First pass of new shader manager
This commit is contained in:
@ -2,7 +2,7 @@
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<asset type="texture" name="texture_urchin" />
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<MeshRenderer />
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<QuadMeshHost />
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<SimpleTexturedMaterial texture="texture_urchin" />
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<SimpleBillboardedMaterial texture="texture_urchin" />
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<EntityHealth />
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<EntityFaction faction="FACTION_ENEMY" />
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@ -14,4 +14,5 @@ target_sources(${DAWN_TARGET_NAME}
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# Subdirs
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add_subdirectory(animation)
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add_subdirectory(font)
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add_subdirectory(mesh)
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add_subdirectory(mesh)
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add_subdirectory(shader)
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@ -18,7 +18,7 @@ RenderPipeline::RenderPipeline(RenderManager *renderManager) {
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}
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void RenderPipeline::init() {
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this->renderManager->getShaderManager()->lockShader<SimpleTexturedShader>();
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}
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void RenderPipeline::render() {
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@ -160,7 +160,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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&lineMesh,
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&lineIndex,
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camera,
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&this->renderManager->simpleShader
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this->renderManager->getShaderManager()->getShader<SimpleTexturedShader>(this->simpleTexturedShaderLock)
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);
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shaderPassItems.push_back(item);
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itDebugLine = scene->debugLines.erase(itDebugLine);
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@ -262,5 +262,5 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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}
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RenderPipeline::~RenderPipeline() {
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this->renderManager->getShaderManager()->releaseShader<SimpleTexturedShader>(this->simpleTexturedShaderLock);
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}
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@ -17,6 +17,7 @@ namespace Dawn {
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class RenderPipeline {
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private:
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int_fast16_t renderId = -1;
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shaderlock_t simpleTexturedShaderLock;
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public:
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RenderManager *renderManager;
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@ -4,8 +4,8 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "RenderTarget.hpp"
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#include "util/flag.hpp"
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#include "RenderTarget.hpp"
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#define RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST FLAG_DEFINE(0)
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#define RENDER_MANAGER_RENDER_FLAG_BLEND FLAG_DEFINE(1)
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@ -14,6 +14,7 @@ typedef flag_t renderflag_t;
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namespace Dawn {
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class DawnGame;
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class RenderPipeline;
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class ShaderManager;
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class IRenderManager {
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protected:
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@ -21,7 +22,6 @@ namespace Dawn {
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public:
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DawnGame *game;
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RenderPipeline *renderPipeline;
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/**
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* Default constructor for a render manager instance.
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@ -48,6 +48,13 @@ namespace Dawn {
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* @return Reference to the currently active main scene render pipeline.
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*/
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virtual RenderPipeline * getRenderPipeline() = 0;
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/**
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* Returns the shader manager that this render manager uses.
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*
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* @return Reference to the shader manager.
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*/
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virtual ShaderManager * getShaderManager() = 0;
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/**
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* Sets the render flags for the render manager to use.
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10
src/dawn/display/shader/CMakeLists.txt
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10
src/dawn/display/shader/CMakeLists.txt
Normal file
@ -0,0 +1,10 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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ShaderManager.cpp
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)
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@ -38,6 +38,7 @@ namespace Dawn {
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class Shader {
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public:
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int32_t shaderId = -1;
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int_fast16_t renderId = 0;
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/**
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20
src/dawn/display/shader/ShaderManager.cpp
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20
src/dawn/display/shader/ShaderManager.cpp
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@ -0,0 +1,20 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "ShaderManager.hpp"
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using namespace Dawn;
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ShaderManager::ShaderManager() {
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this->nextLock = 0;
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}
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ShaderManager::~ShaderManager() {
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auto it = this->shaders.begin();
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while(it != this->shaders.end()) {
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delete it->second;
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++it;
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}
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}
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108
src/dawn/display/shader/ShaderManager.hpp
Normal file
108
src/dawn/display/shader/ShaderManager.hpp
Normal file
@ -0,0 +1,108 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/Shader.hpp"
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namespace Dawn {
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typedef int64_t shaderlock_t;
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typedef int16_t shaderid_t;
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class ShaderManager {
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private:
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int32_t nextId;
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shaderlock_t nextLock;
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std::map<shaderid_t, Shader*> shaders;
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std::map<shaderlock_t, shaderid_t> shaderLocks;
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std::map<shaderid_t, std::vector<shaderlock_t>> shaderLocksByShader;
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/**
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* Returns the shader id for the given shader type, or -1 if it is not
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* loaded.
