post-processing test
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parent
e7af5830cf
commit
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13
res/shaders/screen.glslf
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13
res/shaders/screen.glslf
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@ -0,0 +1,13 @@
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in vec2 v_coord;
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out vec4 f_color;
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uniform sampler2D u_texture0;
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uniform float u_timer;
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void main(){
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vec2 coord = v_coord;
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coord.x += sin(u_timer*5.0+coord.x*4.0) * 0.02;
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coord.y += cos(u_timer*5.0+coord.y*4.0) * 0.02;
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f_color = texture(u_texture0, coord);
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}
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12
res/shaders/screen.glslv
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12
res/shaders/screen.glslv
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@ -0,0 +1,12 @@
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layout (location = 0) in vec2 v_position;
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out vec2 v_coord;
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uniform ivec2 u_screenSize;
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uniform float u_timer;
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void main(){
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v_coord = v_position * 0.5 + 0.5;
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gl_Position = vec4(v_position, 0.0, 1.0);
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}
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@ -74,6 +74,7 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, const Content* content) {
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/gui/cross.png", "gui/cross");
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if (content) {
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/ui3d", "ui3d");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/screen", "screen");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/background", "background");
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/skybox_gen", "skybox_gen");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/moon.png", "misc/moon");
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@ -14,6 +14,7 @@
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#include "../graphics/Batch3D.h"
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#include "../graphics/Texture.h"
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#include "../graphics/LineBatch.h"
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#include "../graphics/PostProcessing.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/Chunk.h"
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#include "../voxels/Block.h"
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@ -39,6 +40,7 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* pl
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level(frontend->getLevel()),
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player(player)
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{
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postProcessing = std::make_unique<PostProcessing>();
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frustumCulling = std::make_unique<Frustum>();
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lineBatch = std::make_unique<LineBatch>();
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renderer = std::make_unique<ChunksRenderer>(
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@ -139,8 +141,6 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
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void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible){
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EngineSettings& settings = engine->getSettings();
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Window::clearDepth();
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skybox->refresh(pctx, level->world->daytime, 1.0f+fog*2.0f, 4);
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const Content* content = level->content;
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@ -153,116 +153,136 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
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const Viewport& viewport = pctx.getViewport();
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int displayWidth = viewport.getWidth();
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int displayHeight = viewport.getHeight();
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// Drawing background sky plane
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skybox->draw(pctx, camera, assets, level->getWorld()->daytime, fog);
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// Actually world render with depth buffer on
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// World render scope with diegetic HUD included
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{
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GfxContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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GfxContext wctx = pctx.sub();
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postProcessing->use(wctx);
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
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Window::clearDepth();
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// Setting up main shader
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shader->use();
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shader->uniformMatrix("u_proj", camera->getProjection());
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_gamma", settings.graphics.gamma);
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
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shader->uniform1f("u_dayTime", level->world->daytime);
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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// Light emission when an emissive item is chosen
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// Drawing background sky plane
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skybox->draw(pctx, camera, assets, level->getWorld()->daytime, fog);
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// Actually world render with depth buffer on
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{
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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auto item = indices->getItemDef(stack.getItemId());
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float multiplier = 0.5f;
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shader->uniform3f("u_torchlightColor",
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item->emission[0] / 15.0f * multiplier,
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item->emission[1] / 15.0f * multiplier,
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item->emission[2] / 15.0f * multiplier
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);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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GfxContext ctx = wctx.sub();
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ctx.setDepthTest(true);
