Graphics: Make use of shader binding sets

This commit is contained in:
Jérôme Leclercq
2021-06-16 14:47:54 +02:00
parent 5559fe1af7
commit 3cd9172f7a
49 changed files with 592 additions and 792 deletions

View File

@@ -0,0 +1,43 @@
// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/WorldInstance.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
inline std::shared_ptr<AbstractBuffer>& WorldInstance::GetInstanceBuffer()
{
return m_instanceDataBuffer;
}
inline const std::shared_ptr<AbstractBuffer>& WorldInstance::GetInstanceBuffer() const
{
return m_instanceDataBuffer;
}
inline ShaderBinding& WorldInstance::GetShaderBinding()
{
return *m_shaderBinding;
}
inline void WorldInstance::UpdateWorldMatrix(const Matrix4f& worldMatrix)
{
m_worldMatrix = worldMatrix;
if (!m_worldMatrix.GetInverseAffine(&m_invWorldMatrix))
NazaraError("failed to inverse world matrix");
m_dataInvalided = true;
}
inline void WorldInstance::UpdateWorldMatrix(const Matrix4f& worldMatrix, const Matrix4f& invWorldMatrix)
{
m_worldMatrix = worldMatrix;
m_invWorldMatrix = invWorldMatrix;
m_dataInvalided = true;
}
}
#include <Nazara/Graphics/DebugOff.hpp>