Skip to content

Commit

Permalink
#5584: OpenGLShader implements the IWindingRenderer interface
Browse files Browse the repository at this point in the history
  • Loading branch information
codereader committed Nov 6, 2021
1 parent 98ae4d2 commit 70959f8
Show file tree
Hide file tree
Showing 3 changed files with 25 additions and 2 deletions.
4 changes: 3 additions & 1 deletion include/irender.h
@@ -1,6 +1,7 @@
#pragma once

#include "imodule.h"
#include "iwindingrenderer.h"
#include <functional>
#include <vector>

Expand Down Expand Up @@ -386,7 +387,8 @@ typedef std::shared_ptr<Material> MaterialPtr;
* which use it -- the actual rendering is performed by traversing a list of
* Shaders and rendering the geometry attached to each one.
*/
class Shader
class Shader :
public render::IWindingRenderer
{
public:
// Observer interface to get notified on (un-)realisation
Expand Down
15 changes: 15 additions & 0 deletions radiantcore/rendersystem/backend/OpenGLShader.cpp
Expand Up @@ -164,6 +164,21 @@ bool OpenGLShader::hasSurfaces() const
return _vertexBuffer && _vertexBuffer->getNumVertices() > 0;
}

IWindingRenderer::Slot OpenGLShader::addWinding(const std::vector<ArbitraryMeshVertex>& vertices)
{
return WindingRenderer::addWinding(vertices);
}

void OpenGLShader::removeWinding(Slot slot)
{
WindingRenderer::removeWinding(slot);
}

void OpenGLShader::updateWinding(Slot slot, const std::vector<ArbitraryMeshVertex>& vertices)
{
WindingRenderer::updateWinding(slot, vertices);
}

void OpenGLShader::setVisible(bool visible)
{
// Control visibility by inserting or removing our shader passes from the GL
Expand Down
8 changes: 7 additions & 1 deletion radiantcore/rendersystem/backend/OpenGLShader.h
Expand Up @@ -6,6 +6,7 @@
#include "ishaders.h"
#include "string/string.h"
#include "render/IndexedVertexBuffer.h"
#include "render/WindingRenderer.h"

#include <list>
#include <sigc++/connection.h>
Expand All @@ -19,7 +20,8 @@ class OpenGLRenderSystem;
* Implementation of the Shader class.
*/
class OpenGLShader final :
public Shader
public Shader,
protected WindingRenderer
{
private:
// Name used to construct the shader
Expand Down Expand Up @@ -103,6 +105,10 @@ class OpenGLShader final :
bool hasSurfaces() const;
void drawSurfaces();

Slot addWinding(const std::vector<ArbitraryMeshVertex>& vertices) override;
void removeWinding(Slot slot) override;
void updateWinding(Slot slot, const std::vector<ArbitraryMeshVertex>& vertices) override;

void setVisible(bool visible) override;
bool isVisible() const override;
void incrementUsed() override;
Expand Down

0 comments on commit 70959f8

Please sign in to comment.