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https://github.com/antopilo/Nuake.git
synced 2026-09-15 20:08:54 +03:00
Refactor Shader uniform API + Added back NuakeUI
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@@ -127,9 +127,9 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
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// shader->Bind();
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//
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// auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
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// shader->SetUniformMat4f("u_View", view);
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// shader->SetUniformMat4f("u_Projection", ortho);
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// shader->SetUniformMat4f("u_Model", Matrix4(1.0f));
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// shader->SetUniform("u_View", view);
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// shader->SetUniform("u_Projection", ortho);
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// shader->SetUniform("u_Model", Matrix4(1.0f));
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// Renderer::SphereMesh->Draw(shader, true);
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//}
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//m_Framebuffer->Unbind();
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@@ -143,15 +143,15 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
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// RenderCommand::Disable(RendererEnum::FACE_CULL);
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// auto shader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
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// shader->Bind();
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// shader->SetUniformVec3("u_EyePosition", Vector3(1, 0, 0));
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// shader->SetUniform1i("LightCount", 0);
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// shader->SetUniform("u_EyePosition", Vector3(1, 0, 0));
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// shader->SetUniform("LightCount", 0);
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// auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
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// shader->SetUniform3f("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
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// shader->SetUniform3f("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
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// shader->SetUniform1i("u_DirectionalLight.Shadow", 0);
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// shader->SetUniform1i("u_DisableSSAO", 1);
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// shader->SetUniformMat4f("u_View", view);
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// shader->SetUniformMat4f("u_Projection", ortho);
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// shader->SetUniform("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
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// shader->SetUniform("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
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// shader->SetUniform("u_DirectionalLight.Shadow", 0);
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// shader->SetUniform("u_DisableSSAO", 1);
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// shader->SetUniform("u_View", view);
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// shader->SetUniform("u_Projection", ortho);
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//
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// m_Framebuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
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// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(6);
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@@ -159,11 +159,11 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
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// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
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// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT4)->Bind(10);
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//
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// shader->SetUniform1i("m_Depth", 5);
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// shader->SetUniform1i("m_Albedo", 6);
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// shader->SetUniform1i("m_Normal", 7);
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// shader->SetUniform1i("m_Material", 8);
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// shader->SetUniform1i("m_Emissive", 10);
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// shader->SetUniform("m_Depth", 5);
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// shader->SetUniform("m_Albedo", 6);
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// shader->SetUniform("m_Normal", 7);
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// shader->SetUniform("m_Material", 8);
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// shader->SetUniform("m_Emissive", 10);
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//
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// Renderer::DrawQuad(Matrix4());
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//}
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@@ -215,9 +215,9 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
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shader->Bind();
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auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
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shader->SetUniformMat4f("u_View", view);
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shader->SetUniformMat4f("u_Projection", ortho);
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shader->SetUniformMat4f("u_Model", Matrix4(1.0f));
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shader->SetUniform("u_View", view);
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shader->SetUniform("u_Projection", ortho);
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shader->SetUniform("u_Model", Matrix4(1.0f));
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Ref<Material> material = ResourceLoader::LoadMaterial(path);
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material->Bind(shader);
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Renderer::SphereMesh->Draw(shader, false);
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@@ -233,15 +233,15 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
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RenderCommand::Disable(RendererEnum::FACE_CULL);
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auto shader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
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shader->Bind();
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shader->SetUniformVec3("u_EyePosition", Vector3(1, 0, 0));
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shader->SetUniform1i("LightCount", 0);
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shader->SetUniform("u_EyePosition", Vector3(1, 0, 0));
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shader->SetUniform("LightCount", 0);
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auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
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shader->SetUniform3f("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
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shader->SetUniform3f("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
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shader->SetUniform1i("u_DirectionalLight.Shadow", 0);
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shader->SetUniform1i("u_DisableSSAO", 1);
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shader->SetUniformMat4f("u_View", view);
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shader->SetUniformMat4f("u_Projection", ortho);
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shader->SetUniform("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
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shader->SetUniform("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
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shader->SetUniform("u_DirectionalLight.Shadow", 0);
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shader->SetUniform("u_DisableSSAO", 1);
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shader->SetUniform("u_View", view);
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shader->SetUniform("u_Projection", ortho);
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m_Framebuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
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m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(6);
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@@ -249,11 +249,11 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
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m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
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m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT4)->Bind(10);
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shader->SetUniform1i("m_Depth", 5);
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shader->SetUniform1i("m_Albedo", 6);
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shader->SetUniform1i("m_Normal", 7);
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shader->SetUniform1i("m_Material", 8);
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shader->SetUniform1i("m_Emissive", 10);
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shader->SetUniform("m_Depth", 5);
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shader->SetUniform("m_Albedo", 6);
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shader->SetUniform("m_Normal", 7);
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shader->SetUniform("m_Material", 8);
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shader->SetUniform("m_Emissive", 10);
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Renderer::DrawQuad(Matrix4());
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}
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