Use singleton template again.

This commit is contained in:
vlj 2014-07-16 00:16:12 +02:00
parent 3684d22ef8
commit b79cebba40
4 changed files with 34 additions and 61 deletions

View File

@ -117,10 +117,10 @@ void IrrDriver::renderSolidFirstPass()
} }
} }
template<typename T, enum E_VERTEX_TYPE VertexType, typename... TupleType> template<typename Shader, enum E_VERTEX_TYPE VertexType, typename... TupleType>
void renderMeshes2ndPass(const T *Shader, const std::vector<GLuint> &TexUnits, std::vector<std::tuple<TupleType...> > &meshes) void renderMeshes2ndPass(const std::vector<GLuint> &TexUnits, std::vector<std::tuple<TupleType...> > &meshes)
{ {
glUseProgram(Shader->Program); glUseProgram(Shader::getInstance<Shader>()->Program);
glBindVertexArray(getVAO(VertexType)); glBindVertexArray(getVAO(VertexType));
for (unsigned i = 0; i < meshes.size(); i++) for (unsigned i = 0; i < meshes.size(); i++)
{ {
@ -150,7 +150,7 @@ void renderMeshes2ndPass(const T *Shader, const std::vector<GLuint> &TexUnits, s
#endif #endif
continue; continue;
} }
apply_instance<T>(Shader, meshes[i]); apply_instance(Shader::getInstance<Shader>(), meshes[i]);
} }
} }
@ -193,14 +193,14 @@ void IrrDriver::renderSolidSecondPass()
m_scene_manager->drawAll(scene::ESNRP_SOLID); m_scene_manager->drawAll(scene::ESNRP_SOLID);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>(MeshShader::ObjectPass2ShaderInstance, { MeshShader::ObjectPass2ShaderInstance->TU_Albedo }, ListDefaultStandardSM::Arguments); renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>({ MeshShader::ObjectPass2Shader::getInstance<MeshShader::ObjectPass2Shader>()->TU_Albedo }, ListDefaultStandardSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>(MeshShader::ObjectPass2ShaderInstance, { MeshShader::ObjectPass2ShaderInstance->TU_Albedo }, ListDefaultTangentSM::Arguments); renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>({ MeshShader::ObjectPass2Shader::getInstance<MeshShader::ObjectPass2Shader>()->TU_Albedo }, ListDefaultTangentSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>(MeshShader::ObjectRefPass2ShaderInstance, { MeshShader::ObjectRefPass2ShaderInstance->TU_Albedo }, ListAlphaRefSM::Arguments); renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>({ MeshShader::ObjectRefPass2Shader::getInstance<MeshShader::ObjectRefPass2Shader>()->TU_Albedo }, ListAlphaRefSM::Arguments);
renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD>(MeshShader::SphereMapShaderInstance, { MeshShader::SphereMapShaderInstance->TU_tex }, ListSphereMapSM::Arguments); renderMeshes2ndPass<MeshShader::SphereMapShader, video::EVT_STANDARD>({ MeshShader::SphereMapShader::getInstance<MeshShader::SphereMapShader>()->TU_tex }, ListSphereMapSM::Arguments);
renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD>(MeshShader::ObjectUnlitShaderInstance, { MeshShader::ObjectUnlitShaderInstance->TU_tex }, ListUnlitSM::Arguments); renderMeshes2ndPass<MeshShader::ObjectUnlitShader, video::EVT_STANDARD>({ MeshShader::ObjectUnlitShader::getInstance<MeshShader::ObjectUnlitShader>()->TU_tex }, ListUnlitSM::Arguments);
renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS>(MeshShader::DetailledObjectPass2ShaderInstance, { MeshShader::DetailledObjectPass2ShaderInstance->TU_Albedo, MeshShader::DetailledObjectPass2ShaderInstance->TU_detail }, ListDetailSM::Arguments); renderMeshes2ndPass<MeshShader::DetailledObjectPass2Shader, video::EVT_2TCOORDS>({ MeshShader::DetailledObjectPass2Shader::getInstance<MeshShader::DetailledObjectPass2Shader>()->TU_Albedo, MeshShader::DetailledObjectPass2Shader::getInstance<MeshShader::DetailledObjectPass2Shader>()->TU_detail }, ListDetailSM::Arguments);
