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

@@ -46,8 +46,8 @@ namespace Nz
}
MaterialSettings::SharedUniformBlock uniformBlock = {
0, //< FIXME
"Light",
"LightData",
std::move(lightDataVariables)
};
@@ -67,31 +67,6 @@ namespace Nz
return instanceData;
}
MaterialSettings::SharedUniformBlock PredefinedInstanceData::GetUniformBlock()
{
PredefinedInstanceData instanceData = GetOffsets();
std::vector<MaterialSettings::UniformVariable> instanceDataVariables;
instanceDataVariables.assign({
{
"WorldMatrix",
instanceData.worldMatrixOffset
},
{
"InvWorldMatrix",
instanceData.invWorldMatrixOffset
},
});
MaterialSettings::SharedUniformBlock uniformBlock = {
"Instance",
"InstanceData",
std::move(instanceDataVariables)
};
return uniformBlock;
}
PredefinedViewerData PredefinedViewerData::GetOffsets()
{
FieldOffsets viewerStruct(StructLayout::Std140);
@@ -111,57 +86,4 @@ namespace Nz
return viewerData;
}
MaterialSettings::SharedUniformBlock PredefinedViewerData::GetUniformBlock()
{
PredefinedViewerData viewerData = GetOffsets();
std::vector<MaterialSettings::UniformVariable> viewerDataVariables;
viewerDataVariables.assign({
{
"ProjMatrix",
viewerData.projMatrixOffset
},
{
"InvProjMatrix",
viewerData.invProjMatrixOffset
},
{
"ViewMatrix",
viewerData.viewMatrixOffset
},
{
"InvViewMatrix",
viewerData.invViewMatrixOffset
},
{
"ViewProjMatrix",
viewerData.viewProjMatrixOffset
},
{
"InvViewProjMatrix",
viewerData.invViewProjMatrixOffset
},
{
"TargetSize",
viewerData.targetSizeOffset
},
{
"InvTargetSize",
viewerData.invTargetSizeOffset
},
{
"EyePosition",
viewerData.eyePositionOffset
}
});
MaterialSettings::SharedUniformBlock uniformBlock = {
"Viewer",
"ViewerData",
std::move(viewerDataVariables)
};
return uniformBlock;
}
}