mirror of
https://github.com/overte-org/overte.git
synced 2025-04-15 14:56:57 +02:00
Merge pull request #5301 from samcake/yellow
Rename gpu::Batch::setUniformTexture into gpu::Batch::setResourceTexture
This commit is contained in:
commit
fb23eb0faf
16 changed files with 39 additions and 39 deletions
|
@ -130,7 +130,7 @@ void AudioScope::render(RenderArgs* renderArgs, int width, int height) {
|
|||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
geometryCache->useSimpleDrawPipeline(batch);
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
batch.setUniformTexture(0, textureCache->getWhiteTexture());
|
||||
batch.setResourceTexture(0, textureCache->getWhiteTexture());
|
||||
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, -1000, 1000);
|
||||
batch.setProjectionTransform(legacyProjection);
|
||||
batch.setModelTransform(Transform());
|
||||
|
|
|
@ -644,7 +644,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
|
|||
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
|
||||
|
||||
gpu::Batch& batch = *renderArgs->_batch;
|
||||
batch.setUniformTexture(0, _billboardTexture->getGPUTexture());
|
||||
batch.setResourceTexture(0, _billboardTexture->getGPUTexture());
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, true);
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
|
||||
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
|
|
|
@ -179,7 +179,7 @@ void ApplicationCompositor::bindCursorTexture(gpu::Batch& batch, uint8_t cursorI
|
|||
_cursors[iconId] = DependencyManager::get<TextureCache>()->
|
||||
getImageTexture(iconPath);
|
||||
}
|
||||
batch.setUniformTexture(0, _cursors[iconId]);
|
||||
batch.setResourceTexture(0, _cursors[iconId]);
|
||||
}
|
||||
|
||||
// Draws the FBO texture for the screen
|
||||
|
|
|
@ -200,7 +200,7 @@ void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderAr
|
|||
geometryCache->useSimpleDrawPipeline(batch);
|
||||
batch.setProjectionTransform(mat4());
|
||||
batch.setModelTransform(mat4());
|
||||
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
batch._glLineWidth(CONNECTION_STATUS_BORDER_LINE_WIDTH);
|
||||
|
||||
// TODO animate the disconnect border for some excitement while not connected?
|
||||
|
|
|
@ -87,12 +87,12 @@ void BillboardOverlay::render(RenderArgs* args) {
|
|||
transform.postScale(glm::vec3(getDimensions(), 1.0f));
|
||||
|
||||
batch->setModelTransform(transform);
|
||||
batch->setUniformTexture(0, _texture->getGPUTexture());
|
||||
batch->setResourceTexture(0, _texture->getGPUTexture());
|
||||
|
||||
DependencyManager::get<GeometryCache>()->renderQuad(*batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight,
|
||||
glm::vec4(color.red / MAX_COLOR, color.green / MAX_COLOR, color.blue / MAX_COLOR, alpha));
|
||||
|
||||
batch->setUniformTexture(0, args->_whiteTexture); // restore default white color after me
|
||||
batch->setResourceTexture(0, args->_whiteTexture); // restore default white color after me
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -50,7 +50,7 @@ void RenderableParticleEffectEntityItem::render(RenderArgs* args) {
|
|||
Q_ASSERT(args->_batch);
|
||||
gpu::Batch& batch = *args->_batch;
|
||||
if (textured) {
|
||||
batch.setUniformTexture(0, _texture->getGPUTexture());
|
||||
batch.setResourceTexture(0, _texture->getGPUTexture());
|
||||
}
|
||||
batch.setModelTransform(getTransformToCenter());
|
||||
DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch, textured);
|
||||
|
|
|
@ -227,15 +227,15 @@ void Batch::setUniformBuffer(uint32 slot, const BufferView& view) {
|
|||
}
|
||||
|
||||
|
||||
void Batch::setUniformTexture(uint32 slot, const TexturePointer& texture) {
|
||||
ADD_COMMAND(setUniformTexture);
|
||||
void Batch::setResourceTexture(uint32 slot, const TexturePointer& texture) {
|
||||
ADD_COMMAND(setResourceTexture);
|
||||
|
||||
_params.push_back(_textures.cache(texture));
|
||||
_params.push_back(slot);
|
||||
}
|
||||
|
||||
void Batch::setUniformTexture(uint32 slot, const TextureView& view) {
|
||||
setUniformTexture(slot, view._texture);
|
||||
void Batch::setResourceTexture(uint32 slot, const TextureView& view) {
|
||||
setResourceTexture(slot, view._texture);
