void Renderer::RenderScene(){ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); //First and second pass DrawShadowScene(); DrawCombinedScene(); SwapBuffers(); }
//-------------------------------------------------------------------------------------- // Name: Render() // Desc: //-------------------------------------------------------------------------------------- VOID CSample34::Render() { // Draw regular stuff to the framebuffer DrawScene(); // Downsize framebuffer and blur CreateBlurredImage(); // Recombine scene with depth of field DrawCombinedScene(); // Show render target previews if( m_Preview ) { FLOAT32 xPos = -0.95f; FLOAT32 yPos = -0.95f; FLOAT32 Width = 0.2f; FLOAT32 Height = 0.2f; yPos += ( Height + 0.05f ); /* PreviewRT( FRMVECTOR2( xPos, yPos ), FRMVECTOR2( Width, Height ), m_BrightPassRT.TextureHandle ); xPos += ( Width + 0.05f ); PreviewRT( FRMVECTOR2( xPos, yPos ), FRMVECTOR2( Width, Height ), m_BlurredRT.TextureHandle ); yPos -= ( Height + 0.05f ); xPos -= ( Width + 0.05f ); PreviewRT( FRMVECTOR2( xPos, yPos ), FRMVECTOR2( Width, Height ), m_64x64RT.TextureHandle ); xPos += ( Width + 0.05f ); PreviewRT( FRMVECTOR2( xPos, yPos ), FRMVECTOR2( Width, Height ), m_16x16RT.TextureHandle ); xPos += ( Width + 0.05f ); PreviewRT( FRMVECTOR2( xPos, yPos ), FRMVECTOR2( Width, Height ), m_4x4RT.TextureHandle ); xPos += ( Width + 0.05f ); PreviewRT( FRMVECTOR2( xPos, yPos ), FRMVECTOR2( Width, Height ), m_1x1RT.TextureHandle ); xPos += ( Width + 0.05f ); PreviewRT( FRMVECTOR2( xPos, yPos ), FRMVECTOR2( Width, Height ), m_LastAverageLumRT.TextureHandle ); yPos += ( Height + 0.05f ); */ PreviewRT( FRMVECTOR2( xPos, yPos ), FRMVECTOR2( Width, Height), m_PreviousAverageLumRT.TextureHandle ); } // Update the timer m_Timer.MarkFrame(); // Render the user interface m_UserInterface.Render( m_Timer.GetFrameRate() ); }
//-------------------------------------------------------------------------------------- // Name: Render() // Desc: //-------------------------------------------------------------------------------------- VOID CSample42::Render() { // Draw regular stuff to the framebuffer DrawScene(); // Recombine scene with Bloom DrawCombinedScene(); // Put the state back glDisable( GL_CULL_FACE ); glDisable( GL_DEPTH_TEST ); glFrontFace( GL_CCW ); // Update the timer m_Timer.MarkFrame(); // Render the user interface m_UserInterface.Render( m_Timer.GetFrameRate() ); }