Imported glslang library. Refactoring shader manager.

This commit is contained in:
2019-12-01 15:49:49 -08:00
parent 9063cf8915
commit 9f71c278ea
110 changed files with 2549 additions and 28197 deletions

View File

@@ -96,9 +96,9 @@ void KRAmbientZone::render(KRCamera *pCamera, std::vector<KRPointLight *> &point
if(renderPass == KRNode::RENDER_PASS_FORWARD_TRANSPARENT && bVisualize) {
Matrix4 sphereModelMatrix = getModelMatrix();
KRShader *pShader = getContext().getShaderManager()->getShader("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
KRPipeline *pPipeline = getContext().getPipelineManager()->getPipeline("visualize_overlay", pCamera, point_lights, directional_lights, spot_lights, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(getContext().getShaderManager()->selectShader(*pCamera, pShader, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
if(getContext().getPipelineManager()->selectPipeline(*pCamera, pPipeline, viewport, sphereModelMatrix, point_lights, directional_lights, spot_lights, 0, renderPass, Vector3::Zero(), 0.0f, Vector4::Zero())) {
// Enable additive blending
GLDEBUG(glEnable(GL_BLEND));