From c905ede556c892d39fd69d3945026ba244567ce9 Mon Sep 17 00:00:00 2001 From: LaG1924 Date: Sat, 27 Nov 2021 21:08:58 +0500 Subject: Changed shaders to use SPB --- src/RendererWorld.cpp | 43 +++++++++++++++---------------------------- 1 file changed, 15 insertions(+), 28 deletions(-) (limited to 'src/RendererWorld.cpp') diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp index 2434ed1..c6d490a 100644 --- a/src/RendererWorld.cpp +++ b/src/RendererWorld.cpp @@ -256,10 +256,9 @@ RendererWorld::RendererWorld(std::shared_ptr target) { sections.erase(it); }); - listener->RegisterHandler("SetMinLightLevel", [this](const Event& eventData) { - auto value = eventData.get(); - sectionsPipeline->SetShaderParameter("MinLightLevel", value); - }); + listener->RegisterHandler("SetMinLightLevel", [this](const Event& eventData) { + + }); for (int i = 0; i < numOfWorkers; i++) workers.push_back(std::thread(&RendererWorld::WorkerFunction, this, i)); @@ -290,13 +289,12 @@ void RendererWorld::Render(float screenRatio) { glm::mat4 view = GetGameState()->GetViewMatrix(); glm::mat4 projView = projection * view; - Gal::GetImplementation()->GetGlobalShaderParameters()->Get()->projView = projView; + auto globalSpb = Gal::GetImplementation()->GetGlobalShaderParameters(); + globalSpb->Get()->projView = projView; //Render Entities constexpr size_t entitiesVerticesCount = 240; entitiesPipeline->Activate(); - entitiesPipeline->SetShaderParameter("projView", projView); - entitiesPipelineInstance->Activate(); for (auto& it : entities) { it.Render(entitiesPipeline, &GetGameState()->GetWorld()); @@ -312,7 +310,7 @@ void RendererWorld::Render(float screenRatio) { model = glm::translate(model,glm::vec3(0.5f,0.5f,0.5f)); model = glm::scale(model,glm::vec3(1.01f,1.01f,1.01f)); entitiesPipeline->SetShaderParameter("model", model); - entitiesPipeline->SetShaderParameter("color", glm::vec3(0, 0, 0)); + entitiesPipeline->SetShaderParameter("entityColor", glm::vec3(0, 0, 0)); entitiesPipelineInstance->Render(0, entitiesVerticesCount); } } @@ -328,9 +326,9 @@ void RendererWorld::Render(float screenRatio) { //entityShader->SetUniform("model", model); entitiesPipeline->SetShaderParameter("model", model); if (selectedBlock == Vector()) - entitiesPipeline->SetShaderParameter("color", glm::vec3(0.7f, 0.0f, 0.0f)); + entitiesPipeline->SetShaderParameter("entityColor", glm::vec3(0.7f, 0.0f, 0.0f)); else - entitiesPipeline->SetShaderParameter("color", glm::vec3(0.0f, 0.0f, 0.7f)); + entitiesPipeline->SetShaderParameter("entityColor", glm::vec3(0.0f, 0.0f, 0.7f)); entitiesPipelineInstance->Render(0, entitiesVerticesCount); } } @@ -369,12 +367,11 @@ void RendererWorld::Render(float screenRatio) { float timePassed = (dayTime - moonriseMin); mixLevel = 1.0 - (timePassed / moonriseLength); } - shaderDayTime = mixLevel; + + globalSpb->Get()->dayTime = mixLevel; skyPipeline->Activate(); - skyPipeline->SetShaderParameter("projView", projView); skyPipeline->SetShaderParameter("model", model); - skyPipeline->SetShaderParameter("DayTime", mixLevel); skyPipelineInstance->Activate(); skyPipelineInstance->Render(0, 36); @@ -382,10 +379,8 @@ void RendererWorld::Render(float