Fixed blending (for now)

This commit is contained in:
2023-06-26 18:36:58 -07:00
parent 2eb6c6a91f
commit ee7963fb1a
6 changed files with 17 additions and 83 deletions

View File

@ -19,82 +19,6 @@ RenderPipeline::RenderPipeline(RenderManager *renderManager) {
}
void RenderPipeline::init() {
// FT_Face face;
// if(FT_New_Face(ft, "C:\\Windows\\Fonts\\Arial.ttf", 0, &face)) {
// std::cout << "ERROR::FREETYPE: Failed to load font" << std::endl;
// assertUnreachable();
// }
// // TESTING FONT
// // glGenTextures(1, &texture);
// // glBindTexture(GL_TEXTURE_2D, texture);
// // glTexImage2D(
// // GL_TEXTURE_2D,
// // 0,
// // GL_RED,
// // face->glyph->bitmap.width,
// // face->glyph->bitmap.rows,
// // 0,
// // GL_RED,
// // GL_UNSIGNED_BYTE,
// // face->glyph->bitmap.buffer
// // );
// // // set texture options
// // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
// // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Mesh glyphMesh;
// FT_Set_Pixel_Sizes(face, 0, 36);
// FT_UInt glyph_index = FT_Get_Char_Index(face, 'B');
// auto error = FT_Load_Glyph(
// face, /* handle to face object */
// glyph_index, /* glyph index */
// FT_LOAD_DEFAULT ); /* load flags, see below */
// if(error) {
// std::cout << "Error loading glyph" << std::endl;
// assertUnreachable();
// }
// /* convert to an anti-aliased bitmap */
// error = FT_Render_Glyph(face->glyph, FT_RENDER_MODE_NORMAL );
// if(error) {
// std::cout << "Error rendering glyph" << std::endl;
// assertUnreachable();
// }
// // Shader
// auto shdr = &this->renderManager->simpleTexturedShader->program;
// shdr->bind();
// shdr->setMatrix(shdr->paramProjection, camera->getProjection());
// shdr->setMatrix(shdr->paramView, camera->transform->getWorldTransform());
// shdr->setMatrix(shdr->paramModel, glm::mat4(1.0f));
// shdr->setColor(shdr->paramColor, COLOR_WHITE);
// // Texture
// Texture texture;
// texture.setSize(
// face->glyph->bitmap.width,
// face->glyph->bitmap.rows,
// TEXTURE_FORMAT_R
// );
// texture.wrapModeX = TEXTURE_WRAP_MODE_CLAMP_TO_EDGE;
// texture.wrapModeY = TEXTURE_WRAP_MODE_CLAMP_TO_EDGE;
// texture.buffer((uint8_t*)face->glyph->bitmap.buffer);
// shdr->setBoolean(shdr->paramHasTexture, true);
// shdr->setTexture(shdr->paramTexture, 0);
// texture.bind(0);
// this->renderManager->setRenderFlags(RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST | RENDER_MANAGER_RENDER_FLAG_BLEND);
// auto faceCloneForDebugging = face;
// QuadMesh::initQuadMesh(&glyphMesh,
// glm::vec2(face->glyph->bitmap.width, face->glyph->bitmap.rows), glm::vec2(1, 0),
// glm::vec2(0, 0), glm::vec2(0, 1),
// 0.0f
// );
// glyphMesh.draw(MESH_DRAW_MODE_TRIANGLES, 0, -1);
this->shaderBuffer.init();
}