mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-08 17:57:02 +08:00
refactor(render): unify model and player rendering with single shader pipeline
This commit is contained in:
@@ -14,7 +14,7 @@ public:
|
||||
Camera& camera);
|
||||
|
||||
void shadow_pass(const std::string& name, const glm::vec3& pos,
|
||||
const glm::mat4& light_matrix, Camera& camera);
|
||||
Camera& camera);
|
||||
|
||||
private:
|
||||
Renderer& m_renderer;
|
||||
|
||||
@@ -14,8 +14,7 @@ public:
|
||||
~PlayerRenderer();
|
||||
void init();
|
||||
void render(const Shader& shader, ClientWorld& world);
|
||||
void shadow_render(const Shader& shader, glm::mat4& light_matrix,
|
||||
ClientWorld& world);
|
||||
void shadow_render(const Shader& shader, ClientWorld& world);
|
||||
|
||||
private:
|
||||
struct PlayerVertex {
|
||||
|
||||
@@ -132,9 +132,8 @@ private:
|
||||
|
||||
void render_underwater(ClientWorld& world);
|
||||
void render_outline(ClientWorld& world);
|
||||
void render_entity(ClientWorld& world);
|
||||
void shadow_entity(ClientWorld& world, const glm::mat4& light_matrix);
|
||||
void render_player(ClientWorld& world);
|
||||
void render_entity(ClientWorld& world);
|
||||
|
||||
void render_normal_block(const glm::mat4& model_mat,
|
||||
const glm::mat4& mv_mat, const glm::mat4& norm_mat,
|
||||
|
||||
Reference in New Issue
Block a user