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