ShaderProgram is now a Resource.
All shaderprograms are now pointers and loaded with Resourcemanager.
This commit is contained in:
@@ -66,15 +66,14 @@ void Renderer::InitializeWindow()
|
||||
|
||||
void Renderer::InitializeShaders()
|
||||
{
|
||||
m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/BasicForward.vert.glsl")));
|
||||
m_BasicForwardProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/BasicForward.frag.glsl")));
|
||||
m_BasicForwardProgram.Compile();
|
||||
m_BasicForwardProgram.Link();
|
||||
m_BasicForwardProgram = ResourceManager::Load<ShaderProgram>("#m_BasicForwardProgram");
|
||||
|
||||
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawScreenQuadProgram.Compile();
|
||||
m_DrawScreenQuadProgram.Link();
|
||||
m_DrawScreenQuadProgram = ResourceManager::Load<ShaderProgram>("#DrawScreenQuadProgram");
|
||||
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/DrawScreenQuad.vert.glsl")));
|
||||
m_DrawScreenQuadProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/DrawScreenQuad.frag.glsl")));
|
||||
m_DrawScreenQuadProgram->Compile();
|
||||
m_DrawScreenQuadProgram->Link();
|
||||
|
||||
//m_CalculateFrustumProgram.AddShader(std::shared_ptr<Shader>(new ComputeShader("Shaders/GridFrustum.comp.glsl")));
|
||||
//m_CalculateFrustumProgram.Compile();
|
||||
@@ -218,7 +217,7 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
|
||||
m_DrawScreenQuadProgram.Bind();
|
||||
m_DrawScreenQuadProgram->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textureToDraw);
|
||||
|
||||
@@ -314,14 +313,14 @@ void Renderer::InitializeRenderPasses()
|
||||
void Renderer::CalculateFrustum()
|
||||
{
|
||||
GLERROR("CalculateFrustum Error-1");
|
||||
m_CalculateFrustumProgram.Bind();
|
||||
m_CalculateFrustumProgram->Bind();
|
||||
|
||||
GLERROR("CalculateFrustum Error1");
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
GLERROR("CalculateFrustum Error2");
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "P"), 1, false, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
GLERROR("CalculateFrustum Error3");
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram.GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
|
||||
glUniform2f(glGetUniformLocation(m_CalculateFrustumProgram->GetHandle(), "ScreenDimensions"), m_Resolution.Width, m_Resolution.Height);
|
||||
GLERROR("CalculateFrustum Error4");
|
||||
glDispatchCompute(5, 3, 1);
|
||||
GLERROR("CalculateFrustum Error5");
|
||||
@@ -338,7 +337,7 @@ void Renderer::TEMPCreateLights()
|
||||
|
||||
void Renderer::CullLights()
|
||||
{
|
||||
m_LightCullProgram.Bind();
|
||||
m_LightCullProgram->Bind();
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_FrustumSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, m_LightSSBO);
|
||||
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, m_LightGridSSBO);
|
||||
|
||||
Reference in New Issue
Block a user