|
||||
}
|
||||
|
||||
void Batch::setFramebuffer(const FramebufferPointer& framebuffer) {
|
||||
|
|
|
@ -103,8 +103,8 @@ public:
|
|||
void setUniformBuffer(uint32 slot, const BufferPointer& buffer, Offset offset, Offset size);
|
||||
void setUniformBuffer(uint32 slot, const BufferView& view); // not a command, just a shortcut from a BufferView
|
||||
|
||||
void setUniformTexture(uint32 slot, const TexturePointer& view);
|
||||
void setUniformTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
|
||||
void setResourceTexture(uint32 slot, const TexturePointer& view);
|
||||
void setResourceTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView
|
||||
|
||||
// Framebuffer Stage
|
||||
void setFramebuffer(const FramebufferPointer& framebuffer);
|
||||
|
@ -178,7 +178,7 @@ public:
|
|||
COMMAND_setStateBlendFactor,
|
||||
|
||||
COMMAND_setUniformBuffer,
|
||||
COMMAND_setUniformTexture,
|
||||
COMMAND_setResourceTexture,
|
||||
|
||||
COMMAND_setFramebuffer,
|
||||
|
||||
|
|
|
@ -35,7 +35,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
|
|||
(&::gpu::GLBackend::do_setStateBlendFactor),
|
||||
|
||||
(&::gpu::GLBackend::do_setUniformBuffer),
|
||||
(&::gpu::GLBackend::do_setUniformTexture),
|
||||
(&::gpu::GLBackend::do_setResourceTexture),
|
||||
|
||||
(&::gpu::GLBackend::do_setFramebuffer),
|
||||
|
||||
|
|
|
@ -321,7 +321,7 @@ protected:
|
|||
|
||||
// Uniform Stage
|
||||
void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
|
||||
void do_setUniformTexture(Batch& batch, uint32 paramOffset);
|
||||
void do_setResourceTexture(Batch& batch, uint32 paramOffset);
|
||||
|
||||
struct UniformStageState {
|
||||
|
||||
|
|
|
@ -188,7 +188,7 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
|
|||
(void) CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void GLBackend::do_setUniformTexture(Batch& batch, uint32 paramOffset) {
|
||||
void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) {
|
||||
GLuint slot = batch._params[paramOffset + 1]._uint;
|
||||
TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint);
|
||||
|
||||
|
|
|
@ -103,7 +103,7 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
|
|||
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
|
||||
batch.setUniformBuffer(SKYBOX_CONSTANTS_SLOT, theConstants, 0, theConstants->getSize());
|
||||
batch.setInputFormat(theFormat);
|
||||
batch.setUniformTexture(0, skybox.getCubemap());
|
||||
batch.setResourceTexture(0, skybox.getCubemap());
|
||||
batch.draw(gpu::TRIANGLE_STRIP, 4);
|
||||
}
|
||||
|
||||
|
|
|
@ -146,7 +146,7 @@ void DeferredLightingEffect::bindSimpleProgram(gpu::Batch& batch, bool textured,
|
|||
|
||||
if (!config.isTextured()) {
|
||||
// If it is not textured, bind white texture and keep using textured pipeline
|
||||
batch.setUniformTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -243,13 +243,13 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
|
||||
batch.clearColorFramebuffer(freeFBO->getBufferMask(), glm::vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
|
||||
batch.setUniformTexture(0, textureCache->getPrimaryColorTexture());
|
||||
batch.setResourceTexture(0, textureCache->getPrimaryColorTexture());
|
||||
|
||||
batch.setUniformTexture(1, textureCache->getPrimaryNormalTexture());
|
||||
batch.setResourceTexture(1, textureCache->getPrimaryNormalTexture());
|
||||
|
||||
batch.setUniformTexture(2, textureCache->getPrimarySpecularTexture());
|
||||
batch.setResourceTexture(2, textureCache->getPrimarySpecularTexture());
|
||||
|
||||
batch.setUniformTexture(3, textureCache->getPrimaryDepthTexture());
|
||||
batch.setResourceTexture(3, textureCache->getPrimaryDepthTexture());
|
||||
|
||||
// get the viewport side (left, right, both)
|
||||
int viewport[4];
|
||||
|
@ -274,7 +274,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
const LightLocations* locations = &_directionalLightLocations;
|
||||
bool shadowsEnabled = _viewState->getShadowsEnabled();
|
||||
if (shadowsEnabled) {
|
||||
batch.setUniformTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
|
||||
batch.setResourceTexture(4, textureCache->getShadowFramebuffer()->getDepthStencilBuffer());
