void render() { fr.SetCameraPos(Camera.getPos()); glm::mat4 view = Camera.getView(); glm::mat4 projection = Camera.getProjection(); glClearColor( 0.f, 0.f, 0.0f, 0.f ); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); fr.render(view, projection); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); pr.render(view,projection); pr2.render(view,projection); pr3.render(view,projection); glDisable(GL_BLEND); GBuffer::BindForWriting(); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor( 0.f, 0.f, 0.0f, 0.f ); Plane.render(view,projection); glDisable(GL_DEPTH_TEST); GBuffer::DefaultBuffer(); return; }
void render() { fr.SetCameraPos(Camera.getPos()); glm::mat4 view = Camera.getView(); glm::mat4 projection = Camera.getProjection(); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClearColor( 0.f, 0.f, 0.5f, 0.f ); fr.render(view, projection); GBuffer::BindForWriting(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glClearColor( 0.f, 0.f, 0.5f, 0.f ); Terrain.render(view, projection); GBuffer::DefaultBuffer(); //glDisable(GL_CULL_FACE); //glDisable(GL_DEPTH_TEST); return; }