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*
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* @return The shader id for the shader, or -1 if it is not loaded.
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*/
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template<class T>
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shaderid_t getShaderId() {
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auto it = shaders.begin();
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while(it != shaders.end()) {
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auto asT = dynamic_cast<T*>(it->second);
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if(asT != nullptr) return asT->shaderId;
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++it;
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}
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return -1;
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}
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public:
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/**
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* Creates a new shader manager.
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*/
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ShaderManager();
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/**
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* Locks a shader of the given type. If the shader is not already loaded,
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* it will be loaded. If the shader is already loaded, it will be
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* returned.
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*
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* @return The shader lock for the shader of the given type.
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*/
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template<class T>
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shaderlock_t lockShader() {
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auto shaderId = this->getShaderId<T>();
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if(shaderId == -1) {
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T* shader = new T();
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shader->compile();
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shader->shaderId = this->nextId++;
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this->shaders[shader->shaderId] = shader;
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shaderId = shader->shaderId;
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}
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shaderlock_t lock = this->nextId++;
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this->shaderLocks[lock] = shaderId;
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this->shaderLocksByShader[shaderId].push_back(lock);
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return lock;
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}
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/**
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* Returns the shader for the given lock.
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*
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* @param lock The shader lock.
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* @return The shader for the given lock.
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*/
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template<class T>
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T * getShader(shaderlock_t lock) {
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auto shaderId = this->shaderLocks[lock];
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return (T*)this->shaders[shaderId];
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}
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/**
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* Releases the shader for the given lock. This will unload any shader
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* that is no longer in use.
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*
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* @param lock Lock to release.
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*/
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template<class T>
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void releaseShader(shaderlock_t lock) {
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auto shaderId = this->shaderLocks[lock];
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this->shaderLocks.erase(lock);
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auto& locks = this->shaderLocksByShader[shaderId];
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auto it = std::find(locks.begin(), locks.end(), lock);
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if(it != locks.end()) locks.erase(it);
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if(locks.size() == 0) {
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this->shaderLocksByShader.erase(shaderId);
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auto shader = (T*)this->shaders[shaderId];
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delete shader;
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this->shaders.erase(shaderId);
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}
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}
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/**
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* Destroys the shader manager.
