Shaders improved

This commit is contained in:
2023-11-12 20:10:53 -06:00
parent 06f4214248
commit e540efb726
12 changed files with 22 additions and 40 deletions

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@ -58,14 +58,14 @@ namespace Dawn {
*
* @param renderFlags Render flags to use.
*/
virtual void setRenderFlags(flag_t renderFlags) = 0;
virtual void setRenderFlags(const flag_t renderFlags) = 0;
/**
* Initialize / Start the Render Manager.
*
* @param game Game instance this render manager belongs to.
*/
virtual void init(std::weak_ptr<DawnGame> game) = 0;
virtual void init(const std::weak_ptr<DawnGame> game) = 0;
/**
* Perform a synchronous frame update on the render manager.

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@ -174,7 +174,7 @@ void RenderPipeline::renderSceneCamera(std::shared_ptr<Scene> scene, std::shared
);
// Now we've sorted everything! Let's actually start rendering.
Shader *boundShader = nullptr;
std::shared_ptr<Shader> boundShader;
std::map<textureslot_t, Texture*> boundTextures;
std::map<shaderbufferlocation_t, shaderbufferslot_t> boundBuffers;
shaderbufferslot_t slot;

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@ -13,9 +13,4 @@ ShaderManager::ShaderManager() {
}
ShaderManager::~ShaderManager() {
auto it = this->shaders.begin();
while(it != this->shaders.end()) {
delete it->second;
++it;
}
}

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@ -14,7 +14,7 @@ namespace Dawn {
private:
int32_t nextId;
shaderlock_t nextLock;
std::map<shaderid_t, Shader*> shaders;
std::map<shaderid_t, std::shared_ptr<Shader>> shaders;
std::map<shaderlock_t, shaderid_t> shaderLocks;
std::map<shaderid_t, std::vector<shaderlock_t>> shaderLocksByShader;
@ -28,7 +28,7 @@ namespace Dawn {
shaderid_t getShaderId() {
auto it = shaders.begin();
while(it != shaders.end()) {
auto asT = dynamic_cast<T*>(it->second);
auto asT = std::dynamic_pointer_cast<T>(it->second);
if(asT != nullptr) return asT->shaderId;
++it;
}
@ -52,7 +52,7 @@ namespace Dawn {
shaderlock_t lockShader() {
auto shaderId = this->getShaderId<T>();
if(shaderId == -1) {
T* shader = new T();
auto shader = std::make_shared<T>();
shader->compile();
shader->shaderId = this->nextId++;
this->shaders[shader->shaderId] = shader;
@ -72,9 +72,9 @@ namespace Dawn {
* @return The shader for the given lock.
*/
template<class T>
T * getShader(shaderlock_t lock) {
std::shared_ptr<T> getShader(shaderlock_t lock) {
auto shaderId = this->shaderLocks[lock];
return (T*)this->shaders[shaderId];
return std::static_pointer_cast<T>(this->shaders[shaderId]);
}
/**
@ -94,8 +94,6 @@ namespace Dawn {
if(locks.size() == 0) {
this->shaderLocksByShader.erase(shaderId);
auto shader = (T*)this->shaders[shaderId];
delete shader;
this->shaders.erase(shaderId);
}
}

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@ -11,7 +11,7 @@ namespace Dawn {
struct ShaderPassItem;
struct ShaderPassItem {
Shader *shader = nullptr;
std::shared_ptr<Shader> shader;
int32_t priority = 0;
std::vector<struct ShaderPassItem>::iterator index;

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@ -9,7 +9,7 @@ using namespace Dawn;
DawnGame::DawnGame(const std::weak_ptr<DawnHost> host) :
host(host),
inputManager(this),
inputManager(),
saveManager(this)
{
renderManager = std::make_shared<RenderManager>();

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@ -71,7 +71,7 @@ namespace Dawn {
* @param delta How much time has passed (in seconds) since the last tick.
* @return A status code, refer to DAWN_HOST_UPDATE_RESULT_{} definitions.
*/
int32_t update(std::shared_ptr<DawnGame> game, float_t delta);
int32_t update(std::shared_ptr<DawnGame> game, const float_t delta);
/**
* Request the host to be unloaded. This is a bit different from dispose

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@ -31,16 +31,9 @@ namespace Dawn {
virtual float_t getInputValue(T axis) = 0;
public:
DawnGame *game;
StateEvent<inputbind_t> eventBindPressed;
StateEvent<inputbind_t> eventBindReleased;
IInputManager(DawnGame *game) {
assertNotNull(game, "IInputManager::IInputManager: Game cannot be null");
this->game = game;
}
/**
* Binds an axis to a bind.
*