Uniform buffer objects (#1127)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
This commit is contained in:
committed by
Bart Louwers
parent
bbb8bf3c1e
commit
d8ea91de98
@@ -234,10 +234,10 @@ void Renderer::Impl::render(const RenderTree& renderTree) {
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matrix = tileMat;
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}
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if (auto& shader = drawable.getShader()) {
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shader->setUniform("u_matrix", 0, util::convert<float>(matrix));
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shader->updateUniforms();
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}
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gfx::DrawableUBO drawableUBO;
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drawableUBO.matrix = util::convert<float>(matrix);
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auto uniformBuffer = context.createUniformBuffer(&drawableUBO, sizeof(drawableUBO));
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drawable.mutableUniformBuffers().addOrReplace("DrawableUBO", uniformBuffer);
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drawable.draw(parameters);
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}
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@@ -261,7 +261,7 @@ void Renderer::Impl::render(const RenderTree& renderTree) {
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for (auto it = layerRenderItems.rbegin(); it != layerRenderItems.rend(); ++it, ++i) {
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parameters.currentLayer = i;
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const RenderItem& renderItem = it->get();
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if (renderItem.getName() == "background") { // Replaced by drawables, above
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if (renderItem.getName() == "background") {
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continue;
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}
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if (renderItem.hasRenderPass(parameters.pass)) {
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