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ctx.setCullFace(true);
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance-2);
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// Setting up main shader
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shader->use();
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shader->uniformMatrix("u_proj", camera->getProjection());
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_gamma", settings.graphics.gamma);
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shader->uniform1f("u_fogFactor", fogFactor);
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shader->uniform1f("u_fogCurve", settings.graphics.fogCurve);
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shader->uniform1f("u_dayTime", level->world->daytime);
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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// Light emission when an emissive item is chosen
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{
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auto inventory = player->getInventory();
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ItemStack& stack = inventory->getSlot(player->getChosenSlot());
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auto item = indices->getItemDef(stack.getItemId());
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float multiplier = 0.5f;
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shader->uniform3f("u_torchlightColor",
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item->emission[0] / 15.0f * multiplier,
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item->emission[1] / 15.0f * multiplier,
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item->emission[2] / 15.0f * multiplier
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);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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}
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// Binding main shader textures
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skybox->bind();
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atlas->getTexture()->bind();
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drawChunks(level->chunks.get(), camera, shader);
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// Selected block
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if (PlayerController::selectedBlockId != -1 && hudVisible){
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blockid_t id = PlayerController::selectedBlockId;
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auto block = indices->getBlockDef(id);
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const glm::vec3 pos = PlayerController::selectedBlockPosition;
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const glm::vec3 point = PlayerController::selectedPointPosition;
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const glm::vec3 norm = PlayerController::selectedBlockNormal;
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std::vector<AABB>& hitboxes = block->rotatable
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? block->rt.hitboxes[PlayerController::selectedBlockStates]
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: block->hitboxes;
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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for (auto& hitbox: hitboxes) {
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const glm::vec3 center = pos + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
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if (player->debug) {
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lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
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}
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}
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lineBatch->render();
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}
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skybox->unbind();
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}
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// Binding main shader textures
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skybox->bind();
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atlas->getTexture()->bind();
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drawChunks(level->chunks.get(), camera, shader);
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// Selected block
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if (PlayerController::selectedBlockId != -1 && hudVisible){
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blockid_t id = PlayerController::selectedBlockId;
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auto block = indices->getBlockDef(id);
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const glm::vec3 pos = PlayerController::selectedBlockPosition;
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const glm::vec3 point = PlayerController::selectedPointPosition;
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const glm::vec3 norm = PlayerController::selectedBlockNormal;
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std::vector<AABB>& hitboxes = block->rotatable
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? block->rt.hitboxes[PlayerController::selectedBlockStates]
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: block->hitboxes;
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if (hudVisible && player->debug) {
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GfxContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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linesShader->use();
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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lineBatch->lineWidth(2.0f);
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for (auto& hitbox: hitboxes) {
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const glm::vec3 center = pos + hitbox.center();
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const glm::vec3 size = hitbox.size();
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lineBatch->box(center, size + glm::vec3(0.02), glm::vec4(0.f, 0.f, 0.f, 0.5f));
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if (player->debug) {
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lineBatch->line(point, point+norm*0.5f, glm::vec4(1.0f, 0.0f, 1.0f, 1.0f));
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}
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if (settings.debug.showChunkBorders){
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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glm::vec3 coord = player->camera->position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv((int)coord.x, CHUNK_W);
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int cz = floordiv((int)coord.z, CHUNK_D);
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drawBorders(cx * CHUNK_W, 0, cz * CHUNK_D,
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(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D);
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}
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float length = 40.f;
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glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix("u_projview", glm::ortho(
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0.f, (float)displayWidth,
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0.f, (float)displayHeight,
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-length, length) * model * glm::inverse(camera->rotation));
