void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& program, const gpu::StatePointer& state, BatchSetter batchSetter) { gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::SKINNING_GPU)); slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), Slot::MATERIAL_GPU)); slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), Slot::DIFFUSE_MAP)); slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), Slot::NORMAL_MAP)); slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), Slot::SPECULAR_MAP)); slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), Slot::LIGHTMAP_MAP)); slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), Slot::LIGHT_BUFFER)); slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), Slot::NORMAL_FITTING_MAP)); gpu::Shader::makeProgram(*program, slotBindings); auto locations = std::make_shared<Locations>(); locations->texcoordMatrices = program->getUniforms().findLocation("texcoordMatrices"); locations->emissiveParams = program->getUniforms().findLocation("emissiveParams"); locations->normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap"); locations->diffuseTextureUnit = program->getTextures().findLocation("diffuseMap"); locations->normalTextureUnit = program->getTextures().findLocation("normalMap"); locations->specularTextureUnit = program->getTextures().findLocation("specularMap"); locations->emissiveTextureUnit = program->getTextures().findLocation("emissiveMap"); locations->skinClusterBufferUnit = program->getBuffers().findLocation("skinClusterBuffer"); locations->materialBufferUnit = program->getBuffers().findLocation("materialBuffer"); locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer"); ShapeKey key{filter._flags}; auto gpuPipeline = gpu::Pipeline::create(program, state); auto shapePipeline = std::make_shared<Pipeline>(gpuPipeline, locations, batchSetter); addPipelineHelper(filter, key, 0, shapePipeline); }
void ModelRender::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, ModelRender::Locations& locations) { locations.alphaThreshold = program->getUniforms().findLocation("alphaThreshold"); locations.texcoordMatrices = program->getUniforms().findLocation("texcoordMatrices"); locations.emissiveParams = program->getUniforms().findLocation("emissiveParams"); locations.glowIntensity = program->getUniforms().findLocation("glowIntensity"); locations.normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap"); locations.diffuseTextureUnit = program->getTextures().findLocation("diffuseMap"); locations.normalTextureUnit = program->getTextures().findLocation("normalMap"); locations.specularTextureUnit = program->getTextures().findLocation("specularMap"); locations.emissiveTextureUnit = program->getTextures().findLocation("emissiveMap"); locations.skinClusterBufferUnit = program->getBuffers().findLocation("skinClusterBuffer"); locations.materialBufferUnit = program->getBuffers().findLocation("materialBuffer"); locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer"); }
void ShapePlumber::addPipeline(const Filter& filter, const gpu::ShaderPointer& program, const gpu::StatePointer& state, BatchSetter batchSetter) { gpu::Shader::BindingSet slotBindings; slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), Slot::BUFFER::LIGHTING_MODEL)); slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), Slot::BUFFER::SKINNING)); slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), Slot::BUFFER::MATERIAL)); slotBindings.insert(gpu::Shader::Binding(std::string("texMapArrayBuffer"), Slot::BUFFER::TEXMAPARRAY)); slotBindings.insert(gpu::Shader::Binding(std::string("albedoMap"), Slot::MAP::ALBEDO)); slotBindings.insert(gpu::Shader::Binding(std::string("roughnessMap"), Slot::MAP::ROUGHNESS)); slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), Slot::MAP::NORMAL)); slotBindings.insert(gpu::Shader::Binding(std::string("metallicMap"), Slot::MAP::METALLIC)); slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), Slot::MAP::EMISSIVE_LIGHTMAP)); slotBindings.insert(gpu::Shader::Binding(std::string("occlusionMap"), Slot::MAP::OCCLUSION)); slotBindings.insert(gpu::Shader::Binding(std::string("scatteringMap"), Slot::MAP::SCATTERING)); slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), Slot::BUFFER::LIGHT)); slotBindings.insert(gpu::Shader::Binding(std::string("skyboxMap"), Slot::MAP::LIGHT_AMBIENT)); slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), Slot::NORMAL_FITTING)); gpu::Shader::makeProgram(*program, slotBindings); auto locations = std::make_shared<Locations>(); locations->normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap"); if (program->getTextures().findLocation("normalFittingMap") > -1) { locations->normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap"); } locations->albedoTextureUnit = program->getTextures().findLocation("albedoMap"); locations->roughnessTextureUnit = program->getTextures().findLocation("roughnessMap"); locations->normalTextureUnit = program->getTextures().findLocation("normalMap"); locations->metallicTextureUnit = program->getTextures().findLocation("metallicMap"); locations->emissiveTextureUnit = program->getTextures().findLocation("emissiveMap"); locations->occlusionTextureUnit = program->getTextures().findLocation("occlusionMap"); locations->lightingModelBufferUnit = program->getBuffers().findLocation("lightingModelBuffer"); locations->skinClusterBufferUnit = program->getBuffers().findLocation("skinClusterBuffer"); locations->materialBufferUnit = program->getBuffers().findLocation("materialBuffer"); locations->texMapArrayBufferUnit = program->getBuffers().findLocation("texMapArrayBuffer"); locations->lightBufferUnit = program->getBuffers().findLocation("lightBuffer"); locations->lightAmbientMapUnit = program->getTextures().findLocation("skyboxMap"); ShapeKey key{filter._flags}; auto gpuPipeline = gpu::Pipeline::create(program, state); auto shapePipeline = std::make_shared<Pipeline>(gpuPipeline, locations, batchSetter); addPipelineHelper(filter, key, 0, shapePipeline); }
void initialize(const gpu::ShaderPointer& program) { shadowTransform = program->getReflection().validUniformBuffer(ru::Buffer::ShadowParams); }