mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-15 20:08:54 +03:00
Refactor Shader uniform API + Added back NuakeUI
This commit is contained in:
@@ -7,6 +7,8 @@
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include "src/UI/NuakeUI.h"
|
||||
#include "src/UI/UIInputManager.h"
|
||||
|
||||
void EditorApplication::OnInit()
|
||||
{
|
||||
@@ -71,6 +73,16 @@ void EditorApplication::OnInit()
|
||||
}
|
||||
});
|
||||
|
||||
NuakeUI::CanvasParser parser;
|
||||
Ref<NuakeUI::Canvas> canvas = parser.Parse("test.html");
|
||||
|
||||
static MyInputManager inputManager(*m_Window);
|
||||
|
||||
canvas->SetInputManager(&inputManager);
|
||||
canvas->ComputeLayout({1920, 1080});
|
||||
canvas->Tick();
|
||||
canvas->Draw();
|
||||
|
||||
PushLayer(CreateScope<EditorLayer>());
|
||||
}
|
||||
|
||||
|
||||
@@ -189,10 +189,10 @@ void GizmoDrawer::DrawAxis(Ref<Scene> scene, bool occluded)
|
||||
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
|
||||
{
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform1f("u_Opacity", occluded ? 0.1f : 0.5f);
|
||||
m_LineShader->SetUniformVec4("u_Color", {0.0f, 0.0f, 0.0f, 0.0f});
|
||||
m_LineShader->SetUniform("u_View", scene->m_EditorCamera->GetTransform());
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", occluded ? 0.1f : 0.5f);
|
||||
m_LineShader->SetUniform("u_Color", {0.0f, 0.0f, 0.0f, 0.0f});
|
||||
m_AxisLineBuffer->Bind();
|
||||
glLineWidth(1.0f);
|
||||
Nuake::RenderCommand::DrawLines(0, 6);
|
||||
@@ -234,9 +234,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
||||
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniform1f("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, box.Size));
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, box.Size));
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
m_BoxBuffer->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 26);
|
||||
@@ -256,9 +256,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
||||
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniform1f("u_Opacity", 0.9f);
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, volume.VolumeSize));
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", 0.9f);
|
||||
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, volume.VolumeSize));
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
m_BoxBuffer->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 26);
|
||||
@@ -269,9 +269,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
{
|
||||
auto [transform, sphere] = scene->m_Registry.get<TransformComponent, SphereColliderComponent>(e);
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniform1f("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(sphere.Radius)));
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(sphere.Radius)));
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
m_CircleBuffer->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 128);
|
||||
@@ -290,14 +290,14 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
|
||||
Vector3 globalPosition = Vector3(transform.GetGlobalTransform()[3]);
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniform1f("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MaxDistance)));
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MaxDistance)));
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
m_CircleBuffer->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 128);
|
||||
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MinDistance)));
|
||||
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MinDistance)));
|
||||
Nuake::RenderCommand::DrawLines(0, 128);
|
||||
}
|
||||
|
||||
@@ -318,9 +318,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
||||
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniform1f("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniform("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
m_CapsuleGizmo[entityId]->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 264);
|
||||
@@ -343,9 +343,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
||||
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniform1f("u_Opacity", 1.0f);
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", 1.0f);
|
||||
m_LineShader->SetUniform("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
m_CylinderGizmo[entityId]->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 264);
|
||||
@@ -376,9 +376,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
gizmoPosition = glm::translate(gizmoPosition, { 0, -cylinderLength / 2.0, 0 });
|
||||
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniform1f("u_Opacity", 1.0f);
|
||||
m_LineShader->SetUniformMat4f("u_View", gizmoPosition);
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", 1.0f);
|
||||
m_LineShader->SetUniform("u_View", gizmoPosition);
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
m_CylinderGizmo[entityId]->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 264);
|
||||
@@ -419,9 +419,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
{
|
||||
auto [transform, particle] = scene->m_Registry.get<TransformComponent, ParticleEmitterComponent>(e);
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniform1f("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(particle.Radius)));
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_Opacity", 1.f);
|
||||
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(particle.Radius)));
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
m_CircleBuffer->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 128);
|
||||
@@ -450,8 +450,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
|
||||
|
||||
m_LineShader->Bind();
|
||||
m_LineShader->SetUniformMat4f("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
