Graphics/DepthRenderTechnique: No longer require a viewer
Fixes crash
This commit is contained in:
parent
cb447e4db7
commit
ff5b72b469
|
|
@ -55,7 +55,6 @@ namespace Nz
|
|||
NazaraSlot(Shader, OnShaderRelease, shaderReleaseSlot);
|
||||
|
||||
// Autre uniformes
|
||||
int eyePosition;
|
||||
int sceneAmbient;
|
||||
int textureOverlay;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -212,8 +212,6 @@ namespace Nz
|
|||
|
||||
void DepthRenderTechnique::DrawBasicSprites(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
|
|
@ -240,8 +238,6 @@ namespace Nz
|
|||
|
||||
// Ambiant color of the scene
|
||||
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||
// Position of the camera
|
||||
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
|
@ -330,8 +326,6 @@ namespace Nz
|
|||
|
||||
void DepthRenderTechnique::DrawBillboards(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
|
|
@ -361,8 +355,6 @@ namespace Nz
|
|||
|
||||
// Ambiant color of the scene
|
||||
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||
// Position of the camera
|
||||
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
|
@ -423,8 +415,6 @@ namespace Nz
|
|||
|
||||
// Ambiant color of the scene
|
||||
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||
// Position of the camera
|
||||
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
|
@ -501,8 +491,6 @@ namespace Nz
|
|||
|
||||
void DepthRenderTechnique::DrawOpaqueModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const
|
||||
{
|
||||
NazaraAssert(sceneData.viewer, "Invalid viewer");
|
||||
|
||||
const Shader* lastShader = nullptr;
|
||||
const ShaderUniforms* shaderUniforms = nullptr;
|
||||
|
||||
|
|
@ -526,8 +514,6 @@ namespace Nz
|
|||
|
||||
// Ambiant color of the scene
|
||||
shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
|
||||
// Position of the camera
|
||||
shader->SendVector(shaderUniforms->eyePosition, sceneData.viewer->GetEyePosition());
|
||||
|
||||
lastShader = shader;
|
||||
}
|
||||
|
|
@ -641,7 +627,6 @@ namespace Nz
|
|||
uniforms.shaderReleaseSlot.Connect(shader->OnShaderRelease, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||
uniforms.shaderUniformInvalidatedSlot.Connect(shader->OnShaderUniformInvalidated, this, &DepthRenderTechnique::OnShaderInvalidated);
|
||||
|
||||
uniforms.eyePosition = shader->GetUniformLocation("EyePosition");
|
||||
uniforms.textureOverlay = shader->GetUniformLocation("TextureOverlay");
|
||||
|
||||
it = m_shaderUniforms.emplace(shader, std::move(uniforms)).first;
|
||||
|
|
|
|||
Loading…
Reference in New Issue