Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
-VisualStudioVersion = 14.0.25123.0
+VisualStudioVersion = 14.0.25029.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Weave", "Weave\Weave.vcxproj", "{A2F0B06D-880C-4B90-9D4B-8B174418E1BE}"
EndProject
render->clearBuffer();
+ Graphix::disableEffects(EF_BLOOM);
}
render->useBuffer();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
+ else
+ {
+ render->clearBuffer();
+ }
/*DRAW SCENE*/
Shader::getShader(SH_BASICTEXTURE)->useShader();
Shader::getShader(SH_LIGHTING)->useShader();
drawSceneObjects();
+
GLboolean horizontal = true, firstit = true;
if (Graphix::testEffect(EF_BLOOM))
{
void Scene::bindShader()
{
/*SceneObject*/
- ShaderTarget shader[] = {SH_BASIC,SH_BASICTEXTURE,SH_LIGHTING, SH_SHADOWDIR};
+ ShaderTarget shader[] = {SH_BASIC,SH_BASICTEXTURE,SH_LIGHTING, SH_SHADOWDIR, SH_NORMALS};
for (int s = 0; s < NELEMS(shader); s++)
{
for (auto i = SceneObjects.cbegin(); i != SceneObjects.cend(); ++i)
<ClCompile Include="Game.cpp" />\r
<ClCompile Include="GLM.cpp" />\r
<ClCompile Include="Graphix\Graphix.cpp" />\r
- <ClCompile Include="Graphix\Lights\AmbientLight.cpp" />\r
- <ClCompile Include="Graphix\Lights\DirectionalLight.cpp" />\r
- <ClCompile Include="Graphix\Lights\Light.cpp" />\r
<ClCompile Include="Graphix\Model\Animation.cpp" />\r
<ClCompile Include="Graphix\Model\BBox.cpp" />\r
<ClCompile Include="Graphix\Model\IAnimMesh.cpp" />\r
<ClCompile Include="Graphix\Model\Model.cpp" />\r
<ClCompile Include="Graphix\Model\Plane.cpp" />\r
<ClCompile Include="Graphix\Model\SkyBox.cpp" />\r
- <ClCompile Include="Graphix\Lights\PointLight.cpp" />\r
<ClCompile Include="Graphix\Textures\dBufferObject.cpp" />\r
<ClCompile Include="Graphix\Textures\fBufferObject.cpp" />\r
<ClCompile Include="Graphix\Textures\rBufferObject.cpp" />\r
</ItemGroup>\r
<ItemGroup>\r
<ClInclude Include="Average.h" />\r
- <ClInclude Include="Graphix\Lights.h" />\r
- <ClInclude Include="Graphix\Lights\AmbientLight.h" />\r
- <ClInclude Include="Graphix\Lights\DirectionalLight.h" />\r
- <ClInclude Include="Graphix\Lights\Light.h" />\r
<ClInclude Include="Graphix\Textures\BufferObject.h" />\r
<ClInclude Include="Graphix\Debug.h" />\r
<ClInclude Include="Graphix\Model.h" />\r
<ClInclude Include="Graphix\Model\Model.h" />\r
<ClInclude Include="Graphix\Model\Plane.h" />\r
<ClInclude Include="Graphix\Model\SkyBox.h" />\r
- <ClInclude Include="Graphix\Lights\PointLight.h" />\r
<ClInclude Include="Graphix\Textures.h" />\r
<ClInclude Include="Graphix\Textures\dBufferObject.h" />\r
<ClInclude Include="Graphix\Textures\fBufferObject.h" />\r
<ClCompile Include="Graphix\Textures\dBufferObject.cpp">\r
<Filter>Source Files</Filter>\r
</ClCompile>\r
- <ClCompile Include="Graphix\Lights\PointLight.cpp">\r
- <Filter>Source Files</Filter>\r
- </ClCompile>\r
- <ClCompile Include="Graphix\Lights\Light.cpp">\r
- <Filter>Source Files</Filter>\r
- </ClCompile>\r
- <ClCompile Include="Graphix\Lights\DirectionalLight.cpp">\r
- <Filter>Source Files</Filter>\r
- </ClCompile>\r
- <ClCompile Include="Graphix\Lights\AmbientLight.cpp">\r
- <Filter>Source Files</Filter>\r
- </ClCompile>\r
</ItemGroup>\r
<ItemGroup>\r
<ClInclude Include="Fps.h">\r
<ClInclude Include="Graphix\Textures\dBufferObject.h">\r
<Filter>Header Files</Filter>\r
</ClInclude>\r
- <ClInclude Include="Graphix\Lights.h">\r
- <Filter>Header Files</Filter>\r
- </ClInclude>\r
- <ClInclude Include="Graphix\Lights\PointLight.h">\r
- <Filter>Header Files</Filter>\r
- </ClInclude>\r
- <ClInclude Include="Graphix\Lights\Light.h">\r
- <Filter>Header Files</Filter>\r
- </ClInclude>\r
- <ClInclude Include="Graphix\Lights\DirectionalLight.h">\r
- <Filter>Header Files</Filter>\r
- </ClInclude>\r
- <ClInclude Include="Graphix\Lights\AmbientLight.h">\r
- <Filter>Header Files</Filter>\r
- </ClInclude>\r
</ItemGroup>\r
</Project>
\ No newline at end of file
//Fragment Shader
-#version 330
+#version 330 core
layout(location = 0) out vec4 FragColor;