refactor(render): unify model and player rendering with single shader pipeline

This commit is contained in:
2026-07-25 13:29:52 +08:00
parent 2e3b4f4f0f
commit 2568eb7d18
11 changed files with 67 additions and 117 deletions

View File

@@ -51,7 +51,6 @@ void WorldRenderer::render(ClientWorld& world) {
render_world(world);
render_outline(world);
render_entity(world);
render_player(world);
FrameBuffer::unbind();
@@ -291,31 +290,19 @@ void WorldRenderer::render_outline(ClientWorld& world) {
}
}
void WorldRenderer::render_entity(ClientWorld& world) {
glEnable(GL_DEPTH_TEST);
auto& registry = world.get_registry();
auto view = registry.view<Transform, Model>();
auto& shader = m_renderer.get_shader("model_shader");
shader.use();
for (auto entity : view) {
auto [transform, model] = view.get<Transform, Model>(entity);
m_renderer.model_renderer().render_model(model.name, transform.pos,
world.world_scene().camera());
}
}
void WorldRenderer::shadow_entity(ClientWorld& world,
const glm::mat4& light_matrix) {
auto& registry = world.get_registry();
auto view = registry.view<Transform, Model>();
auto& shader = m_renderer.get_shader("depth_model");
shader.use();
shader.set_loc("lightSpaceMatrix", light_matrix);
for (auto entity : view) {
auto [transform, model] = view.get<Transform, Model>(entity);
m_renderer.model_renderer().shadow_pass(model.name, transform.pos,
light_matrix,
world.world_scene().camera());
}
m_player_renderer.shadow_render(shader, world);
}
void WorldRenderer::shadow_map_generate(ClientWorld& world) {
@@ -422,10 +409,6 @@ void WorldRenderer::shadow_map_generate(ClientWorld& world) {
}
shadow_entity(world, light_space_matrix);
// player
auto& player_shadow = m_renderer.get_shader("depth_model");
m_player_renderer.shadow_render(player_shadow, light_space_matrix, world);
}
void WorldRenderer::render_underwater(ClientWorld& world) {
@@ -707,8 +690,8 @@ void WorldRenderer::render_transparent_block(const glm::mat4& mv_mat,
glBindVertexArray(0);
}
void WorldRenderer::render_player(ClientWorld& world) {
auto& shader = m_renderer.get_shader("player");
void WorldRenderer::render_entity(ClientWorld& world) {
auto& shader = m_renderer.get_shader("model_shader");
shader.use();
glm::vec3 light_dir_view =
glm::normalize(glm::mat3(view_matrix) * m_parallel_light.lightdir);
@@ -729,6 +712,16 @@ void WorldRenderer::render_player(ClientWorld& world) {
// shader.set_loc("skyColor", m_sky_uniform.sky_top);
m_depth_map_texture->bind(0);
glEnable(GL_DEPTH_TEST);
auto& registry = world.get_registry();
auto view = registry.view<Transform, Model>();
for (auto entity : view) {
auto [transform, model] = view.get<Transform, Model>(entity);
m_renderer.model_renderer().render_model(model.name, transform.pos,
world.world_scene().camera());
}
m_player_renderer.render(shader, world);
}