renderMeshes2ndPass<MeshShader::SplattingShader, video::EVT_2TCOORDS>(MeshShader::SplattingShaderInstance, { 8, MeshShader::SplattingShaderInstance->TU_tex_layout, MeshShader::SplattingShaderInstance->TU_tex_detail0, MeshShader::SplattingShaderInstance->TU_tex_detail1, MeshShader::SplattingShaderInstance->TU_tex_detail2, MeshShader::SplattingShaderInstance->TU_tex_detail3 }, ListSplattingSM::Arguments); renderMeshes2ndPass<MeshShader::SplattingShader, video::EVT_2TCOORDS>({ 8, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_layout, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_detail0, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_detail1, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_detail2, MeshShader::SplattingShader::getInstance<MeshShader::SplattingShader>()->TU_tex_detail3 }, ListSplattingSM::Arguments);
renderMeshes2ndPass<MeshShader::GrassPass2Shader, video::EVT_STANDARD>(MeshShader::GrassPass2ShaderInstance, { MeshShader::GrassPass2ShaderInstance->TU_Albedo }, ListGrassSM::Arguments); renderMeshes2ndPass<MeshShader::GrassPass2Shader, video::EVT_STANDARD>({ MeshShader::GrassPass2Shader::getInstance<MeshShader::GrassPass2Shader>()->TU_Albedo }, ListGrassSM::Arguments);
} }
} }
@ -227,16 +227,16 @@ void IrrDriver::renderTransparent()
if (World::getWorld() && World::getWorld()->isFogEnabled()) if (World::getWorld() && World::getWorld()->isFogEnabled())
{ {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>(MeshShader::TransparentFogShaderInstance, { MeshShader::TransparentFogShaderInstance->TU_tex }, ListBlendTransparentFog::Arguments); renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>({ MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->TU_tex }, ListBlendTransparentFog::Arguments);
glBlendFunc(GL_ONE, GL_ONE); glBlendFunc(GL_ONE, GL_ONE);
renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>(MeshShader::TransparentFogShaderInstance, { MeshShader::TransparentFogShaderInstance->TU_tex }, ListAdditiveTransparentFog::Arguments); renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD>({ MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->TU_tex }, ListAdditiveTransparentFog::Arguments);
} }
else else
{ {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>(MeshShader::TransparentShaderInstance, { MeshShader::TransparentShaderInstance->TU_tex }, ListBlendTransparent::Arguments); renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>({ MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->TU_tex }, ListBlendTransparent::Arguments);
glBlendFunc(GL_ONE, GL_ONE); glBlendFunc(GL_ONE, GL_ONE);
renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>(MeshShader::TransparentShaderInstance, { MeshShader::TransparentShaderInstance->TU_tex }, ListAdditiveTransparent::Arguments); renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD>({ MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->TU_tex }, ListAdditiveTransparent::Arguments);
} }
if (!UserConfigParams::m_dynamic_lights) if (!UserConfigParams::m_dynamic_lights)

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@ -328,19 +328,10 @@ void Shaders::loadShaders()
MeshShader::InstancedObjectPass1ShaderInstance = new MeshShader::InstancedObjectPass1Shader(); MeshShader::InstancedObjectPass1ShaderInstance = new MeshShader::InstancedObjectPass1Shader();