|
||||
|
||||
program = _directionalLightShadowMap;
|
||||
locations = &_directionalLightShadowMapLocations;
|
||||
|
@ -328,7 +328,7 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
}
|
||||
|
||||
if (useSkyboxCubemap) {
|
||||
batch.setUniformTexture(5, _skybox->getCubemap());
|
||||
batch.setResourceTexture(5, _skybox->getCubemap());
|
||||
}
|
||||
|
||||
if (locations->lightBufferUnit >= 0) {
|
||||
|
@ -377,11 +377,11 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
}
|
||||
|
||||
if (useSkyboxCubemap) {
|
||||
batch.setUniformTexture(5, nullptr);
|
||||
batch.setResourceTexture(5, nullptr);
|
||||
}
|
||||
|
||||
if (shadowsEnabled) {
|
||||
batch.setUniformTexture(4, nullptr);
|
||||
batch.setResourceTexture(4, nullptr);
|
||||
}
|
||||
|
||||
glm::vec4 sCoefficients(sWidth / 2.0f, 0.0f, 0.0f, sMin + sWidth / 2.0f);
|
||||
|
@ -530,10 +530,10 @@ void DeferredLightingEffect::render(RenderArgs* args) {
|
|||
}
|
||||
|
||||
// Probably not necessary in the long run because the gpu layer would unbound this texture if used as render target
|
||||
batch.setUniformTexture(0, nullptr);
|
||||
batch.setUniformTexture(1, nullptr);
|
||||
batch.setUniformTexture(2, nullptr);
|
||||
batch.setUniformTexture(3, nullptr);
|
||||
batch.setResourceTexture(0, nullptr);
|
||||
batch.setResourceTexture(1, nullptr);
|
||||
batch.setResourceTexture(2, nullptr);
|
||||
batch.setResourceTexture(3, nullptr);
|
||||
|
||||
args->_context->syncCache();
|
||||
args->_context->render(batch);
|
||||
|
@ -551,7 +551,7 @@ void DeferredLightingEffect::copyBack(RenderArgs* args) {
|
|||
batch.setFramebuffer(textureCache->getPrimaryFramebuffer());
|
||||
batch.setPipeline(_blitLightBuffer);
|
||||
|
||||
batch.setUniformTexture(0, freeFBO->getRenderBuffer(0));
|
||||
batch.setResourceTexture(0, freeFBO->getRenderBuffer(0));
|
||||
|
||||
batch.setProjectionTransform(glm::mat4());
|
||||
batch.setViewTransform(Transform());
|
||||
|
|
|
@ -2031,10 +2031,10 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
}
|
||||
static bool showDiffuse = true;
|
||||
if (showDiffuse && diffuseMap) {
|
||||
batch.setUniformTexture(0, diffuseMap->getGPUTexture());
|
||||
batch.setResourceTexture(0, diffuseMap->getGPUTexture());
|
||||
|
||||
} else {
|
||||
batch.setUniformTexture(0, textureCache->getWhiteTexture());
|
||||
batch.setResourceTexture(0, textureCache->getWhiteTexture());
|
||||
}
|
||||
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
|
@ -2050,14 +2050,14 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
batch.setUniformTexture(1, !normalMap ?
|
||||
batch.setResourceTexture(1, !normalMap ?
|
||||
textureCache->getBlueTexture() : normalMap->getGPUTexture());
|
||||
|
||||
}
|
||||
|
||||
if (locations->specularTextureUnit >= 0) {
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
|
||||
batch.setResourceTexture(locations->specularTextureUnit, !specularMap ?
|
||||
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
|
||||
}
|
||||
|
||||
|
@ -2074,7 +2074,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
|
||||
|
||||
Texture* emissiveMap = networkPart.emissiveTexture.data();
|
||||
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
batch.setResourceTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
|
||||
}
|
||||
|
||||
|
|
|
@ -243,7 +243,7 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
batch.setViewTransform(viewMat);
|
||||
|
||||
batch.setPipeline(getOpaquePipeline());
|
||||
batch.setUniformTexture(0, args->_whiteTexture);
|
||||
batch.setResourceTexture(0, args->_whiteTexture);
|
||||
|
||||
if (!inItems.empty()) {
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
|
||||
|
|
|
@ -423,7 +423,7 @@ void Font3D::drawString(gpu::Batch& batch, float x, float y, const QString& str,
|
|||
|
||||
setupGPU();
|
||||
batch.setPipeline(_pipeline);
|
||||
batch.setUniformTexture(_fontLoc, _texture);
|
||||
batch.setResourceTexture(_fontLoc, _texture);
|
||||
batch._glUniform1i(_outlineLoc, (effectType == TextRenderer3D::OUTLINE_EFFECT));
|
||||
batch._glUniform4fv(_colorLoc, 1, (const GLfloat*)color);
|
||||
|
||||
|
|
Loading…
Reference in a new issue