|
||||
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
m_LineShader->SetUniform("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
|
||||
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
meshes[mesh.SubMesh]->Bind();
|
||||
@@ -461,9 +461,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
|
||||
auto flatShader = ShaderManager::GetShader("Resources/Shaders/flat.shader");
|
||||
flatShader->Bind();
|
||||
flatShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
|
||||
flatShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
flatShader->SetUniform4f("u_Color", 0.5f, 0.5f, 0.5f, 1.0f);
|
||||
flatShader->SetUniform("u_View", scene->m_EditorCamera->GetTransform());
|
||||
flatShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
flatShader->SetUniform("u_Color", 0.5f, 0.5f, 0.5f, 1.0f);
|
||||
|
||||
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
|
||||
RenderCommand::Enable(RendererEnum::FACE_CULL);
|
||||
@@ -474,9 +474,9 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
|
||||
auto gizmoShader = ShaderManager::GetShader("Resources/Shaders/gizmo.shader");
|
||||
gizmoShader->Bind();
|
||||
gizmoShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
|
||||
gizmoShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
gizmoShader->SetUniform1f("u_Opacity", occluded ? 0.1f : 1.f);
|
||||
gizmoShader->SetUniform("u_View", scene->m_EditorCamera->GetTransform());
|
||||
gizmoShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
|
||||
gizmoShader->SetUniform("u_Opacity", occluded ? 0.1f : 1.f);
|
||||
RenderCommand::Disable(RendererEnum::FACE_CULL);
|
||||
|
||||
const Vector3& cameraPosition = scene->m_EditorCamera->GetTranslation();
|
||||
@@ -487,8 +487,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
|
||||
for (auto e : camView)
|
||||
{
|
||||
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/camera.png").get());
|
||||
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/camera.png").get());
|
||||
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
auto [transform, camera] = scene->m_Registry.get<TransformComponent, CameraComponent>(e);
|
||||
|
||||
auto initialTransform = transform.GetGlobalTransform();
|
||||
@@ -527,8 +527,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
texturePath = "Resources/Gizmos/light.png";
|
||||
}
|
||||
|
||||
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture(texturePath).get());
|
||||
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture(texturePath).get());
|
||||
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
|
||||
auto initialTransform = transform.GetGlobalTransform();
|
||||
Matrix4 particleTransform = initialTransform;
|
||||
@@ -548,8 +548,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
auto characterControllerView = scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
|
||||
for (auto e : characterControllerView)
|
||||
{
|
||||
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/player.png").get());
|
||||
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/player.png").get());
|
||||
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
auto [transform, characterControllerComponent] = scene->m_Registry.get<TransformComponent, CharacterControllerComponent>(e);
|
||||
|
||||
auto initialTransform = transform.GetGlobalTransform();
|
||||
@@ -571,8 +571,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
auto boneView = scene->m_Registry.view<TransformComponent, BoneComponent>();
|
||||
for (auto e : boneView)
|
||||
{
|
||||
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/bone.png").get());
|
||||
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/bone.png").get());
|
||||
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
auto [transform, boneComponent] = scene->m_Registry.get<TransformComponent, BoneComponent>(e);
|
||||
|
||||
auto initialTransform = transform.GetGlobalTransform();
|
||||
@@ -593,8 +593,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
auto audioView = scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
|
||||
for (auto e : audioView)
|
||||
{
|
||||
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/sound_emitter.png").get());
|
||||
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/sound_emitter.png").get());
|
||||
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
auto [transformComponent, audioEmitterComponent] = scene->m_Registry.get<TransformComponent, AudioEmitterComponent>(e);
|
||||
|
||||
auto initialTransform = transformComponent.GetGlobalTransform();
|
||||
@@ -614,8 +614,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
auto rigidbodyView = scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
|
||||
for (auto e : rigidbodyView)
|
||||
{
|
||||
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/rigidbody.png").get());
|
||||
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/rigidbody.png").get());
|
||||
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
auto [transformComponent, rigidbodyComponent] = scene->m_Registry.get<TransformComponent, RigidBodyComponent>(e);
|
||||
|
||||
auto initialTransform = transformComponent.GetGlobalTransform();
|
||||
@@ -635,8 +635,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
|
||||
auto particleEmitterView = scene->m_Registry.view<TransformComponent, ParticleEmitterComponent>();
|
||||
for (auto e : particleEmitterView)
|
||||
{
|
||||
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/particles.png").get());
|
||||
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/particles.png").get());
|
||||
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
|
||||
