Fixed weird fmod bug I guess

This commit is contained in:
2023-04-05 22:13:24 -07:00
parent b5707ed888
commit 54d21397e1
8 changed files with 16 additions and 12 deletions

View File

@ -18,7 +18,6 @@ RenderPipeline::RenderPipeline(RenderManager *renderManager) {
}
void RenderPipeline::init() {
this->renderManager->getShaderManager()->lockShader<SimpleTexturedShader>();
}
void RenderPipeline::render() {
@ -160,7 +159,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
&lineMesh,
&lineIndex,
camera,
this->renderManager->getShaderManager()->getShader<SimpleTexturedShader>(this->simpleTexturedShaderLock)
this->renderManager->simpleTexturedShader
);
shaderPassItems.push_back(item);
itDebugLine = scene->debugLines.erase(itDebugLine);
@ -262,5 +261,4 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
}
RenderPipeline::~RenderPipeline() {
this->renderManager->getShaderManager()->releaseShader<SimpleTexturedShader>(this->simpleTexturedShaderLock);
}

View File

@ -17,7 +17,6 @@ namespace Dawn {
class RenderPipeline {
private:
int_fast16_t renderId = -1;
shaderlock_t simpleTexturedShaderLock;
public:
RenderManager *renderManager;

View File

@ -8,6 +8,7 @@
using namespace Dawn;
ShaderManager::ShaderManager() {
this->nextId = 0;
this->nextLock = 0;
}

View File

@ -59,7 +59,7 @@ namespace Dawn {
shaderId = shader->shaderId;
}
shaderlock_t lock = this->nextId++;
shaderlock_t lock = this->nextLock++;
this->shaderLocks[lock] = shaderId;
this->shaderLocksByShader[shaderId].push_back(lock);
return lock;

View File

@ -20,6 +20,11 @@ struct ShaderPassItem SceneDebugLine::createShaderItem(
Camera *camera,
SimpleTexturedShader *shader
) {
assertNotNull(mesh);
assertNotNull(lineIndex);
assertNotNull(camera);
assertNotNull(shader);
struct ShaderPassItem item;
item.priority = this->priority;

View File

@ -44,8 +44,7 @@ namespace Dawn {
}
static inline float_t randRange(float_t min, float_t max) {
float_t n = randomGenerate<float_t>();
return mathMod(n, (max - min)) + min;
return mathMod(randomGenerate<float_t>(), (max - min)) + min;
}
static inline glm::vec2 randRange(glm::vec2 min, glm::vec2 max) {