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Used shape pipeline slots in haze
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1 changed files with 7 additions and 7 deletions
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@ -107,11 +107,11 @@ void MakeHaze::run(const render::RenderContextPointer& renderContext, graphics::
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haze = _haze;
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}
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// Buffer slots
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const int HazeEffect_ParamsSlot = 0;
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const int HazeEffect_TransformBufferSlot = 1;
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const int HazeEffect_LightingModelSlot = 2;
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const int HazeEffect_LinearDepthMapSlot = 3;
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const int HazeEffect_LightingMapSlot = 4;
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// Texture slots
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const int HazeEffect_LinearDepthMapSlot = 0;
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void DrawHaze::configure(const Config& config) {
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}
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@ -151,9 +151,9 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("hazeBuffer"), HazeEffect_ParamsSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("deferredFrameTransformBuffer"), HazeEffect_TransformBufferSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), HazeEffect_LightingModelSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), render::ShapePipeline::Slot::LIGHTING_MODEL));
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slotBindings.insert(gpu::Shader::Binding(std::string("linearDepthMap"), HazeEffect_LinearDepthMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), HazeEffect_LightingMapSlot));
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slotBindings.insert(gpu::Shader::Binding(std::string("keyLightBuffer"), render::ShapePipeline::Slot::KEY_LIGHT));
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gpu::Shader::makeProgram(*program, slotBindings);
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});
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});
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@ -184,14 +184,14 @@ void DrawHaze::run(const render::RenderContextPointer& renderContext, const Inpu
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}
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batch.setUniformBuffer(HazeEffect_TransformBufferSlot, transformBuffer->getFrameTransformBuffer());
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batch.setUniformBuffer(HazeEffect_LightingModelSlot, lightingModel->getParametersBuffer());
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batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
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auto lightStage = args->_scene->getStage<LightStage>();
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if (lightStage) {
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graphics::LightPointer keyLight;
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keyLight = lightStage->getCurrentKeyLight();
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if (keyLight) {
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batch.setUniformBuffer(HazeEffect_LightingMapSlot, keyLight->getLightSchemaBuffer());
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batch.setUniformBuffer(render::ShapePipeline::Slot::KEY_LIGHT, keyLight->getLightSchemaBuffer());
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}
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}
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