feat: uniform buffer configure shader

This commit is contained in:
2025-10-24 12:37:09 +02:00
parent ee8e6012c8
commit b5ea21ad43
4 changed files with 31 additions and 12 deletions

View File

@ -3,6 +3,7 @@
#include <GL/glew.h>
#include "engine/renderer/shader.h"
#include "engine/export.h"
namespace Core {
@ -16,6 +17,7 @@ namespace OpenGL {
public:
Buffer(BufferTarget target, BufferUsage usage);
protected:
void Data(void* data, size_t size);
void SubData(void *data, size_t size, size_t offset);
@ -33,8 +35,17 @@ namespace OpenGL {
class ENGINE_API UniformBuffer : public Buffer {
public:
UniformBuffer(size_t size, unsigned int index);
public:
void ConfigureShader(Shader& shader, const char* uniformName);
template<typename T, typename S = size_t>
void UpdateUniform(void* data, S offset) {
SubData(data, sizeof(T), offset);
}
private:
unsigned int m_uniformBinding;
private:
static unsigned int s_bufferNextId;
};
} // namespace OpenGL

View File

@ -15,11 +15,11 @@ public:
Shader();
~Shader();
unsigned int m_id;
void init(const std::string &vertexCode, const std::string &fragmentCode);
void use();
const unsigned int GetID() const { return m_id; }
void setBool(const std::string &name, bool value) const;
void setInt(const std::string &name, int value) const;
void setFloat(const std::string &name, float value) const;
@ -32,8 +32,8 @@ public:
void setMat2(const std::string &name, const glm::mat2 &mat) const;
void setMat3(const std::string &name, const glm::mat3 &mat) const;
void setMat4(const std::string &name, const glm::mat4 &mat) const;
private:
unsigned int m_id;
unsigned int m_vertexId;
unsigned int m_fragmentId;

View File

@ -45,12 +45,19 @@ namespace OpenGL {
Unbind();
}
unsigned int UniformBuffer::s_bufferNextId = 1;
UniformBuffer::UniformBuffer(size_t size, unsigned int index)
: Buffer(GL_UNIFORM_BUFFER, GL_STATIC_DRAW)
: Buffer(GL_UNIFORM_BUFFER, GL_STATIC_DRAW), m_uniformBinding(s_bufferNextId++)
{
Data(nullptr, size);
BindBuffer(index);
BindBuffer(m_uniformBinding);
}
void UniformBuffer::ConfigureShader(Shader& shader, const char* uniformName) {
auto uniformIndex = glGetUniformBlockIndex(shader.GetID(), uniformName);
glUniformBlockBinding(shader.GetID(), uniformIndex, m_uniformBinding);
}
} // namespace OpenGL

View File

@ -36,8 +36,9 @@ Renderer::Renderer(std::shared_ptr<Scene> scene)
FileManager::read("./engine/src/shaders/depth.fs")
);
glUniformBlockBinding(m_shader.m_id, glGetUniformBlockIndex(m_shader.m_id, "Matrices"), 1);
// glUniformBlockBinding(m_depthShader.m_id, glGetUniformBlockIndex(m_depthShader.m_id, "Matrices"), 1);
// glUniformBlockBinding(m_shader.m_id, glGetUniformBlockIndex(m_shader.m_id, "Matrices"), 1);
m_uniform_matrices.ConfigureShader(m_shader, "Matrices");
m_proj = glm::perspective(
static_cast<float>(M_PI_2),
@ -46,7 +47,7 @@ Renderer::Renderer(std::shared_ptr<Scene> scene)
100.0f
);
m_uniform_matrices.SubData(glm::value_ptr(m_proj), sizeof(glm::mat4), 0);
m_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_proj), 0);
m_model = glm::mat4(1.f);
@ -65,7 +66,7 @@ void Renderer::OnWindowResized(int w, int h) {
0.01f,
100.0f
);
m_uniform_matrices.SubData(glm::value_ptr(m_proj), sizeof(glm::mat4), 0);
m_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_proj), 0);
}
void Renderer::ApplyLights(Shader &shader) {
@ -128,7 +129,7 @@ void Renderer::UpdateView() {
glm::vec3(0.f, 1.f, 0.f)
);
m_uniform_matrices.SubData(glm::value_ptr(m_view), sizeof(glm::mat4), sizeof(glm::mat4));
m_uniform_matrices.UpdateUniform<glm::mat4>(glm::value_ptr(m_view), sizeof(glm::mat4));
m_shader.setVec3("viewPos", camTransform.position);