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*/
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~ShaderManager();
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};
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}
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@ -7,15 +7,6 @@
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#include "display/Texture.hpp"
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namespace Dawn {
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// class Material;
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// enum ShaderParameterType {
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// SHADER_PARAMETER_TYPE_MATRIX,
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// SHADER_PARAMETER_TYPE_BOOLEAN,
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// SHADER_PARAMETER_TYPE_COLOR,
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// SHADER_PARAMETER_TYPE_VECTOR3,
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// SHADER_PARAMETER_TYPE_TEXTURE,
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// SHADER_PARAMETER_TYPE_FLOAT
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// };
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template<typename T>
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class IShaderProgram {
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@ -6,6 +6,7 @@
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#pragma once
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#include "event/Event.hpp"
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#include "asset/Asset.hpp"
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#include "display/shader/ShaderManager.hpp"
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#include "scene/debug/SceneDebugLine.hpp"
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#include "physics/ScenePhysicsManager.hpp"
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#include "state/StateEvent.hpp"
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@ -5,7 +5,7 @@
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "display/shader/Shader.hpp"
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#include "display/shader/ShaderManager.hpp"
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namespace Dawn {
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class Material : public SceneItemComponent {
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@ -6,7 +6,6 @@
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "UICanvas.hpp"
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#include "display/shader/Shader.hpp"
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#include "util/mathutils.hpp"
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namespace Dawn {
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@ -29,7 +29,7 @@ std::vector<struct ShaderPassItem> UIImage::getPassItems(
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glm::mat4 proj, glm::mat4 view
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) {
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struct ShaderPassItem item;
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auto shader = &getGame()->renderManager.uiShaderProgram;
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auto shader = &getGame()->renderManager.uiShader->program;
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item.shaderProgram = shader;
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item.colorValues[shader->paramColor] = this->color;
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item.matrixValues[shader->paramProjection] = proj;
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@ -63,7 +63,7 @@ std::vector<struct ShaderPassItem> UILabel::getPassItems(
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this->updateMesh();
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struct ShaderPassItem item;
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auto shader = &getGame()->renderManager.uiShaderProgram;
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auto shader = &getGame()->renderManager.uiShader->program;
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item.shaderProgram = shader;
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item.colorValues[shader->paramColor] = textColor;
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item.matrixValues[shader->paramProjection] = proj;
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@ -6,7 +6,7 @@
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#pragma once
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#include "display/Color.hpp"
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#include "display/mesh/Mesh.hpp"
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#include "display/shader/Shader.hpp"
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#include "display/shader/ShaderManager.hpp"
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#define SCENE_DEBUG_LINE_VERTICE_COUNT 2
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#define SCENE_DEBUG_LINE_INDICE_COUNT 2
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@ -17,9 +17,14 @@ RenderManager::RenderManager(DawnGame *game) :
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}
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void RenderManager::init() {
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// Lock the common shaders
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this->lockSimpleTextured = this->shaderManager.lockShader<SimpleTexturedShader>();
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this->lockUIShaderProgram = this->shaderManager.lockShader<SimpleTexturedShader>();
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this->simpleTexturedShader = this->shaderManager.getShader<SimpleTexturedShader>(this->lockSimpleTextured);
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this->uiShader = this->shaderManager.getShader<SimpleTexturedShader>(this->lockUIShaderProgram);
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this->renderPipeline.init();
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this->simpleShader.compile();
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this->uiShaderProgram.compile();
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// Prepare the initial values
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glEnable(GL_TEXTURE_2D);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -37,6 +42,10 @@ RenderPipeline * RenderManager::getRenderPipeline() {
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return &this->renderPipeline;
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}
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ShaderManager * RenderManager::getShaderManager() {
