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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

@ -159,7 +159,7 @@ private:
class ShaderCallback : public video::IShaderConstantSetCallBack
{
std::vector<std::unique_ptr<IShaderConstantSetter>> m_setters;
std::vector<std::unique_ptr<IShaderUniformSetter>> m_setters;
public:
template <typename Factories>
@ -175,7 +175,7 @@ public:
virtual void OnSetConstants(video::IMaterialRendererServices *services, s32 userData) override
{
for (auto &&setter : m_setters)
setter->onSetConstants(services);
setter->onSetUniforms(services);
}
virtual void OnSetMaterial(const video::SMaterial& material) override
@ -187,10 +187,10 @@ public:
/*
MainShaderConstantSetter: Set basic constants required for almost everything
MainShaderUniformSetter: Set basic uniforms required for almost everything
*/
class MainShaderConstantSetter : public IShaderConstantSetter
class MainShaderUniformSetter : public IShaderUniformSetter
{
CachedVertexShaderSetting<f32, 16> m_world_view_proj{"mWorldViewProj"};
CachedVertexShaderSetting<f32, 16> m_world{"mWorld"};
@ -205,14 +205,14 @@ class MainShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float, 4> m_material_color_setting{"materialColor"};
public:
~MainShaderConstantSetter() = default;
~MainShaderUniformSetter() = default;
virtual void onSetMaterial(const video::SMaterial& material) override
{
m_material_color = material.ColorParam;
}
virtual void onSetConstants(video::IMaterialRendererServices *services) override
virtual void onSetUniforms(video::IMaterialRendererServices *services) override
{
video::IVideoDriver *driver = services->getVideoDriver();
assert(driver);
@ -243,11 +243,11 @@ public:
};
class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory
class MainShaderUniformSetterFactory : public IShaderUniformSetterFactory
{
public:
virtual IShaderConstantSetter* create()
{ return new MainShaderConstantSetter(); }
virtual IShaderUniformSetter* create()
{ return new MainShaderUniformSetter(); }
};
@ -306,9 +306,9 @@ public:
// Shall be called from the main thread.
void rebuildShaders() override;
void addShaderConstantSetterFactory(IShaderConstantSetterFactory *setter) override
void addShaderUniformSetterFactory(IShaderUniformSetterFactory *setter) override
{
m_setter_factories.emplace_back(setter);
m_uniform_factories.emplace_back(setter);
}
private:
@ -331,8 +331,8 @@ private:
RequestQueue<std::string, u32, u8, u8> m_get_shader_queue;
#endif
// Global constant setter factories
std::vector<std::unique_ptr<IShaderConstantSetterFactory>> m_setter_factories;
// Global uniform setter factories
std::vector<std::unique_ptr<IShaderUniformSetterFactory>> m_uniform_factories;
// Generate shader given the shader name.
ShaderInfo generateShader(const std::string &name,
@ -352,7 +352,7 @@ ShaderSource::ShaderSource()
m_shaderinfo_cache.emplace_back();
// Add main global constant setter
addShaderConstantSetterFactory(new MainShaderConstantSetterFactory());
addShaderUniformSetterFactory(new MainShaderUniformSetterFactory());
}
ShaderSource::~ShaderSource()
@ -773,7 +773,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
geometry_shader_ptr = geometry_shader.c_str();
}
auto cb = make_irr<ShaderCallback>(m_setter_factories);
auto cb = make_irr<ShaderCallback>(m_uniform_factories);
infostream << "Compiling high level shaders for " << log_name << std::endl;
s32 shadermat = gpu->addHighLevelShaderMaterial(
vertex_shader.c_str(), fragment_shader.c_str(), geometry_shader_ptr,