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https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Refactored uniform types.
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@@ -316,14 +316,13 @@ struct Uniforms
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m_lightRgbInnerR[ii][3] = 1.0f;
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}
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u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv);
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u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Uniform4fv);
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u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Uniform4fv);
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u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Uniform4fv);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f );
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS);
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u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
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u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Vec4);
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u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Vec4);
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u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS);
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}
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//call this once at initialization
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@@ -334,12 +333,6 @@ struct Uniforms
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bgfx::setUniform(u_specular_shininess, &m_specular_shininess);
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}
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//call this once per frame
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void submitPerFrameUniforms()
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{
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bgfx::setUniform(u_time, &m_time);
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}
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//call this before each draw call
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void submitPerDrawUniforms()
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{
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@@ -356,7 +349,6 @@ struct Uniforms
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bgfx::destroyUniform(u_diffuse);
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bgfx::destroyUniform(u_specular_shininess);
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bgfx::destroyUniform(u_color);
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bgfx::destroyUniform(u_time);
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bgfx::destroyUniform(u_lightPosRadius);
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bgfx::destroyUniform(u_lightRgbInnerR);
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}
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@@ -399,7 +391,6 @@ struct Uniforms
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bgfx::UniformHandle u_diffuse;
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bgfx::UniformHandle u_specular_shininess;
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bgfx::UniformHandle u_color;
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bgfx::UniformHandle u_time;
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bgfx::UniformHandle u_lightPosRadius;
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bgfx::UniformHandle u_lightRgbInnerR;
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};
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@@ -873,7 +864,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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s_uniforms.init();
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s_uniforms.submitConstUniforms();
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u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
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u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Int1);
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bgfx::ProgramHandle programTextureLightning = loadProgram("vs_stencil_texture_lightning", "fs_stencil_texture_lightning");
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bgfx::ProgramHandle programColorLightning = loadProgram("vs_stencil_color_lightning", "fs_stencil_color_lightning" );
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@@ -1001,7 +992,6 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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s_uniforms.m_params.m_lightCount = settings_numLights;
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s_uniforms.m_params.m_lightIndex = 0.0f;
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s_uniforms.m_color[3] = settings_reflectionValue;
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s_uniforms.submitPerFrameUniforms();
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// Time.
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int64_t now = bx::getHPCounter();
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