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ctx.setDepthTest(false);
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lineBatch->lineWidth(4.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
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lineBatch->render();
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ctx.setDepthTest(true);
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lineBatch->lineWidth(2.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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lineBatch->render();
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}
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skybox->unbind();
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}
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if (hudVisible && player->debug) {
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{
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GfxContext ctx = pctx.sub();
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ctx.setDepthTest(true);
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linesShader->use();
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if (settings.debug.showChunkBorders){
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linesShader->uniformMatrix("u_projview", camera->getProjView());
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glm::vec3 coord = player->camera->position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv((int)coord.x, CHUNK_W);
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int cz = floordiv((int)coord.z, CHUNK_D);
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drawBorders(cx * CHUNK_W, 0, cz * CHUNK_D,
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(cx + 1) * CHUNK_W, CHUNK_H, (cz + 1) * CHUNK_D);
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}
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float length = 40.f;
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glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix("u_projview", glm::ortho(
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0.f, (float)displayWidth,
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0.f, (float)displayHeight,
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-length, length) * model * glm::inverse(camera->rotation));
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ctx.setDepthTest(false);
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lineBatch->lineWidth(4.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 0.f, 1.f);
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lineBatch->render();
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auto shader = assets->getShader("screen");
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shader->use();
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shader->uniform1f("u_timer", Window::time());
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shader->uniform1f("u_dayTime", level->world->daytime);
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ctx.setDepthTest(true);
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lineBatch->lineWidth(2.0f);
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lineBatch->line(0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 0.f, 1.f);
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lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
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lineBatch->render();
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postProcessing->render(ctx, shader);
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}
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}
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@ -20,17 +20,18 @@ class Batch3D;
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class LineBatch;
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class ChunksRenderer;
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class Shader;
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class Texture;
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class Frustum;
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class Engine;
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class Chunks;
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class LevelFrontend;
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class Skybox;
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class PostProcessing;
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class WorldRenderer {
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Engine* engine;
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Level* level;
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Player* player;
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std::unique_ptr<PostProcessing> postProcessing;
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std::unique_ptr<Frustum> frustumCulling;
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std::unique_ptr<LineBatch> lineBatch;
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std::unique_ptr<ChunksRenderer> renderer;
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@ -23,7 +23,7 @@ Framebuffer::Framebuffer(uint width, uint height, bool alpha)
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// Setup color attachment (texture)
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GLuint tex;
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GLuint format = alpha ? GL_RGBA : GL_RGB;
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format = alpha ? GL_RGBA : GL_RGB;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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@ -55,6 +55,16 @@ void Framebuffer::unbind() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void Framebuffer::resize(uint width, uint height) {
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if (this->width == width && this->height == height) {
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return;
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}
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GLuint texid = texture->getId();
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texture->bind();
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, nullptr);
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texture->unbind();
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}
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Texture* Framebuffer::getTexture() const {
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return texture.get();
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}
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@ -8,22 +8,35 @@
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class Texture;
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class Framebuffer {
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uint fbo;
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uint depth;
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uint width;
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uint height;
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std::unique_ptr<Texture> texture;
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uint fbo;
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uint depth;
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uint width;
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uint height;
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uint format;
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std::unique_ptr<Texture> texture;
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public:
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Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture);