screenRatio) { //Render sections auto rawGlobalTime = (std::chrono::high_resolution_clock::now() - globalTimeStart); float globalTime = rawGlobalTime.count() / 1000000000.0f; + globalSpb->Get()->globalTime = globalTime; sectionsPipeline->Activate(); - sectionsPipeline->SetShaderParameter("DayTime", mixLevel); - sectionsPipeline->SetShaderParameter("projView", projView); - sectionsPipeline->SetShaderParameter("GlobalTime", globalTime); Frustum frustum(projView); @@ -443,16 +438,12 @@ void RendererWorld::PrepareRender(std::shared_ptr target) { { auto sectionsPLC = gal->CreatePipelineConfig(); sectionsPLC->SetTarget(target); - sectionsPLC->AddShaderParameter("projView", Gal::Type::Mat4); - sectionsPLC->AddShaderParameter("DayTime", Gal::Type::Float); - sectionsPLC->AddShaderParameter("GlobalTime", Gal::Type::Float); - sectionsPLC->AddShaderParameter("MinLightLevel", Gal::Type::Float); sectionsPLC->AddStaticTexture("textureAtlas", AssetManager::GetTextureAtlas()); sectionsPLC->SetVertexShader(gal->LoadVertexShader(sectionVertexSource)); sectionsPLC->SetPixelShader(gal->LoadPixelShader(sectionPixelSource)); sectionsPLC->SetPrimitive(Gal::Primitive::TriangleFan); sectionsBufferBinding = sectionsPLC->BindVertexBuffer({ - {"position", Gal::Type::Vec3, 4, 1}, + {"pos", Gal::Type::Vec3, 4, 1}, {"normal", Gal::Type::Vec3, 1, 1}, {"uv", Gal::Type::Vec2, 4, 1}, {"uvLayer", Gal::Type::Float, 1, 1}, @@ -462,20 +453,18 @@ void RendererWorld::PrepareRender(std::shared_ptr target) { {"", Gal::Type::Uint8, 8, 1} }); sectionsPipeline = gal->BuildPipeline(sectionsPLC); - sectionsPipeline->SetShaderParameter("MinLightLevel", 0.2f); } { auto entitiesPLC = gal->CreatePipelineConfig(); entitiesPLC->SetTarget(target); - entitiesPLC->AddShaderParameter("projView", Gal::Type::Mat4); entitiesPLC->AddShaderParameter("model", Gal::Type::Mat4); - entitiesPLC->AddShaderParameter("color", Gal::Type::Vec3); + entitiesPLC->AddShaderParameter("entityColor", Gal::Type::Vec3); entitiesPLC->SetVertexShader(gal->LoadVertexShader(entitiesVertexSource)); entitiesPLC->SetPixelShader(gal->LoadPixelShader(entitiesPixelSource)); entitiesPLC->SetPrimitive(Gal::Primitive::Triangle); auto entitiesPosBB = entitiesPLC->BindVertexBuffer({ - {"position", Gal::Type::Vec3}, + {"pos", Gal::Type::Vec3}, }); auto entitiesIndicesBB = entitiesPLC->BindIndexBuffer(); @@ -636,14 +625,12 @@ void RendererWorld::PrepareRender(std::shared_ptr target) { skyPPC->AddShaderParameter("sunTextureLayer", Gal::Type::Float); skyPPC->AddShaderParameter("moonTexture", Gal::Type::Vec4); skyPPC->AddShaderParameter("moonTextureLayer", Gal::Type::Float); - skyPPC->AddShaderParameter("DayTime", Gal::Type::Float); - skyPPC->AddShaderParameter("projView", Gal::Type::Mat4); skyPPC->AddShaderParameter("model", Gal::Type::Mat4); skyPPC->AddStaticTexture("textureAtlas", AssetManager::GetTextureAtlas()); skyPPC->SetVertexShader(gal->LoadVertexShader(skyVertexSource)); skyPPC->SetPixelShader(gal->LoadPixelShader(skyPixelSource)); auto skyPosUvBB = skyPPC->BindVertexBuffer({ - {"position", Gal::Type::Vec3}, + {"pos", Gal::Type::Vec3}, {"", Gal::Type::Vec2}, }); 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