auto [transformComponent, particleEmitter] = scene->m_Registry.get<TransformComponent, ParticleEmitterComponent>(e);
|
||||
|
||||
auto initialTransform = transformComponent.GetGlobalTransform();
|
||||
|
||||
@@ -127,9 +127,9 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
|
||||
// shader->Bind();
|
||||
//
|
||||
// auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
|
||||
// shader->SetUniformMat4f("u_View", view);
|
||||
// shader->SetUniformMat4f("u_Projection", ortho);
|
||||
// shader->SetUniformMat4f("u_Model", Matrix4(1.0f));
|
||||
// shader->SetUniform("u_View", view);
|
||||
// shader->SetUniform("u_Projection", ortho);
|
||||
// shader->SetUniform("u_Model", Matrix4(1.0f));
|
||||
// Renderer::SphereMesh->Draw(shader, true);
|
||||
//}
|
||||
//m_Framebuffer->Unbind();
|
||||
@@ -143,15 +143,15 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
|
||||
// RenderCommand::Disable(RendererEnum::FACE_CULL);
|
||||
// auto shader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
|
||||
// shader->Bind();
|
||||
// shader->SetUniformVec3("u_EyePosition", Vector3(1, 0, 0));
|
||||
// shader->SetUniform1i("LightCount", 0);
|
||||
// shader->SetUniform("u_EyePosition", Vector3(1, 0, 0));
|
||||
// shader->SetUniform("LightCount", 0);
|
||||
// auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
|
||||
// shader->SetUniform3f("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
// shader->SetUniform3f("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
// shader->SetUniform1i("u_DirectionalLight.Shadow", 0);
|
||||
// shader->SetUniform1i("u_DisableSSAO", 1);
|
||||
// shader->SetUniformMat4f("u_View", view);
|
||||
// shader->SetUniformMat4f("u_Projection", ortho);
|
||||
// shader->SetUniform("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
// shader->SetUniform("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
// shader->SetUniform("u_DirectionalLight.Shadow", 0);
|
||||
// shader->SetUniform("u_DisableSSAO", 1);
|
||||
// shader->SetUniform("u_View", view);
|
||||
// shader->SetUniform("u_Projection", ortho);
|
||||
//
|
||||
// m_Framebuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
|
||||
// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(6);
|
||||
@@ -159,11 +159,11 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
|
||||
// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
|
||||
// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT4)->Bind(10);
|
||||
//
|
||||
// shader->SetUniform1i("m_Depth", 5);
|
||||
// shader->SetUniform1i("m_Albedo", 6);
|
||||
// shader->SetUniform1i("m_Normal", 7);
|
||||
// shader->SetUniform1i("m_Material", 8);
|
||||
// shader->SetUniform1i("m_Emissive", 10);
|
||||
// shader->SetUniform("m_Depth", 5);
|
||||
// shader->SetUniform("m_Albedo", 6);
|
||||
// shader->SetUniform("m_Normal", 7);
|
||||
// shader->SetUniform("m_Material", 8);
|
||||
// shader->SetUniform("m_Emissive", 10);
|
||||
//
|
||||
// Renderer::DrawQuad(Matrix4());
|
||||
//}
|
||||
@@ -215,9 +215,9 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
|
||||
shader->Bind();
|
||||
|
||||
auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
|
||||
shader->SetUniformMat4f("u_View", view);
|
||||
shader->SetUniformMat4f("u_Projection", ortho);
|
||||
shader->SetUniformMat4f("u_Model", Matrix4(1.0f));
|
||||
shader->SetUniform("u_View", view);
|
||||
shader->SetUniform("u_Projection", ortho);
|
||||
shader->SetUniform("u_Model", Matrix4(1.0f));
|
||||
Ref<Material> material = ResourceLoader::LoadMaterial(path);
|
||||
material->Bind(shader);
|
||||
Renderer::SphereMesh->Draw(shader, false);
|
||||
@@ -233,15 +233,15 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
|
||||
RenderCommand::Disable(RendererEnum::FACE_CULL);
|
||||
auto shader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
|
||||
shader->Bind();
|
||||
shader->SetUniformVec3("u_EyePosition", Vector3(1, 0, 0));
|
||||
shader->SetUniform1i("LightCount", 0);
|
||||
shader->SetUniform("u_EyePosition", Vector3(1, 0, 0));
|
||||
shader->SetUniform("LightCount", 0);
|
||||
auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
|
||||
shader->SetUniform3f("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
shader->SetUniform3f("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
shader->SetUniform1i("u_DirectionalLight.Shadow", 0);
|
||||
shader->SetUniform1i("u_DisableSSAO", 1);
|
||||
shader->SetUniformMat4f("u_View", view);
|
||||
shader->SetUniformMat4f("u_Projection", ortho);
|
||||
shader->SetUniform("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
shader->SetUniform("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
shader->SetUniform("u_DirectionalLight.Shadow", 0);
|
||||
shader->SetUniform("u_DisableSSAO", 1);
|
||||
shader->SetUniform("u_View", view);
|
||||
shader->SetUniform("u_Projection", ortho);
|
||||
|
||||
m_Framebuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
|
||||
m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(6);
|
||||
@@ -249,11 +249,11 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
|
||||
m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
|
||||
m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT4)->Bind(10);
|
||||
|
||||
shader->SetUniform1i("m_Depth", 5);
|
||||
shader->SetUniform1i("m_Albedo", 6);
|
||||
shader->SetUniform1i("m_Normal", 7);
|
||||
shader->SetUniform1i("m_Material", 8);
|
||||
shader->SetUniform1i("m_Emissive", 10);
|
||||
shader->SetUniform("m_Depth", 5);
|
||||
shader->SetUniform("m_Albedo", 6);
|
||||
shader->SetUniform("m_Normal", 7);
|
||||
shader->SetUniform("m_Material", 8);
|
||||
shader->SetUniform("m_Emissive", 10);
|
||||
|
||||
Renderer::DrawQuad(Matrix4());
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user