MeshShader::InstancedObjectRefPass1ShaderInstance = new MeshShader::InstancedObjectRefPass1Shader(); MeshShader::InstancedObjectRefPass1ShaderInstance = new MeshShader::InstancedObjectRefPass1Shader();
MeshShader::InstancedGrassPass1ShaderInstance = new MeshShader::InstancedGrassPass1Shader(); MeshShader::InstancedGrassPass1ShaderInstance = new MeshShader::InstancedGrassPass1Shader();
MeshShader::ObjectPass2ShaderInstance = new MeshShader::ObjectPass2Shader();
MeshShader::InstancedObjectPass2ShaderInstance = new MeshShader::InstancedObjectPass2Shader(); MeshShader::InstancedObjectPass2ShaderInstance = new MeshShader::InstancedObjectPass2Shader();
MeshShader::InstancedObjectRefPass2ShaderInstance = new MeshShader::InstancedObjectRefPass2Shader(); MeshShader::InstancedObjectRefPass2ShaderInstance = new MeshShader::InstancedObjectRefPass2Shader();
MeshShader::InstancedGrassPass2ShaderInstance = new MeshShader::InstancedGrassPass2Shader(); MeshShader::InstancedGrassPass2ShaderInstance = new MeshShader::InstancedGrassPass2Shader();
MeshShader::DetailledObjectPass2ShaderInstance = new MeshShader::DetailledObjectPass2Shader();
MeshShader::ObjectRefPass2ShaderInstance = new MeshShader::ObjectRefPass2Shader();
MeshShader::ObjectUnlitShaderInstance = new MeshShader::ObjectUnlitShader();
MeshShader::SphereMapShaderInstance = new MeshShader::SphereMapShader();
MeshShader::SplattingShaderInstance = new MeshShader::SplattingShader();
MeshShader::GrassPass2ShaderInstance = new MeshShader::GrassPass2Shader();
MeshShader::BubbleShader::init(); MeshShader::BubbleShader::init();
MeshShader::TransparentShaderInstance = new MeshShader::TransparentShader();
MeshShader::TransparentFogShaderInstance = new MeshShader::TransparentFogShader();
MeshShader::BillboardShader::init(); MeshShader::BillboardShader::init();
LightShader::PointLightShader::init(); LightShader::PointLightShader::init();
MeshShader::DisplaceShaderInstance = new MeshShader::DisplaceShader(); MeshShader::DisplaceShaderInstance = new MeshShader::DisplaceShader();

View File

@ -198,7 +198,7 @@ public:
extern InstancedGrassPass1Shader *InstancedGrassPass1ShaderInstance; extern InstancedGrassPass1Shader *InstancedGrassPass1ShaderInstance;
class ObjectPass2Shader : public ShaderHelper<core::matrix4, core::matrix4, video::SColorf> class ObjectPass2Shader : public ShaderHelperSingleton<ObjectPass2Shader, core::matrix4, core::matrix4, video::SColorf>
{ {
public: public:
GLuint TU_Albedo; GLuint TU_Albedo;
@ -206,8 +206,6 @@ public:
ObjectPass2Shader(); ObjectPass2Shader();
}; };
extern ObjectPass2Shader *ObjectPass2ShaderInstance;
class InstancedObjectPass2Shader : public ShaderHelper<video::SColorf> class InstancedObjectPass2Shader : public ShaderHelper<video::SColorf>
{ {
public: public:
@ -228,7 +226,7 @@ public:
extern InstancedObjectRefPass2Shader *InstancedObjectRefPass2ShaderInstance; extern InstancedObjectRefPass2Shader *InstancedObjectRefPass2ShaderInstance;
class DetailledObjectPass2Shader : public ShaderHelper<core::matrix4, video::SColorf> class DetailledObjectPass2Shader : public ShaderHelperSingleton<DetailledObjectPass2Shader, core::matrix4, video::SColorf>
{ {
public: public:
GLuint TU_Albedo, TU_detail; GLuint TU_Albedo, TU_detail;
@ -236,9 +234,7 @@ public:
DetailledObjectPass2Shader(); DetailledObjectPass2Shader();
}; };
extern DetailledObjectPass2Shader *DetailledObjectPass2ShaderInstance; class ObjectUnlitShader : public ShaderHelperSingleton<ObjectUnlitShader, core::matrix4>
class ObjectUnlitShader : public ShaderHelper<core::matrix4>
{ {
public: public:
