From 583f4bb4f3037aefdd286b6412a9fbbf297194af Mon Sep 17 00:00:00 2001 From: Adrian Scripca Date: Sun, 24 Apr 2022 07:24:14 +0300 Subject: [PATCH] Fixed runtime --- src/material.cpp | 4 ++-- src/material.h | 2 +- src/scene_renderer.cpp | 10 +++++----- 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/src/material.cpp b/src/material.cpp index 113b810..fbbb440 100644 --- a/src/material.cpp +++ b/src/material.cpp @@ -29,7 +29,7 @@ GLenum to_gl(const blending_constant &c) { void set_material(std::shared_ptr &mat) { // glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - mat->shader->use(); + mat->shader_->use(); // if (material->textures[TextureRole::Diffuse]) { // std::cout << "CAN has diffuse texture!!!!!!!!!11" << std::endl; @@ -86,7 +86,7 @@ void unset_material(std::shared_ptr &mat) { // textureUnit++; // } - mat->shader->unuse(); + mat->shader_->unuse(); if (mat->transparent) glDisable(GL_BLEND); diff --git a/src/material.h b/src/material.h index f018515..c305f87 100644 --- a/src/material.h +++ b/src/material.h @@ -52,7 +52,7 @@ struct material { blending_constant blend_dst_fact = blending_constant::one_minus_src_alpha; fill_mode_type fill_mode = fill_mode_type::solid; - std::shared_ptr shader; + std::shared_ptr shader_; texture_map textures; }; diff --git a/src/scene_renderer.cpp b/src/scene_renderer.cpp index 1cae33e..bdb2349 100644 --- a/src/scene_renderer.cpp +++ b/src/scene_renderer.cpp @@ -199,7 +199,7 @@ scene_renderer::scene_renderer() first_pass_shadow_shader = std::make_shared(vs, ps); first_pass_shadow_material = std::make_shared(); - first_pass_shadow_material->shader = first_pass_shadow_shader; + first_pass_shadow_material->shader_ = first_pass_shadow_shader; first_pass_shadow_material->zbuffer_write = true; first_pass_shadow_material->zbuffer_test = true; first_pass_shadow_material->transparent = false; @@ -209,7 +209,7 @@ scene_renderer::scene_renderer() second_pass_shadow_shader = std::make_shared(vs2, ps2); second_pass_shadow_material = std::make_shared(); - second_pass_shadow_material->shader = second_pass_shadow_shader; + second_pass_shadow_material->shader_ = second_pass_shadow_shader; second_pass_shadow_material->diffuse = glm::vec4(1, 0, 0, 1); second_pass_shadow_material->zbuffer_write = true; second_pass_shadow_material->zbuffer_test = true; @@ -296,14 +296,14 @@ void scene_renderer::render(const scene_tree &scene, const std::string &cameraNa shader_consts.set(uniforms::MaterialSpecularColor, meshNode.material_->specular); shader_consts.set(uniforms::MaterialShininess, meshNode.material_->shininess); - shader_consts.apply_to(*second_pass_shadow_material->shader); + shader_consts.apply_to(*second_pass_shadow_material->shader_); if (meshNode.material_->textures[texture_role::diffuse]) { int textureUnit = 0; glActiveTexture(GL_TEXTURE0 + textureUnit); meshNode.material_->textures[texture_role::diffuse]->use(); - second_pass_shadow_material->shader->setIntUniform(textureUnit, "diffuseMap"); + second_pass_shadow_material->shader_->setIntUniform(textureUnit, "diffuseMap"); } else { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); @@ -341,7 +341,7 @@ void scene_renderer::render_shadow_map(const scene_tree &scene, light_node &ligh if (!meshNode.material_->transparent && meshNode.material_->cast_shadows) { shader_consts.set(uniforms::ModelToWorldMatrix, meshNode.model_to_world_space_matrix); - shader_consts.apply_to(*first_pass_shadow_material->shader); + shader_consts.apply_to(*first_pass_shadow_material->shader_); meshNode.mesh_->render(first_pass_shadow_material->flat_shaded); }