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return &this->shaderManager;
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}
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void RenderManager::setRenderFlags(renderflag_t flags) {
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this->renderFlags = flags;
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@ -58,4 +67,6 @@ void RenderManager::update() {
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}
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RenderManager::~RenderManager() {
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this->shaderManager.releaseShader<SimpleTexturedShader>(this->lockSimpleTextured);
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this->shaderManager.releaseShader<SimpleTexturedShader>(this->lockUIShaderProgram);
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}
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@ -6,6 +6,7 @@
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#pragma once
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#include "display/_RenderManager.hpp"
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#include "display/BackBufferRenderTarget.hpp"
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#include "display/shader/ShaderManager.hpp"
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#include "display/shader/SimpleTexturedShader.hpp"
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#include "display/shader/UIShaderProgram.hpp"
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#include "display/RenderPipeline.hpp"
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@ -15,11 +16,14 @@ namespace Dawn {
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class RenderManager : public IRenderManager {
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private:
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RenderPipeline renderPipeline;
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ShaderManager shaderManager;
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shaderlock_t lockSimpleTextured = -1;
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shaderlock_t lockUIShaderProgram = -1;
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public:
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BackBufferRenderTarget backBuffer;
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SimpleTexturedShader simpleShader;
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UIShaderProgram uiShaderProgram;
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SimpleTexturedShader *simpleTexturedShader = nullptr;
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SimpleTexturedShader *uiShader = nullptr;
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ExampleFont defaultFont;
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/**
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@ -29,6 +33,7 @@ namespace Dawn {
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RenderTarget * getBackBuffer() override;
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RenderPipeline * getRenderPipeline() override;
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ShaderManager * getShaderManager() override;
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void setRenderFlags(renderflag_t renderFlags) override;
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void init() override;
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void update() override;
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|
@ -8,4 +8,5 @@ target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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ShaderProgram.cpp
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SimpleTexturedShader.cpp
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SimpleBillboardedShader.cpp
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)
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@ -4,6 +4,8 @@
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// https://opensource.org/licenses/MIT
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#include "SimpleBillboardedShader.hpp"
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#include "scene/components/display/mesh/MeshRenderer.hpp"
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#include "scene/components/display/Camera.hpp"
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using namespace Dawn;
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@ -25,9 +27,9 @@ void SimpleBillboardedShaderProgram::compile() {
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"out vec2 o_TextCoord;\n"
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"void main() {\n"
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"vec3 camRight = vec3(view[0][0], view[1][0], view[2][0]);\n"
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"vec3 camUp = vec3(view[0][1], view[1][1], view[2][1]);\n"
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"vec3 billboardPos = view[3].xyz + position.x * camRight + position.y * camUp;\n"
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"vec3 camRight = vec3(u_View[0][0], u_View[1][0], u_View[2][0]);\n"
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"vec3 camUp = vec3(u_View[0][1], u_View[1][1], u_View[2][1]);\n"
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"vec3 billboardPos = u_View[3].xyz + aPos.x * camRight + aPos.y * camUp;\n"
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"gl_Position = u_Proj * u_View * u_Model * vec4(billboardPos, 1.0);\n"
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"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
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"}",
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@ -56,4 +58,43 @@ void SimpleBillboardedShaderProgram::compile() {
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this->paramColor = this->getParameterByName("u_Color");
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this->paramTexture = this->getParameterByName("u_Text");
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this->paramHasTexture = this->getParameterByName("u_HasTexture");
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}
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void SimpleBillboardedShader::compile() {
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this->program.compile();
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}
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std::vector<struct ShaderPassItem> SimpleBillboardedShader::getPassItems(
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Mesh *mesh,
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Material *material,
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Camera *camera
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) {