GLuint TU_tex; GLuint TU_tex;
@ -246,9 +242,7 @@ public:
ObjectUnlitShader(); ObjectUnlitShader();
}; };
extern ObjectUnlitShader *ObjectUnlitShaderInstance; class ObjectRefPass2Shader : public ShaderHelperSingleton<ObjectRefPass2Shader, core::matrix4, core::matrix4, video::SColorf>
class ObjectRefPass2Shader : public ShaderHelper<core::matrix4, core::matrix4, video::SColorf>
{ {
public: public:
GLuint TU_Albedo; GLuint TU_Albedo;
@ -256,9 +250,7 @@ public:
ObjectRefPass2Shader(); ObjectRefPass2Shader();
}; };
extern ObjectRefPass2Shader *ObjectRefPass2ShaderInstance; class GrassPass2Shader : public ShaderHelperSingleton<GrassPass2Shader, core::matrix4, core::vector3df, video::SColorf>
class GrassPass2Shader : public ShaderHelper<core::matrix4, core::vector3df, video::SColorf>
{ {
public: public:
GLuint TU_Albedo; GLuint TU_Albedo;
@ -266,8 +258,6 @@ public:
GrassPass2Shader(); GrassPass2Shader();
}; };
extern GrassPass2Shader *GrassPass2ShaderInstance;
class InstancedGrassPass2Shader : public ShaderHelper<core::vector3df, core::vector3df, video::SColorf> class InstancedGrassPass2Shader : public ShaderHelper<core::vector3df, core::vector3df, video::SColorf>
{ {
public: public:
@ -278,7 +268,7 @@ public:
extern InstancedGrassPass2Shader *InstancedGrassPass2ShaderInstance; extern InstancedGrassPass2Shader *InstancedGrassPass2ShaderInstance;
class SphereMapShader : public ShaderHelper<core::matrix4, core::matrix4, video::SColorf> class SphereMapShader : public ShaderHelperSingleton<SphereMapShader, core::matrix4, core::matrix4, video::SColorf>
{ {
public: public:
GLuint TU_tex; GLuint TU_tex;
@ -286,9 +276,7 @@ public:
SphereMapShader(); SphereMapShader();
}; };
extern SphereMapShader *SphereMapShaderInstance; class SplattingShader : public ShaderHelperSingleton<SplattingShader, core::matrix4, video::SColorf>
class SplattingShader : public ShaderHelper<core::matrix4, video::SColorf>
{ {
public: public:
GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3; GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3;
@ -296,8 +284,6 @@ public:
SplattingShader(); SplattingShader();
}; };
extern SplattingShader *SplattingShaderInstance;
class BubbleShader class BubbleShader
{ {
public: public:
@ -308,7 +294,7 @@ public:
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex, float time, float transparency); static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, unsigned TU_tex, float time, float transparency);
}; };
class TransparentShader : public ShaderHelper<core::matrix4, core::matrix4> class TransparentShader : public ShaderHelperSingleton<TransparentShader, core::matrix4, core::matrix4>
{ {
public: public:
GLuint TU_tex; GLuint TU_tex;
@ -316,9 +302,7 @@ public:
TransparentShader(); TransparentShader();
}; };
extern TransparentShader *TransparentShaderInstance; class TransparentFogShader : public ShaderHelperSingleton<TransparentFogShader, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
class TransparentFogShader : public ShaderHelper<core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>
{ {
public: public:
GLuint TU_tex; GLuint TU_tex;
@ -326,8 +310,6 @@ public:
TransparentFogShader(); TransparentFogShader();
}; };
extern TransparentFogShader *TransparentFogShaderInstance;
class BillboardShader class BillboardShader
{ {
public: public:

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@ -276,7 +276,7 @@ void STKMeshSceneNode::render()
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
if (!spareWhiteTex) if (!spareWhiteTex)
