More work

This commit is contained in:
Antoine Pilote
2024-09-09 21:21:47 -04:00
parent aef5f65f75
commit 1051f0cdd3
4 changed files with 19 additions and 7 deletions

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@@ -269,6 +269,17 @@ namespace Nuake
Shader* shader = ShaderManager::GetShader("Resources/Shaders/outline.shader");
shader->Bind();
//mGBuffer->GetTexture(GL_COLOR_ATTACHMENT3)->Bind(0);
//mGBuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(1);
//shader->SetUniforms(
//{
// {"u_EntityID", mOutlineEntityID == -1 ? -1 : mOutlineEntityID + 1},
// {"u_EntityTexture", 0},
// {"u_OutlineColor", projectSettings.PrimaryColor},
// {"u_Depth", 1},
// {"u_Radius", projectSettings.OutlineRadius * projectSettings.ResolutionScale},
//});
shader->SetUniform("u_EntityID", mOutlineEntityID == -1 ? -1 : mOutlineEntityID + 1);
shader->SetUniform("u_EntityTexture", mGBuffer->GetTexture(GL_COLOR_ATTACHMENT3).get(), 0);
shader->SetUniform("u_OutlineColor", projectSettings.PrimaryColor);

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@@ -22,7 +22,7 @@ namespace Nuake
Source = ParseShader(fileContent);
programId = CreateProgram(Source);
return;
}
}
}
Logger::Log("Shader source file not found: " + filePath, "shader", CRITICAL);
@@ -378,7 +378,7 @@ namespace Nuake
void Shader::SetUniform(const std::string& name, bool value)
{
SetUniform(name, value);
SetUniform(name, static_cast<int>(value));
}
void Shader::SetUniform(uint32_t uniformSlot, int value)

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@@ -130,22 +130,23 @@ namespace Nuake
void SetUniforms(const std::vector<UniformVariable>& uniforms);
void SetUniform(const std::string& name, float v0);
void SetUniform(const std::string& name, float v0, float v1);
void SetUniform(const std::string& name, float v0, float v1, float v3);
void SetUniform(const std::string& name, float v0, float v1, float v3, float v4);
void SetUniform(const std::string& name, int v0);
void SetUniform(const std::string& name, unsigned int v0);
void SetUniform(const std::string& name, float v0, float v1);
void SetUniformv(const std::string& name, int size, int* value);
void SetUniform(const std::string& name, Vector2 v0);
void SetUniform(const std::string& name, float v0, float v1, float v3);
void SetUniform(const std::string& name, Vector3 v0);
void SetUniform(const std::string& name, float v0, float v1, float v3, float v4);
void SetUniform(const std::string& name, Vector4 v0);
void SetUniform(const std::string& name, Matrix3 v0);
void SetUniform(const std::string& name, Matrix4 v0);
void SetUniformv(const std::string& name, int size, int* value);
void SetUniform(const std::string& name, int size, float* value);
void SetUniform(const std::string& name, bool value);
void SetUniform(const std::string& name, Texture* texture, uint32_t slot = 0);
void SetUniform(uint32_t uniformSlot, int value);
void SetUniform(uint32_t uniformSlot, Matrix4 value);
void SetUniform(const std::string& name, Texture* texture, uint32_t slot);
int FindUniformLocation(std::string uniform);

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