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auto simpleMaterial = dynamic_cast<SimpleBillboardedMaterial*>(material);
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assertNotNull(simpleMaterial);
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struct ShaderPassItem onlyPass;
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onlyPass.mesh = mesh;
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onlyPass.shaderProgram = &program;
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onlyPass.colorValues[program.paramColor] = simpleMaterial->color;
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onlyPass.matrixValues[program.paramModel] = material->transform->getWorldTransform();
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onlyPass.matrixValues[program.paramView] = camera->transform->getWorldTransform();
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onlyPass.matrixValues[program.paramProjection] = camera->getProjection();
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onlyPass.renderFlags = (
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RENDER_MANAGER_RENDER_FLAG_BLEND |
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RENDER_MANAGER_RENDER_FLAG_DEPTH_TEST
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);
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if(simpleMaterial->texture != nullptr) {
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onlyPass.boolValues[program.paramHasTexture] = true;
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onlyPass.textureSlots[0] = simpleMaterial->texture;
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onlyPass.textureValues[program.paramTexture] = 0;
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} else {
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onlyPass.boolValues[program.paramHasTexture] = false;
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}
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std::vector<struct ShaderPassItem> passes;
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passes.push_back(onlyPass);
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return passes;
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}
|
@ -4,10 +4,10 @@
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/Shader.hpp"
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#include "scene/components/display/material/SimpleBillboardedMaterial.hpp"
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namespace Dawn {
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class SimpleBillboardedShader : public ShaderProgram {
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class SimpleBillboardedShaderProgram : public ShaderProgram {
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public:
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shaderparameter_t paramProjection;
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shaderparameter_t paramView;
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|
@ -4,7 +4,7 @@
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// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
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#include "display/shader/Shader.hpp"
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||||
#include "display/shader/ShaderManager.hpp"
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||||
#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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||||
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namespace Dawn {
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||||
|
@ -7,4 +7,5 @@
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||||
target_sources(${DAWN_TARGET_NAME}
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||||
PRIVATE
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||||
SimpleTexturedMaterial.cpp
|
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SimpleBillboardedMaterial.cpp
|
||||
)
|
@ -0,0 +1,27 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "display/shader/SimpleBillboardedShader.hpp"
|
||||
#include "SimpleBillboardedMaterial.hpp"
|
||||
#include "game/DawnGame.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
SimpleBillboardedMaterial::SimpleBillboardedMaterial(SceneItem *i) :
|
||||
Material(i)
|
||||
{
|
||||
}
|
||||
|
||||
void SimpleBillboardedMaterial::onStart() {
|
||||
this->shaderLock = this->getGame()->renderManager.getShaderManager()->lockShader<SimpleBillboardedShader>();
|
||||
}
|
||||
|
||||
void SimpleBillboardedMaterial::onDispose() {
|
||||
this->getGame()->renderManager.getShaderManager()->releaseShader<SimpleBillboardedShader>(this->shaderLock);
|
||||
}
|
||||
|
||||
Shader * SimpleBillboardedMaterial::getShader() {
|
||||
return this->getGame()->renderManager.getShaderManager()->getShader<SimpleBillboardedShader>(this->shaderLock);
|
||||
}
|
@ -0,0 +1,32 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "scene/components/display/Material.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleBillboardedMaterial : public Material {
|
||||
private:
|
||||
shaderlock_t shaderLock = -1;
|
||||
|
||||
public:
|
||||
// @optional
|
||||
Texture *texture = nullptr;
|
||||
// @optional
|
||||
struct Color color = COLOR_WHITE;
|
||||
|
||||
/**
|
||||
* SimpleBillboardMaterial scene item component interface.
|
||||
*
|
||||
* @param i Scene Item this interface belongs to.
|
||||
*/
|
||||
SimpleBillboardedMaterial(SceneItem *i);
|
||||
|
||||
void onStart() override;
|
||||
void onDispose() override;
|
||||
|
||||
Shader * getShader() override;
|
||||
};
|
||||
}
|
@ -13,6 +13,14 @@ SimpleTexturedMaterial::SimpleTexturedMaterial(SceneItem *i) :
|
||||
{
|
||||
}
|
||||
|
||||
void SimpleTexturedMaterial::onStart() {
|
||||
this->shaderLock = this->getGame()->renderManager.getShaderManager()->lockShader<SimpleTexturedShader>();
|
||||
}
|
||||
|
||||
void SimpleTexturedMaterial::onDispose() {
|
||||
this->getGame()->renderManager.getShaderManager()->releaseShader<SimpleTexturedShader>(this->shaderLock);
|
||||
}
|
||||
|
||||
Shader * SimpleTexturedMaterial::getShader() {
|
||||
return &this->getGame()->renderManager.simpleShader;
|
||||
return this->getGame()->renderManager.getShaderManager()->getShader<SimpleTexturedShader>(this->shaderLock);
|
||||
}
|
@ -8,6 +8,9 @@
|
||||
|
||||
namespace Dawn {
|
||||
class SimpleTexturedMaterial : public Material {
|
||||
private:
|
||||
shaderlock_t shaderLock = -1;
|
||||
|
||||
public:
|
||||
// @optional
|
||||
Texture *texture = nullptr;
|
||||
@ -20,6 +23,9 @@ namespace Dawn {
|
||||
* @param i Scene Item this interface belongs to.
|
||||
*/
|
||||
SimpleTexturedMaterial(SceneItem *i);
|
||||
|
||||
void onStart() override;
|
||||
void onDispose() override;
|
||||
|
||||
Shader * getShader() override;
|
||||
};
|
||||
|
Reference in New Issue
Block a user