spareWhiteTex = getUnicolorTexture(video::SColor(255, 255, 255, 255)); spareWhiteTex = getUnicolorTexture(video::SColor(255, 255, 255, 255));
glUseProgram(MeshShader::ObjectPass2ShaderInstance->Program); glUseProgram(MeshShader::ObjectPass2Shader::getInstance<MeshShader::ObjectPass2Shader>()->Program);
// Only untextured // Only untextured
for (unsigned i = 0; i < GLmeshes.size(); i++) for (unsigned i = 0; i < GLmeshes.size(); i++)
{ {
@ -286,8 +286,8 @@ void STKMeshSceneNode::render()
GLenum itype = mesh.IndexType; GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount; size_t count = mesh.IndexCount;
setTexture(MeshShader::ObjectPass2ShaderInstance->TU_Albedo, getTextureGLuint(spareWhiteTex), GL_NEAREST, GL_NEAREST, false); setTexture(MeshShader::ObjectPass2Shader::getInstance<MeshShader::ObjectPass2Shader>()->TU_Albedo, getTextureGLuint(spareWhiteTex), GL_NEAREST, GL_NEAREST, false);
MeshShader::ObjectPass2ShaderInstance->setUniforms(AbsoluteTransformation, mesh.TextureMatrix, irr_driver->getSceneManager()->getAmbientLight()); MeshShader::ObjectPass2Shader::getInstance<MeshShader::ObjectPass2Shader>()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix, irr_driver->getSceneManager()->getAmbientLight());
assert(mesh.vao); assert(mesh.vao);
glBindVertexArray(mesh.vao); glBindVertexArray(mesh.vao);
glDrawElements(ptype, count, itype, 0); glDrawElements(ptype, count, itype, 0);
@ -350,7 +350,7 @@ void STKMeshSceneNode::render()
if (World::getWorld() && World::getWorld()->isFogEnabled()) if (World::getWorld() && World::getWorld()->isFogEnabled())
{ {
glUseProgram(MeshShader::TransparentFogShaderInstance->Program); glUseProgram(MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->Program);
for (unsigned i = 0; i < GLmeshes.size(); i++) for (unsigned i = 0; i < GLmeshes.size(); i++)
{ {
GLMesh &mesh = GLmeshes[i]; GLMesh &mesh = GLmeshes[i];
@ -374,8 +374,8 @@ void STKMeshSceneNode::render()
tmpcol.getBlue() / 255.0f); tmpcol.getBlue() / 255.0f);
compressTexture(mesh.textures[0], true); compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true); setTexture(MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::TransparentFogShaderInstance->setUniforms(AbsoluteTransformation, mesh.TextureMatrix, fogmax, startH, endH, start, end, col); MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix, fogmax, startH, endH, start, end, col);
assert(mesh.vao); assert(mesh.vao);
glBindVertexArray(mesh.vao); glBindVertexArray(mesh.vao);
@ -385,7 +385,7 @@ void STKMeshSceneNode::render()
} }
else else
{ {
glUseProgram(MeshShader::TransparentShaderInstance->Program); glUseProgram(MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->Program);
for (unsigned i = 0; i < GLmeshes.size(); i++) for (unsigned i = 0; i < GLmeshes.size(); i++)
{ {
irr_driver->IncreaseObjectCount(); irr_driver->IncreaseObjectCount();
@ -395,9 +395,9 @@ void STKMeshSceneNode::render()
size_t count = mesh.IndexCount; size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true); compressTexture(mesh.textures[0], true);
setTexture(MeshShader::TransparentShaderInstance->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true); setTexture(MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::TransparentShaderInstance->setUniforms(AbsoluteTransformation, mesh.TextureMatrix); MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
assert(mesh.vao); assert(mesh.vao);
glBindVertexArray(mesh.vao); glBindVertexArray(mesh.vao);
glDrawElements(ptype, count, itype, 0); glDrawElements(ptype, count, itype, 0);