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Framebuffer(uint width, uint height, bool alpha=false);
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~Framebuffer();
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Framebuffer(uint fbo, uint depth, std::unique_ptr<Texture> texture);
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Framebuffer(uint width, uint height, bool alpha=false);
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~Framebuffer();
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void bind();
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void unbind();
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/// @brief Use framebuffer
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void bind();
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Texture* getTexture() const;
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uint getWidth() const;
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uint getHeight() const;
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/// @brief Stop using framebuffer
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void unbind();
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/// @brief Update framebuffer texture size
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/// @param width new width
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/// @param height new height
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void resize(uint width, uint height);
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/// @brief Get framebuffer color attachment
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Texture* getTexture() const;
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/// @brief Get framebuffer width
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uint getWidth() const;
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/// @brief Get framebuffer height
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uint getHeight() const;
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};
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#endif /* SRC_GRAPHICS_FRAMEBUFFER_H_ */
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@ -31,7 +31,7 @@ GfxContext::~GfxContext() {
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fbo->unbind();
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}
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if (parent->fbo) {
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fbo->bind();
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parent->fbo->bind();
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}
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}
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42
src/graphics/PostProcessing.cpp
Normal file
42
src/graphics/PostProcessing.cpp
Normal file
@ -0,0 +1,42 @@
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#include "PostProcessing.h"
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#include "Mesh.h"
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#include "Shader.h"
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#include "Texture.h"
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#include "Framebuffer.h"
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#include <stdexcept>
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PostProcessing::PostProcessing() {
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// Fullscreen quad mesh bulding
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float vertices[] {
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-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
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-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
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};
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vattr attrs[] {{2}, {0}};
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quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
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}
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PostProcessing::~PostProcessing() {
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}
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void PostProcessing::use(GfxContext& context) {
|
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const auto& vp = context.getViewport();
|
||||
if (fbo) {
|
||||
fbo->resize(vp.getWidth(), vp.getHeight());
|
||||
} else {
|
||||
fbo = std::make_unique<Framebuffer>(vp.getWidth(), vp.getHeight());
|
||||
}
|
||||
context.setFramebuffer(fbo.get());
|
||||
}
|
||||
|
||||
void PostProcessing::render(GfxContext& context, Shader* screenShader) {
|
||||
if (fbo == nullptr) {
|
||||
throw std::runtime_error("'use(...)' was never called");
|
||||
}
|
||||
|
||||
const auto& viewport = context.getViewport();
|
||||
screenShader->use();
|
||||
screenShader->uniform2i("u_screenSize", viewport.size());
|
||||
fbo->getTexture()->bind();
|
||||
quadMesh->draw();
|
||||
}
|
||||
37
src/graphics/PostProcessing.h
Normal file
37
src/graphics/PostProcessing.h
Normal file
@ -0,0 +1,37 @@
|
||||
#ifndef GRAPHICS_POST_PROCESSING_H_
|
||||
#define GRAPHICS_POST_PROCESSING_H_
|
||||
|
||||
#include "Viewport.h"
|
||||
#include "GfxContext.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
class Mesh;
|
||||
class Shader;
|
||||
class Framebuffer;
|
||||
|
||||
/// @brief Framebuffer with blitting with shaders.
|
||||
/// @attention Current implementation does not support multiple render passes
|
||||
/// for multiple effects. Will be implemented in v0.21
|
||||
class PostProcessing {
|
||||
/// @brief Main framebuffer (lasy field)
|
||||
std::unique_ptr<Framebuffer> fbo;
|
||||
/// @brief Fullscreen quad mesh as the post-processing canvas
|
||||
std::unique_ptr<Mesh> quadMesh;
|
||||
public:
|
||||
PostProcessing();
|
||||
~PostProcessing();
|
||||
|
||||
/// @brief Prepare and bind framebuffer
|
||||
/// @param context graphics context will be modified
|
||||
void use(GfxContext& context);
|
||||
|
||||
/// @brief Render fullscreen quad using the passed shader
|
||||
/// with framebuffer texture bound
|
||||
/// @param context graphics context
|
||||
/// @param screenShader shader used for fullscreen quad
|
||||
/// @throws std::runtime_error if use(...) wasn't called before
|
||||
void render(GfxContext& context, Shader* screenShader);
|
||||
};
|
||||
|
||||
#endif // GRAPHICS_POST_PROCESSING_H_
|
||||
@ -52,6 +52,11 @@ void Shader::uniform2f(std::string name, glm::vec2 xy){
|
||||
glUniform2f(transformLoc, xy.x, xy.y);
|
||||
}
|
||||
|
||||
void Shader::uniform2i(std::string name, glm::ivec2 xy){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniform2i(transformLoc, xy.x, xy.y);
|
||||
}
|
||||
|
||||
void Shader::uniform3f(std::string name, float x, float y, float z){
|
||||
GLuint transformLoc = glGetUniformLocation(id, name.c_str());
|
||||
glUniform3f(transformLoc, x,y,z);
|
||||
|
||||
@ -21,6 +21,7 @@ public:
|
||||
void uniform1f(std::string name, float x);
|
||||
void uniform2f(std::string name, float x, float y);
|
||||
void uniform2f(std::string name, glm::vec2 xy);
|
||||
void uniform2i(std::string name, glm::ivec2 xy);
|
||||
void uniform3f(std::string name, float x, float y, float z);
|
||||
void uniform3f(std::string name, glm::vec3 xyz);
|
||||
|
||||
|
||||
@ -14,8 +14,8 @@ public:
|
||||
virtual uint getWidth() const;
|
||||
virtual uint getHeight() const;
|
||||
|
||||
glm::vec2 size() const {
|
||||
return glm::vec2(width, height);
|
||||
glm::ivec2 size() const {
|
||||
return glm::ivec2(width, height);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user