Further shader compilation development.

This commit is contained in:
zy4n
2025-03-22 17:40:08 +01:00
parent e01b8c2e09
commit 510398423a
45 changed files with 1567 additions and 1097 deletions

View File

@@ -1,6 +1,6 @@
#include "rendering/batch_renderers/mesh_batch_renderer.hpp"
#include "shader_program/uniforms/mesh_uniforms.hpp"
#include "shading/uniforms/mesh_uniforms.hpp"
#include "util/unroll_bool_template.hpp"
#include "util/logger.hpp" // TODO remove
#include <bitset> // TODOE remove
@@ -65,7 +65,7 @@ std::optional<mesh_batch_renderer::id_type> mesh_batch_renderer::add(
ztu::logger::debug("vertex_comps: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(vertex_comps)) });
ztu::logger::debug("material_comps: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(material_comps)) });
ztu::logger::debug("lit reqs: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(shader_program::features::mesh::lit.uniforms)) });
ztu::logger::debug("lit reqs: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(shading::features::mesh::lit.uniforms)) });
for (std::size_t i{}; i != requirements::mesh::all.size(); ++i)
@@ -198,7 +198,7 @@ void render_mesh_batch(
ztu::logger::debug("textured: % alpha: % lit: %", Textured, Alpha, Lit);*/
namespace uniforms = shader_program::uniforms::mesh;
namespace uniforms = shading::uniforms::mesh;
for (std::size_t i{}; i != meshes.size(); ++i)
{
@@ -254,7 +254,7 @@ void mesh_batch_renderer::render(
const lighting_setup& lights
) {
namespace uniforms = shader_program::uniforms::mesh;
namespace uniforms = shading::uniforms::mesh;
const auto render_mode_index = static_cast<int>(render_mode);

View File

@@ -3,7 +3,7 @@
#include <algorithm>
#include "rendering/requirements/point_cloud_requirements.hpp"
#include "shader_program/uniforms/point_cloud_uniforms.hpp"
#include "shading/uniforms/point_cloud_uniforms.hpp"
#include "util/unroll_bool_template.hpp"
namespace rendering
@@ -149,7 +149,7 @@ void render_point_cloud_batch(
const auto point_clouds = batch.point_clouds();
const auto transforms = batch.transforms();
namespace uniforms = shader_program::uniforms::point_cloud;
namespace uniforms = shading::uniforms::point_cloud;
for (std::size_t i{}; i != point_clouds.size(); ++i)
{
@@ -194,7 +194,7 @@ void point_cloud_batch_renderer::render(
const lighting_setup&
) {
namespace uniforms = shader_program::uniforms::point_cloud;
namespace uniforms = shading::uniforms::point_cloud;
const auto render_mode_index = static_cast<std::size_t>(render_mode);