mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-07-31 01:15:55 +00:00
Removed dependency on GL_ARB_shading_language_420pack
This commit is contained in:
parent
ae0b6f97df
commit
dafa05d5d2
@ -306,8 +306,6 @@ bool CShaderGenerator::CreatePixelShader(const CMaterial& Mat)
|
|||||||
{
|
{
|
||||||
std::stringstream ShaderCode;
|
std::stringstream ShaderCode;
|
||||||
ShaderCode << "#version 330 core\n"
|
ShaderCode << "#version 330 core\n"
|
||||||
<< "\n"
|
|
||||||
<< "#extension GL_ARB_shading_language_420pack : enable\n" // Needed to set texture binding layouts
|
|
||||||
<< "\n";
|
<< "\n";
|
||||||
|
|
||||||
EVertexDescription VtxDesc = Mat.VtxDesc();
|
EVertexDescription VtxDesc = Mat.VtxDesc();
|
||||||
@ -335,7 +333,7 @@ bool CShaderGenerator::CreatePixelShader(const CMaterial& Mat)
|
|||||||
|
|
||||||
for (u32 iPass = 0; iPass < PassCount; iPass++)
|
for (u32 iPass = 0; iPass < PassCount; iPass++)
|
||||||
if (Mat.Pass(iPass)->Texture() != nullptr)
|
if (Mat.Pass(iPass)->Texture() != nullptr)
|
||||||
ShaderCode << "layout(binding = " << iPass << ") uniform sampler2D Texture" << iPass << ";\n";
|
ShaderCode << "uniform sampler2D Texture" << iPass << ";\n";
|
||||||
|
|
||||||
ShaderCode <<"\n";
|
ShaderCode <<"\n";
|
||||||
|
|
||||||
|
@ -49,17 +49,14 @@ void CMaterial::GenerateShader()
|
|||||||
bool CMaterial::SetCurrent(ERenderOptions Options)
|
bool CMaterial::SetCurrent(ERenderOptions Options)
|
||||||
{
|
{
|
||||||
// Bind textures
|
// Bind textures
|
||||||
for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
|
const char *skpSamplers[8] = {
|
||||||
mPasses[iPass]->LoadTexture(iPass);
|
"Texture0", "Texture1", "Texture2", "Texture3",
|
||||||
|
"Texture4", "Texture5", "Texture6", "Texture7"
|
||||||
|
};
|
||||||
|
|
||||||
// Skip material setup if the currently bound material is identical
|
// Skip material setup if the currently bound material is identical
|
||||||
if (sCurrentMaterial == HashParameters())
|
if (sCurrentMaterial != HashParameters())
|
||||||
{
|
{
|
||||||
GLuint NumLightsLoc = CShader::CurrentShader()->GetUniformLocation("NumLights");
|
|
||||||
glUniform1i(NumLightsLoc, CGraphics::sNumLights);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Shader setup
|
// Shader setup
|
||||||
if (mShaderStatus == eNoShader) GenerateShader();
|
if (mShaderStatus == eNoShader) GenerateShader();
|
||||||
mpShader->SetCurrent();
|
mpShader->SetCurrent();
|
||||||
@ -107,12 +104,24 @@ bool CMaterial::SetCurrent(ERenderOptions Options)
|
|||||||
for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
|
for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
|
||||||
mPasses[iPass]->SetAnimCurrent(Options, iPass);
|
mPasses[iPass]->SetAnimCurrent(Options, iPass);
|
||||||
|
|
||||||
GLuint NumLightsLoc = mpShader->GetUniformLocation("NumLights");
|
|
||||||
glUniform1i(NumLightsLoc, CGraphics::sNumLights);
|
|
||||||
|
|
||||||
CGraphics::UpdateVertexBlock();
|
CGraphics::UpdateVertexBlock();
|
||||||
CGraphics::UpdatePixelBlock();
|
CGraphics::UpdatePixelBlock();
|
||||||
sCurrentMaterial = HashParameters();
|
sCurrentMaterial = HashParameters();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bind textures
|
||||||
|
CShader *pShader = CShader::CurrentShader();
|
||||||
|
|
||||||
|
for (u32 iPass = 0; iPass < mPasses.size(); iPass++)
|
||||||
|
{
|
||||||
|
mPasses[iPass]->LoadTexture(iPass);
|
||||||
|
GLint sampler = pShader->GetUniformLocation(skpSamplers[iPass]);
|
||||||
|
glUniform1i(sampler, iPass);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bind num lights
|
||||||
|
GLuint NumLightsLoc = pShader->GetUniformLocation("NumLights");
|
||||||
|
glUniform1i(NumLightsLoc, CGraphics::sNumLights);
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user