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Rename IShaderConstantSetter

This commit is contained in:
sfan5 2025-04-17 22:15:14 +02:00
parent 4c4e296274
commit b2c2a6ff47
9 changed files with 55 additions and 55 deletions

View file

@ -188,7 +188,7 @@ public:
typedef s32 SamplerLayer_t;
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
class GameGlobalShaderUniformSetter : public IShaderUniformSetter
{
Sky *m_sky;
Client *m_client;
@ -247,12 +247,12 @@ public:
static void settingsCallback(const std::string &name, void *userdata)
{
reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
reinterpret_cast<GameGlobalShaderUniformSetter*>(userdata)->onSettingsChange(name);
}
void setSky(Sky *sky) { m_sky = sky; }
GameGlobalShaderConstantSetter(Sky *sky, Client *client) :
GameGlobalShaderUniformSetter(Sky *sky, Client *client) :
m_sky(sky),
m_client(client)
{
@ -264,12 +264,12 @@ public:
m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
}
~GameGlobalShaderConstantSetter()
~GameGlobalShaderUniformSetter()
{
g_settings->deregisterAllChangedCallbacks(this);
}
void onSetConstants(video::IMaterialRendererServices *services) override
void onSetUniforms(video::IMaterialRendererServices *services) override
{
u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
video::SColorf sunlight;
@ -395,28 +395,28 @@ public:
};
class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
class GameGlobalShaderUniformSetterFactory : public IShaderUniformSetterFactory
{
Sky *m_sky = nullptr;
Client *m_client;
std::vector<GameGlobalShaderConstantSetter *> created_nosky;
std::vector<GameGlobalShaderUniformSetter *> created_nosky;
public:
GameGlobalShaderConstantSetterFactory(Client *client) :
GameGlobalShaderUniformSetterFactory(Client *client) :
m_client(client)
{}
void setSky(Sky *sky)
{
m_sky = sky;
for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
for (GameGlobalShaderUniformSetter *ggscs : created_nosky) {
ggscs->setSky(m_sky);
}
created_nosky.clear();
}
virtual IShaderConstantSetter* create()
virtual IShaderUniformSetter* create()
{
auto *scs = new GameGlobalShaderConstantSetter(m_sky, m_client);
auto *scs = new GameGlobalShaderUniformSetter(m_sky, m_client);
if (!m_sky)
created_nosky.push_back(scs);
return scs;
@ -1289,11 +1289,11 @@ bool Game::createClient(const GameStartData &start_data)
return false;
}
auto *scsf = new GameGlobalShaderConstantSetterFactory(client);
shader_src->addShaderConstantSetterFactory(scsf);
auto *scsf = new GameGlobalShaderUniformSetterFactory(client);
shader_src->addShaderUniformSetterFactory(scsf);
shader_src->addShaderConstantSetterFactory(
new FogShaderConstantSetterFactory());
shader_src->addShaderUniformSetterFactory(
new FogShaderUniformSetterFactory());
ShadowRenderer::preInit(shader_src);