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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-13 07:57:51 +00:00
- simplify the interface.
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parent
1967165633
commit
9486180843
4 changed files with 20 additions and 18 deletions
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@ -471,7 +471,7 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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matrices.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
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matrices.mProjectionMatrix.ortho(0, screen->GetWidth(), screen->GetHeight(), 0, -1.0f, 1.0f);
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matrices.mViewMatrix.loadIdentity();
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matrices.mViewMatrix.loadIdentity();
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matrices.CalcDependencies();
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matrices.CalcDependencies();
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GLRenderer->mShaderManager->ApplyMatrices(&matrices.mProjectionMatrix, &matrices.mViewMatrix, &matrices.mNormalViewMatrix, NORMAL_PASS);
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GLRenderer->mShaderManager->ApplyMatrices(&matrices, NORMAL_PASS);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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@ -75,7 +75,7 @@ EXTERN_CVAR (Bool, r_drawvoxels)
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void FDrawInfo::ApplyVPUniforms()
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void FDrawInfo::ApplyVPUniforms()
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{
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{
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VPUniforms.CalcDependencies();
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VPUniforms.CalcDependencies();
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GLRenderer->mShaderManager->ApplyMatrices(&VPUniforms.mProjectionMatrix, &VPUniforms.mViewMatrix, &VPUniforms.mNormalViewMatrix, NORMAL_PASS);
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GLRenderer->mShaderManager->ApplyMatrices(&VPUniforms, NORMAL_PASS);
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -34,6 +34,7 @@
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#include "cmdlib.h"
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#include "cmdlib.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "hwrenderer/utility/hw_shaderpatcher.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/data/shaderuniforms.h"
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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#include "gl_load/gl_interface.h"
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#include "gl_load/gl_interface.h"
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#include "gl/system/gl_debug.h"
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#include "gl/system/gl_debug.h"
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@ -434,12 +435,12 @@ FShader *FShaderCollection::Compile (const char *ShaderName, const char *ShaderP
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//
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//
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//==========================================================================
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//==========================================================================
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void FShader::ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm)
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void FShader::ApplyMatrices(HWViewpointUniforms *u)
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{
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{
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Bind();
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Bind();
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glUniformMatrix4fv(projectionmatrix_index, 1, false, proj->get());
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glUniformMatrix4fv(projectionmatrix_index, 1, false, u->mProjectionMatrix.get());
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glUniformMatrix4fv(viewmatrix_index, 1, false, view->get());
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glUniformMatrix4fv(viewmatrix_index, 1, false, u->mViewMatrix.get());
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glUniformMatrix4fv(normalviewmatrix_index, 1, false, norm->get());
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glUniformMatrix4fv(normalviewmatrix_index, 1, false, u->mNormalViewMatrix.get());
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}
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}
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//==========================================================================
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//==========================================================================
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@ -539,10 +540,10 @@ FShader *FShaderManager::Get(unsigned int eff, bool alphateston, EPassType passT
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return nullptr;
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return nullptr;
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}
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}
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void FShaderManager::ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm, EPassType passType)
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void FShaderManager::ApplyMatrices(HWViewpointUniforms *u, EPassType passType)
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{
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{
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if (passType < mPassShaders.Size())
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if (passType < mPassShaders.Size())
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mPassShaders[passType]->ApplyMatrices(proj, view, norm);
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mPassShaders[passType]->ApplyMatrices(u);
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if (mActiveShader)
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if (mActiveShader)
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mActiveShader->Bind();
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mActiveShader->Bind();
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@ -687,25 +688,25 @@ FShader *FShaderCollection::BindEffect(int effect)
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//==========================================================================
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//==========================================================================
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EXTERN_CVAR(Int, gl_fuzztype)
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EXTERN_CVAR(Int, gl_fuzztype)
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void FShaderCollection::ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm)
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void FShaderCollection::ApplyMatrices(HWViewpointUniforms *u)
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{
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{
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for (int i = 0; i < SHADER_NoTexture; i++)
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for (int i = 0; i < SHADER_NoTexture; i++)
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{
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{
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mMaterialShaders[i]->ApplyMatrices(proj, view, norm);
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mMaterialShaders[i]->ApplyMatrices(u);
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mMaterialShadersNAT[i]->ApplyMatrices(proj, view, norm);
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mMaterialShadersNAT[i]->ApplyMatrices(u);
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}
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}
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mMaterialShaders[SHADER_NoTexture]->ApplyMatrices(proj, view, norm);
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mMaterialShaders[SHADER_NoTexture]->ApplyMatrices(u);
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if (gl_fuzztype != 0)
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if (gl_fuzztype != 0)
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{
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{
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mMaterialShaders[SHADER_NoTexture + gl_fuzztype]->ApplyMatrices(proj, view, norm);
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mMaterialShaders[SHADER_NoTexture + gl_fuzztype]->ApplyMatrices(u);
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}
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}
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for (unsigned i = FIRST_USER_SHADER; i < mMaterialShaders.Size(); i++)
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for (unsigned i = FIRST_USER_SHADER; i < mMaterialShaders.Size(); i++)
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{
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{
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mMaterialShaders[i]->ApplyMatrices(proj, view, norm);
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mMaterialShaders[i]->ApplyMatrices(u);
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}
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}
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for (int i = 0; i < MAX_EFFECTS; i++)
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for (int i = 0; i < MAX_EFFECTS; i++)
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{
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{
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mEffectShaders[i]->ApplyMatrices(proj, view, norm);
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mEffectShaders[i]->ApplyMatrices(u);
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}
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}
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}
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}
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@ -38,6 +38,7 @@ enum
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};
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};
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class FShaderCollection;
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class FShaderCollection;
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struct HWViewpointUniforms;
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//==========================================================================
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//==========================================================================
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//
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//
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@ -306,7 +307,7 @@ public:
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bool Bind();
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bool Bind();
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unsigned int GetHandle() const { return hShader; }
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unsigned int GetHandle() const { return hShader; }
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm);
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void ApplyMatrices(HWViewpointUniforms *u);
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};
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};
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@ -326,7 +327,7 @@ public:
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FShader *BindEffect(int effect, EPassType passType);
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FShader *BindEffect(int effect, EPassType passType);
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FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
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FShader *Get(unsigned int eff, bool alphateston, EPassType passType);
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm, EPassType passType);
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void ApplyMatrices(HWViewpointUniforms *u, EPassType passType);
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private:
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private:
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FShader *mActiveShader = nullptr;
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FShader *mActiveShader = nullptr;
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@ -348,7 +349,7 @@ public:
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FShader *Compile(const char *ShaderName, const char *ShaderPath, const char *LightModePath, const char *shaderdefines, bool usediscard, EPassType passType);
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FShader *Compile(const char *ShaderName, const char *ShaderPath, const char *LightModePath, const char *shaderdefines, bool usediscard, EPassType passType);
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int Find(const char *mame);
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int Find(const char *mame);
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FShader *BindEffect(int effect);
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FShader *BindEffect(int effect);
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void ApplyMatrices(VSMatrix *proj, VSMatrix *view, VSMatrix *norm);
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void ApplyMatrices(HWViewpointUniforms *u);
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FShader *Get(unsigned int eff, bool alphateston)
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FShader *Get(unsigned int eff, bool alphateston)
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{
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{
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