProj = glm::perspective(glm::radians(90.0f), 1.0f, nearP, farP);
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glm::mat4 lightView;
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glm::mat4 lightSpaceMat;
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glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
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for (unsigned int i = 0; i < count; i++) {
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Light::Type type = m_lights[i]->getType();
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unsigned int tex = type == Light::Type::DIRECTIONAL ? m_directionalShadowMaps[i] : m_pointShadowMaps[i];
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switch (type) {
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case Light::Type::DIRECTIONAL: {
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glViewport(0, 0, m_directionalDepthTexSize, m_directionalDepthTexSize);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glClear(GL_DEPTH_BUFFER_BIT);
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Vec3 posTemp = m_lights[startingLight + i]->getPosition();
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glm::vec3 lightPos(posTemp.x, posTemp.y, posTemp.z);
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lightView = glm::lookAt(lightPos, glm::vec3(0.0), glm::vec3(0.0, 1.0, 0.0));
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lightSpaceMat = directionalLightProj * lightView;
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m_directionalShadowShader->setUniform("lightSpace", lightSpaceMat);
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std::string stringPos = "lightSpaceMat[";
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stringPos += std::to_string(i);
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stringPos += "]";
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m_entityShader->setUniform(stringPos, lightSpaceMat);
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for (Entity* curr : m_lGame) {
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curr->render(m_directionalShadowShader, true);
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}
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stringPos = "light[";
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stringPos += std::to_string(i);
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stringPos += "].directionalDepthTex";
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glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_2D, tex);
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m_entityShader->setUniform(stringPos, 3 + (int)i);
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break;
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}
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case Light::Type::POINT: {
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glViewport(0, 0, m_pointDepthTexSize, m_pointDepthTexSize);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, tex, 0);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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glClear(GL_DEPTH_BUFFER_BIT);
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Vec3 posTemp = m_lights[startingLight + i]->getPosition();
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glm::vec3 lightPos(posTemp.x, posTemp.y, posTemp.z);
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std::vector<glm::mat4> lightSpaceMats;
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lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
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lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, -1.0, 0.0)));
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lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0)));
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lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, -1.0)));
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lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, -1.0, 0.0)));
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lightSpaceMats.push_back(pointLightProj * glm::lookAt(lightPos, lightPos + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, -1.0, 0.0)));
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for (int j = 0; j < 6; j++) {
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std::string stringPos = "lightSpaceMat[";
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stringPos += std::to_string(j);
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stringPos += "]";
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m_pointShadowShader->setUniform(stringPos, lightSpaceMats[j]);
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}
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m_pointShadowShader->setUniform("farPlane", farP);
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m_pointShadowShader->setUniform("lightPos", lightPos);
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for (Entity* curr : m_lGame) {
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curr->render(m_pointShadowShader, true);
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}
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std::string stringPos = "light[";
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stringPos += std::to_string(i);
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stringPos += "].pointDepthTex";
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glActiveTexture(GL_TEXTURE3 + i);
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glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
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m_entityShader->setUniform(stringPos, 3 + (int)i);
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m_entityShader->setUniform("farPlane", farP);
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break;
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}
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}
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}
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m_entityShader->setUniform("numMats", (int)count);
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}
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void Renderer::loadBaseAssets() {
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m_baseAP.load("base.nfpack");
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const char* entityVertex = m_baseAP["entityVertex.shader"]->data;
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const char* entityFragment = m_baseAP["entityFragment.shader"]->data;
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m_entityShader = new Shader(entityVertex, entityFragment);
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const char* textVertex = m_baseAP["textVertex.shader"]->data;
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const char* textFragment = m_baseAP["textFragment.shader"]->data;
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m_textShader = new Shader(textVertex, textFragment);
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const char* uiTextureVertex = m_baseAP["uiTextureVertex.shader"]->data;
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const char* uiTextureFragment = m_baseAP["uiTextureFragment.shader"]->data;
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m_uiTextureShader = new Shader(uiTextureVertex, uiTextureFragment);
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const char* cubemapVertex = m_baseAP["cubemapVertex.shader"]->data;
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const char* cubemapFragment = m_baseAP["cubemapFragment.shader"]->data;
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m_cubemapShader = new Shader(cubemapVertex, cubemapFragment);
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const char* fadeVertex = m_baseAP["fadeVertex.shader"]->data;
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const char* fadeFragment = m_baseAP["fadeFragment.shader"]->data;
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m_fadeShader = new Shader(fadeVertex, fadeFragment);
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const char* directionalShadowVertex = m_baseAP["directionalShadowVertex.shader"]->data;
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const char* directionalShadowFragment = m_baseAP["directionalShadowFragment.shader"]->data;
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m_directionalShadowShader = new Shader(directionalShadowVertex, directionalShadowFragment);
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const char* pointShadowVertex = m_baseAP["pointShadowVertex.shader"]->data;
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const char* pointShadowGeometry = m_baseAP["pointShadowGeometry.shader"]->data;
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const char* pointShadowFragment = m_baseAP["pointShadowFragment.shader"]->data;
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m_pointShadowShader = new Shader(pointShadowVertex, pointShadowFragment, pointShadowGeometry);
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BaseAssets::cube = (AModel*)m_baseAP["cube.obj"];
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BaseAssets::plane = (AModel*)m_baseAP["plane.obj"];
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BaseAssets::sphere = (AModel*)m_baseAP["sphere.obj"];
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BaseAssets::cone = (AModel*)m_baseAP["cone.obj"];
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BaseAssets::cylinder = (AModel*)m_baseAP["cylinder.obj"];
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BaseAssets::torus = (AModel*)m_baseAP["torus.obj"];
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BaseAssets::logo = (ATexture*)m_baseAP["logo.png"];
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BaseAssets::cubemap = (ACubemap*)m_baseAP["default.cm"];
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BaseAssets::font = (AFont*)m_baseAP["default.ttf"];
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BaseAssets::button = (AButton*)m_baseAP["default.button"];
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}
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void Renderer::createShadowMap() {
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m_texSlots = 13;
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glGenFramebuffers(1, &m_shadowMapFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, m_shadowMapFBO);
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for (unsigned int i = 0; i < m_texSlots; i++) {
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unsigned int directionalDepthMap, pointDepthMap;
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glGenTextures(1, &directionalDepthMap);
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glGenTextures(1, &pointDepthMap);
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glBindTexture(GL_TEXTURE_2D, directionalDepthMap);
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT24, m_directionalDepthTexSize, m_directionalDepthTexSize);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
float borderColor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, pointDepthMap);
|
|
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 1, GL_DEPTH_COMPONENT24, m_pointDepthTexSize, m_pointDepthTexSize);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
m_directionalShadowMaps.push_back(directionalDepthMap);
|
|
m_pointShadowMaps.push_back(pointDepthMap);
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
Renderer::~Renderer() {
|
|
delete m_entityShader;
|
|
delete m_textShader;
|
|
delete m_uiTextureShader;
|
|
delete m_cubemapShader;
|
|
delete m_fadeShader;
|
|
delete m_directionalShadowShader;
|
|
delete m_fadeVAO;
|
|
delete m_fadeIB;
|
|
ReleaseDC(m_app->getWindow(), m_hdc);
|
|
wglMakeCurrent(NULL, NULL);
|
|
wglDeleteContext(m_hglrc);
|
|
}
|
|
} |