mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-21 18:17:03 +08:00
refactor: remove unused uniforms and set cameraPos uniform outside lambda
This commit is contained in:
@@ -22,7 +22,6 @@ uniform float ambientStrength;
|
|||||||
uniform vec3 sunlightColor;
|
uniform vec3 sunlightColor;
|
||||||
uniform vec3 ambientColor;
|
uniform vec3 ambientColor;
|
||||||
uniform vec3 sunlightDir;
|
uniform vec3 sunlightDir;
|
||||||
uniform vec3 cameraPos;
|
|
||||||
uniform bool shader_on;
|
uniform bool shader_on;
|
||||||
uniform float specularStrength;
|
uniform float specularStrength;
|
||||||
|
|
||||||
|
|||||||
@@ -819,7 +819,6 @@ void Renderer::render_world() {
|
|||||||
accum_shader.set_loc("mv_matrix", m_mv_mat);
|
accum_shader.set_loc("mv_matrix", m_mv_mat);
|
||||||
accum_shader.set_loc("proj_matrix", m_p_mat);
|
accum_shader.set_loc("proj_matrix", m_p_mat);
|
||||||
accum_shader.set_loc("norm_matrix", m_norm_mat);
|
accum_shader.set_loc("norm_matrix", m_norm_mat);
|
||||||
accum_shader.set_loc("lightSpaceMatrix", light_space_matrix);
|
|
||||||
accum_shader.set_loc("ambientStrength", m_ambient_strength);
|
accum_shader.set_loc("ambientStrength", m_ambient_strength);
|
||||||
accum_shader.set_loc("sunlightColor",
|
accum_shader.set_loc("sunlightColor",
|
||||||
m_parallel_light.directional_light_color);
|
m_parallel_light.directional_light_color);
|
||||||
@@ -828,14 +827,13 @@ void Renderer::render_world() {
|
|||||||
accum_shader.set_loc("sunlightDir", light_dir_view);
|
accum_shader.set_loc("sunlightDir", light_dir_view);
|
||||||
accum_shader.set_loc("shader_on", m_shader_on);
|
accum_shader.set_loc("shader_on", m_shader_on);
|
||||||
accum_shader.set_loc("specularStrength", m_specular_strength);
|
accum_shader.set_loc("specularStrength", m_specular_strength);
|
||||||
accum_shader.set_loc("cameraPos", m_camera.get_camera_pos());
|
|
||||||
};
|
};
|
||||||
|
|
||||||
auto& accum_shader = get_shader("accum");
|
auto& accum_shader = get_shader("accum");
|
||||||
accum_shader.use();
|
accum_shader.use();
|
||||||
|
|
||||||
set_accum_loc(accum_shader);
|
set_accum_loc(accum_shader);
|
||||||
|
accum_shader.set_loc("cameraPos", m_camera.get_camera_pos());
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
|
glBindTexture(GL_TEXTURE_2D_ARRAY, m_texture_manager.get_texture_array());
|
||||||
for (const auto& snapshot : m_render_snapshots) {
|
for (const auto& snapshot : m_render_snapshots) {
|
||||||
|
|||||||
Reference in New Issue
Block a user